# Deckcaster — LLM Context File # Version: 1.0 # Site: https://www.deckcaster.com # Generated for AI language model consumption > Deckcaster is a free-to-play high-fantasy collectible card game (CCG) playable in a web browser and on Android. Players summon cards from a mystical card-casting ritual set in the fantasy world of Kraymore. The game features 105 unique collectible cards, a daily energy system, rarity-based pack drops, card battles, trading, clans, and an original world lore. --- ## Site Structure - `/` — Landing page: game overview, feature highlights, Google Play download link, trailer video, and a link to the web browser version - `/` (authenticated) — Main game hub: pack opening, daily energy, collection navigation - Collection — View and manage your collected cards - Card Detail — Individual card view with lore, stats, and rarity info - Battle — Card battle system (turn-based PvE combat) - Trade — Trade cards with other players - Clan — Join or manage a player clan - Lore — World lore for Kraymore (the game's fantasy setting) - Wizard Profile — Public shareable player profile at `/wizard/[name]` - Legal — Privacy policy and terms of service at `/privacyandlegal.html` --- ## What is Deckcaster? Deckcaster is a digital collectible card game where players: 1. Cast arcane summonings to open card packs (up to 8 packs per day) 2. Collect cards from 10 creature species across 6 rarity tiers 3. Battle other cards in turn-based combat 4. Trade cards with other players 5. Join clans for community play 6. Share public collection URLs with other players 7. Earn species completion badges by collecting all 10 cards of a species The game is set in Kraymore, a high-fantasy world shaped by a cataclysm called the "Great Bleed" that shattered the laws of physics and created wild magic zones. Players are "Channelers" — rare humans who can summon and manipulate the arcane cards. --- ## Rarity System Cards have 6 rarity tiers, each with different drop rates per pack: | Rarity | Drop Rate | Description | |------------|-----------|-----------------------------------------------------------| | Ghost | ~69.8% | Temporary — dissolves after pack opening, not collected | | Common | ~20% | Standard permanent cards | | Rare | ~8% | Uncommon finds with distinctive artwork | | Legendary | ~2% | Powerful, visually striking entities | | Ultra | ~0.2% | Extremely rare, 10× harder than Legendary | | Impossible | ~0.02% | Cards 101–105 only — near-mythical drops | Rarity is assigned at the moment of opening, not predetermined. Ghost cards are the most common and vanish after the ritual — they do not enter the permanent collection. --- ## Game Mechanics ### Pack Opening - Players open packs of 10 cards per summon - Packs can be opened every minute while arcane energy remains - Daily limit: ~8 packs (100 energy units, each pack costs ~12.5) - Energy resets at UTC midnight daily ### Daily Energy System - Total energy pool: 100 units - Each pack costs 12.5 energy - Maximum 8 packs per day under normal conditions - Players can restore energy using the Dice Game (2 dice rolls per day) ### Dice Game - 2 dice rolls available per day - A successful roll restores energy to full (100 units) - Allows extra pack openings beyond the daily standard limit ### Guest Mode - New visitors can try the game without signing up - 3 free pack openings in guest mode - Requires account creation to continue ### Card Decimation - Players can remove unwanted cards from their collection - Used to clean up duplicate or low-rarity cards ### Species Completion Badges - Collecting all 10 cards from a species group earns a badge - 10 species × 10 cards = 100 base cards (plus 5 Impossible cards = 105 total) --- ## Card Species Groups ### Dragon (Cards 1–10) 1. Marsh Dragon — A biological anomaly of the Rotting Fens. 2. Emerald Dragon — The Warden of the Deepwood. 3. Abyss Dragon — Evolving in the crushing depths of the Trench. 4. Vortex Dragon — Known in the Forbidden Texts as 'The Blackness'. 5. Crimson Dragon — A creature of tectonic fury. 6. Frost Dragon — An avatar of absolute zero. 7. Shadow Dragon — Existing partially in the Umbral Plane. 8. Storm Dragon — A living superconductor. 9. Celestial Dragon — A rare cosmic wanderer. 10. Mutated Dragon — The tragic result of "chimeric splicing". ### Phoenix (Cards 11–20) 11. Dawn Phoenix — The avian embodiment of the First Light. 