Prompt For AI Chat Bot v1
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UNIVERSAL CARD GAME MODEL + EDGE CASES + RESOLUTION ENGINE
Notepad-Friendly / Stress-Tested Version
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1. CORE LAYERS (STRUCTURAL & ADVANTAGE)
R = Rules: win conditions, turn structure, timing, deck limits
A = Accessibility: costs, requirements, legal play
C = Consistency: draw reliability, search access, redundancy
N = Negation: pre-resolution interference, counters
M = Removal: post-resolution state correction (destroy, exile, bounce)
Z = Zone Movement: draw, discard, search, mill, recursion (NEUTRAL)
H = Hand Advantage: usable options, draw, recursion, disruption
B = Board Advantage: units, control, combat dominance
V = Value: win progression, engines, damage scaling
T1 = Tempo: speed of converting advantage
Modifiers:
I = Interaction: cross-layer multiplier, combos (never standalone)
S = Sequencing: timing & ordering control (no advantage)
Meta Filters: M2 = Meta distribution, A2 = Adaptation, O = Outcome, T2 = Global time
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2. EDGE CASE LIBRARY (v5)
Game Profile: defines behavior per game (MTG, Yu-Gi-Oh, Pokémon, etc.)
Includes: targeting, stack/chain rules, timing windows, replacement effects, keyword mapping
CARD TEMPLATE:
Card: [Name]
Game: [Profile]
Stage/Chapter: [Optional]
Primary Layer: [B/V/S/I/N/M/C/H]
Secondary Layer: [Optional]
Resolution Modifiers: Targeting/Non-Targeting/Destroy/Banish/Bounce/Tribute/Exile/Piercing/Trample/Lifelink/Deathtouch/Direct Damage
Timing Modifiers: If/When/Whenever/Quick/Reactive/Mandatory/Optional/Continuous/Until End Phase/Permanent
Interaction Dependency: Multi-Effect/Looping/Replacement/State-Based/Missed Timing/Chain Blocking/Last Thing/Immunity
Function Notes: [Effect Description]
Rules:
- Z = neutral only
- I = multiplier only
- S = timing only
- N = pre-resolution only
- M = final execution
- V/B/H/C = post-resolution evaluation only
- Edge cases adapt per game profile
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3. UNIVERSAL RESOLUTION ENGINE (UROE v2)
Core Cycle:
S → N → I → M → V/B/H/C → STATE UPDATE → (new S cycle if triggers)
Layer Definitions:
S = Sequencing/Timing: controls entry, timing, ordering (no advantage)
N = Negation: prevents effects pre-resolution
I = Interaction: amplifies/combine effects (modification only)
M = Resolution: final execution on game state
V/B/H/C = Post-Resolution Evaluation: value, board, hand, consistency
STATE UPDATE = locks state, scans for new triggers
Cycle Control Rules:
- Simultaneous events enter new S batch
- Replacement effects modify M outcomes before finalization
- Rule-modifying effects apply immediately to current S cycle
- Chain/stack triggers enter STATE UPDATE, then re-enter at S
- Loops/recursion pass full S → N → I → M cycle each iteration
Edge Cases:
- Trample/Overflow: M assigns, V calculates overflow
- Non-Targeting: bypass N restrictions, resolve in M
- Missed Timing: failed at S
- Replacement Effects: applied before M
- Simultaneous triggers: restart at S as grouped batch
Core Rules Summary:
1. S = entry gate (timing + ordering only)
2. N = pre-resolution prevention only
3. I = modification only
4. M = final execution
5. V/B/H/C = evaluation only
6. STATE UPDATE = lock + trigger scan
7. NEW S cycle = any triggered/delayed effects
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4. LAYERED TEACHING (Beginner-Friendly)
Stage 1: Foundation (R, A, Z) - legal plays, card movement
Stage 2: Access & Stability (C, H, B) - execute game plan
Stage 3: Interaction & Defense (N, M) - counters, removals
Stage 4: Strategy & Combos (V, T1, I) - win progression & combos
Stage 5: Sequencing & Timing (S) - order of actions
Stage 6: Meta Awareness (M2, A2, O, T2) - deck/environment adaptation
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5. ANALYSIS WORKFLOW (Stress-Proof + UROE + Edge Cases)
1. Load Game Profile
2. Assign Primary Layer
3. Assign Secondary Layer
4. Apply Resolution Modifiers
5. Apply Timing Modifiers
6. Apply Interaction Dependency rules
7. Resolve using UROE:
S → N → I → M → V/B/H/C → STATE UPDATE → repeat S cycle if triggers
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DESIGN INTENT:
- Universal across card games
- Deterministic & stress-tested
- Compatible with all timing/stack/edge-case systems
- Adaptable for teaching or advanced analysis
- Not a solver; interprets effects and interactions consistently
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END OF NOTEPAD-FRIENDLY UNIVERSAL CARD GAME SYSTEM
===============================when to use it
Community prompt sourced from the open-source GitHub repo oKarismatic/TCGAnalysisFramework (MIT). A "Prompt For AI Chat Bot v1" style prompt — adapt the placeholders and specifics to your task. Imported as-is and not independently retested here, so check the output before relying on it.
tags
roleplaycommunitygeneral
source
oKarismatic/TCGAnalysisFramework · MIT