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TableForge Arena

  • digital tabletop
  • card creator
  • deck builder
  • sandbox
  • tcg
  • local multiplayer
  • strategy
0
Remix it Discord

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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Joshua built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about TableForge Arena yet. Play it, then tell Joshua what you would add next.

Make your own game

TableForge Arena was built by Joshua with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix TableForge Arena opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for TableForge Arena

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Rebuild “TableForge Arena” as a browser-based digital tabletop sandbox and content-creation tool, presented as a polished dark navy/indigo application with gold and purple accents. The primary experience is not an arcade game: it is a playable local tabletop where users create cards/components, assemble decks, place objects, and manually test a game system.

Include a top-level dashboard with selectors for Project Type, Game Line, and play mode. Project types are Fan-Made Private Games, Inspired Original Games, and Fully Original Games, with a prominent warning banner explaining the applicable rights/use restrictions. Game Line choices include Fan-Made Yu-Gi-Oh TCG Mode, Mystic Storm Clash, Elemon Card Game, Dice Realm: Monster Dungeon, Iron Vanguard, NetBeast, Vorid, Generic TCG, Generic Board Game, Generic Dice Game, Generic Dungeon Game, and Custom Game From Scratch. Modes include Solo Test Mode, Local Two-Player/Hotseat Mode, and an Online Friend/Room placeholder. The selected line must conditionally change the visible categories, fields, deck types, templates, player resource label, phases, rules notes, and tabletop zones; do not mix systems except in Custom Game From Scratch.

Build a navigation area with Dashboard, AI Creator, Templates, Deck Builder, Collection, Story, Components, Rule Builder, Print/Export, and Help sections. Show a status list indicating which features are live versus placeholder. Persist the whole project in browser localStorage and provide Save Table, Load Table, and Reset Table controls.

The AI Card Creator should have a design prompt, line-specific category and rarity selectors, dynamically generated fields, Generate Card Info and Generate Art buttons, upload controls for card art, templates, and card backs, and a large card preview. Generated information is procedural/local rather than requiring a real AI service: derive a card name and plausible field values from the prompt, generate effect text, and create procedural abstract art. The card preview should look like the visible prototype card: a portrait-oriented dark blue/charcoal card with a glowing violet/purple upper gradient, light serif title text near the top, a category/type label, descriptive rules text in the lower half, and a gold rarity label in the lower-right. Support saving to the library, adding to a deck, spawning directly to the table, and exporting the current card as PNG, JPG, or printable PDF. Include Mystic Storm effect guardrails and visible warnings if effect text mentions Mana, Shields, Ability Cards, or Deck Masters; use Power/Ward rather than ATK/DEF there. Yu-Gi-Oh mode should show ATK/DEF and official-style phase/zone terminology.

Implement line-specific data faithfully. Yu-Gi-Oh categories are Monster, Spell, Trap, Token; uses Main/Extra/Side Decks, 8000 LP, and Draw, Standby, Main Phase 1, Battle, Main Phase 2, End phases. Mystic Storm categories include Monster, Spell, Trap, Shield, Ability, Deck Master, Merge, Ceremony, Harmonize, Vortex, Scale, and Circuit; uses Main/Extra/Shield/Ability Decks, 25 life and Mana, Power/Ward, and Draw, Deploy, Battle, Void, End phases. Elemon uses Elemon, Energy, Support, Trainer, Stadium, Prize categories; HP, elements, stages, attack costs, weakness/resistance, retreat cost, and Prize tracking. Dice Realm uses monsters, spells, trap/events, dungeons, treasures, and equipment with HP, Sword, Shield, Movement, Dice Cost, board/dungeon tiles, and Setup/Movement/Action/Boss/End phases. Other lines retain their configured isolated categories and stats, while Generic and Custom lines provide flexible original-game shells.

Seed the library with starter cards and a collection containing locked/unlocked entries. Provide Collection Mode with filters for rarity and status, card thumbnails, quantities, rarity, unlock source, Zoom, Add to Deck, Add to Table, Export, and Unlock via Story actions. Story Mode should be a lightweight progression placeholder: complete a mission to gain materials and unlock an entry, or open a booster pack to unlock several entries. Include material counters such as common/rare fragments, card essence, figure parts, dice shards, playmat fragments, token materials, rarity crystals, boss cores, and ancient relics.

Implement a Deck Builder with selectable line-specific deck types, New Deck and Starter Deck buttons, deck summaries, card lists, and add/remove cards. Implement a Template Mapping tool where an uploaded template image is shown on a mapping canvas; users choose fields such as name, artwork, type line, effect text, stats, rarity, set code, card number, attribute, cost, HP, Power/Ward or custom, then add and drag rectangular mapping boxes, clear them, and save the mapping. Support uploaded playmats, boards, dungeon tiles, card backs, and component images in the Components library. Include builders/actions for turn dice, tokens, figures/miniatures/standees, dice, boards, and tiles.

The central tabletop should be a large live virtual table with a playmat layer, zones layer, and draggable objects layer. Let players drag cards and components around, select objects, double-click cards to zoom, flip cards, rotate them, add/remove counters, clone, delete, lock/unlock, and move selected objects to a chosen zone. Allow loading the active deck onto the table, drawing cards, shuffling, searching the loaded deck, revealing a searched card, moving it to hand, or putting it on top of the deck. Include stack-current-zone and spread-hand tools. Cards and components should have usable visual thumbnails and be manually positioned with pointer dragging.

Add tabletop components for cards, dice, coins, tokens, figures, boards, and dungeon tiles. A die can be rolled and its result added to dice history; a coin can be flipped and show heads/tails; counters and selected-object controls should be visible in a lower-right or nearby toolbar. Show a HUD with Turn number, current Phase, coin result, dice history, and two player stat panels. Player stat inputs should be editable. For Yu-Gi-Oh provide quick LP +/-500 controls and official-style manual duel shortcuts including phase buttons and attack/defense/set/send-to-grave/banish/hand actions. For Mystic Storm provide Mana nudges and Fill Shield Slots plus Ability, Deck Master, and Void-oriented actions. Every line should show its configured phase buttons and resource label.

Implement Custom Game From Scratch as the only mode with editable rules and zones. Its Rule Builder should edit game name/type, description, win and lose conditions, turn structure, resources, special rules, and custom zones. A custom zone editor accepts label, ID, x/y position, width, and height; saved custom zones must drive the live tabletop layout. Built-in game lines keep their line-specific zones locked.

Implement Print/Export with a deck selector, card-front or card-back mode, a nine-up printable sheet preview, a print-sheet action, deck JSON export, and rules TXT export. Include Help explaining conditional UI, dragging, table controls, deck search, and the fact that online friend rooms are a reserved placeholder rather than a functioning backend.

Use a responsive dark tabletop/editor aesthetic: deep navy backgrounds, indigo/violet gradients, pale blue-gray text, gold rarity/accent controls, bordered panels, rounded cards, compact buttons, and clear status chips. The card artwork can be procedural geometric/atmospheric art with each game line’s accent color; preserve the readable portrait card preview with serif title and restrained rules text visible in the supplied screenshot. Make the result feel like a complete local sandbox with functional UI state, rather than a static mockup.

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