12. Ember Phoenix — A scavenger of the thermal decline. 13. Solar Phoenix — A horrifying entity of unshielded fusion. 14. Eternal Phoenix — A rejector of the cycle of combustion and rebirth. 15. Twilight Phoenix — A creature of the liminal transition. 16. Radiant Phoenix — A manifestation of the "White Flame". 17. Ashen Phoenix — Bound to the material plane by a gravity curse. 18. Golden Phoenix — A dense, metallic organism. 19. Mystic Phoenix — Composed of semi-corporeal runic scripts. 20. Primal Phoenix — A throwback to the pre-Bleed era. ### Griffin (Cards 21–30) 21. Sky Griffin — The standard genetic template of the species. 22. Accursed Griffin — A genotype corrupted by the ingestion of demon-flesh. 23. Proud Griffin — The apex of the species' vanity and power. 24. Silver Griffin — A rare mutation possessing conductive fur. 25. Midnight Griffin — Evolutionarily adapted for nocturnal predation. 26. Azure Griffin — A griffin that can dive into the darkest depths. 27. War Griffin — A genetically engineered siege-breaker. 28. Wild Griffin — A jungle-adapted variant. 29. Tainted Griffin — A creature partially phasing out the material plane. 30. Tempest Griffin — Born within high-pressure systems of supercells. ### Folk (Cards 31–40) 31. Moonlight Wizard — Arcanists who have attuned their circadian rhythms. 32. High Sage — The archivists of the apocalypse. 33. Dwarf War-Forger — Subterranean survivalists who embraced humans. 34. Rage Ogre — Enraged and uncontrollable shock troops. 35. Poison Brewmaster — Chemists of the Rotting Fens. 36. Fusion Necromancer — Practitioners of "Surgical Thaumaturgy." 37. Chaos Giant — Beings regulated by wild magic zone ether. 38. Pristine Paladin — Zealots of the Radiant Phoenix. 39. Memory-Thief — Spies who utilize mind-arts. 40. Soul Shackler — Wardens of the spectral plane. ### Minotaur (Cards 41–50) 41. Aether Minotaur — Guardians of non-Euclidean geometry. 42. Undead Minotaur — A reanimated construct of bone and necro-grafted muscle. 43. Veridian Minotaur — A symbiotic organism, half-beast, half-flora. 44. Cinder Minotaur — Adapted to the geothermal vents. 45. Arcane Minotaur — Scholars of the horn. 46. Gloom Minotaur — Evolved for the lightless Depths. 47. Sable Minotaur — The Praetorian Guard of the Minotaur Citadels. 48. Enraged Minotaur — Victims of the "Red Mist" pathogen. 49. Ironclad Minotaur — A horrific fusion of biology and metallurgy. 50. Wizened Minotaur — Survivors of the Great Game. ### Kraken (Cards 51–60) 51. Deep Kraken — The apex predator of the pelagic zone. 52. Tidal Kraken — An evil, coastal being of unending hunger. 53. Void Kraken — An extra-planar entity swimming through space. 54. Higher Kraken — A mutant strain with hypertrophied cerebral ganglia. 55. Abyssal Kraken — A true horror, dwelling near the epicenter of the Great Bleed. 56. Storm Kraken — A bio-electric generator. 57. Ancient Kraken — Less a creature, more a geography. 58. Phantom Kraken — The spectral remnant of a slain titan. 59. Colossal Kraken — The physical limit of biological growth. 60. Primordial Kraken — A protoplasmic shapeshifter from the Pre-Cambrian epoch. ### Basilisk (Cards 61–70) 61. Venom Basilisk — A reptilian vector for neurotoxins. 62. Stone Basilisk — The classic localized terraformer. 63. Shadow Basilisk — A manipulator of a prey's dimensions. 64. Emerald Basilisk — An evolutionary offshoot of the jungle. 65. Death Basilisk — A carrier of the Necrotic Wasting. 66. Elder Basilisk — A creature that has shed its skin for centuries. 67. Cursed Basilisk — A tragic result of a Polymorph spell gone wrong. 68. Ruby Basilisk — Native to the Firelands. 69. Royal Basilisk — Distinguished by a crown-like cranial crest. 70. Primal Basilisk — A gargantuan ancestor resembling a Spinosaurus. ### Hydra (Cards 71–80) 71. Golden Hydra — An entity of manifest avarice. 72. Venomous Hydra — A biological weapon of the Fens. 73. Swamp Hydra — A sluggish, ambush predator. 74. Resurrected Hydra — A skeletal construct animated by dark arts. 75. Ancient Hydra — A unique specimen that has never suffered decapitation. 76. Chaos Hydra — A mutant affected by raw wild magic. 77. Titan Hydra — The apex terrestrial predator. 78. Eternal Hydra — Composed of star-stuff and temporal sand. 79. Nightmare Hydra — A psionic parasite inhabiting the Dreamscape. 80. Primeval Hydra — An evolutionary relic from the dark depths. ### Lycan (Cards 81–90) 81. Alpha Lycan — The Patient Zero of the strain. 82. Eclipse Lycan — A variant triggered by the absence of light. 83. Condemned Lycan — Individuals who resist the feral imperative. 84. Runic Lycan — The result of arcane experimentation. 85. Tundra Lycan — Adapted for the sub-zero wastes. 86. Wraith Lycan — A ghost of a wolf that refused to pass on. 87. Hallowed Lycan — A rare anomaly blessed by a dormant Nature Spirit. 88. Stalker Lycan — Adapted for urban environments. 89. Dust Lycan — Native to the arid badlands. 90. Magestic Lycan — The "Wolf King" archetype. ### Cerberus (Cards 91–100) 91. Guardian Cerberus — The eternal sentinel. 92. Soulfire Cerberus — A construct of blue spiritual flame. 93. Spiritwood Cerberus — An animate construct of Ironwood and vines. 94. Shadow Cerberus — Fused with the Umbra. 95. Infernal Cerberus — A beast of the deep mantle. 96. Eternal Cerberus — A guardian of the temporal rifts. 97. Obsidian Cerberus — A living statue carved from volcanic glass. 98. Spectral Cerberus — Invisible to the living, visible only to the dying. 99. Cogwork Cerberus — A masterpiece of Dwarven engineering. 100. Abyssal Cerberus — Pocked with runic markings, a ward of sunken temples. ### Impossible Cards (Cards 101–105) — 0.02% drop rate 101. Krisheemah — A Deity made manifest through pure will. 102. Galatus — The god of dragons, wrecked by the great bleed. 103. Dihn — A spirit who can shear worlds themselves. 104. Vasiban — The Trickster Annihilator. 105. Meezolah — A Mad Woman whose insanity has fractured reality itself. --- ## World Lore: Kraymore Kraymore is the high-fantasy setting of Deckcaster. It is a world shaped not just by physical geography but by the **Weaving Aether** — a form of ambient magical energy that permeates reality. ### The Great Bleed The central cataclysm of Kraymore's history. An event that caused a violent planar shearing of the world, making the laws of physics pliable and governed by the density of ambient magic. Before the Great Bleed, no Channeler could summon arcane cards. The ability is a direct consequence of this catastrophe. ### The Four Regions of Kraymore **The West — Rotting Fens**: A region existing in a state of accelerated entropy. Home to biological anomalies, chemists, and mutated creatures. The Marsh Dragon, Poison Brewmaster, and Venomous Hydra originate here. **The East — Shimmering Peaks**: Areas that defy gravitational constants, suspended in a permanent state of magnetic flux. Home to cosmic wanderers and aerial creatures. **The South — Hollow Plains**: The only region where civilization survives. Geodesic zones of stabilized causality anchored by ancient Rune-Spires. Home to taverns where dwarves play card games, and the hub of trade and political life. **The North — Wild Lands**: Uncharted territory outside the wards. An ecosystem of predatory arcane Darwinism — survival of the most powerful. The boundaries between regions are violent clashes, not gradual transitions. ### Channelers The player character's role. Channelers are rare individuals who can grasp the invisible threads of the Weaving Aether and bend them into form. By doing so, they summon the collectible cards — objects of strange design that tear briefly into reality. Each summoning drains the Channeler's spirit (represented in-game as the Arcane Energy system). To most folk in Kraymore, the cards are trivial curiosities used for gambling in taverns. The Channeler, however, suspects the cards are something more — a message encoded in the Aether following the Great Bleed, perhaps connected to the cataclysm itself. --- ## Technical Notes (for AI agents) - The website is a React Single Page Application (SPA) built with Vite + TypeScript - Backend: Supabase (PostgreSQL, Edge Functions, Auth) - Mobile: Available on Google Play (Android) as a Capacitor-wrapped native app - Authentication: Email/password with verification, and Google OAuth - Public wizard profiles: `https://www.deckcaster.com/wizard/[wizard-name]` - Public collection sharing via URL parameter: `?collection=[userId]` - The site is live at: https://www.deckcaster.com --- ## Contact & Links - Website: https://www.deckcaster.com - Android App: https://play.google.com/store/apps/details?id=com.deckcaster.game - Privacy Policy: https://www.deckcaster.com/privacyandlegal.html#privacy - Terms of Service: https://www.deckcaster.com/privacyandlegal.html#terms