10.2e — Card Jam: Build + Playtest
Both empty methods are full (10.2c, 10.2d). Today the card game becomes a GAME: win condition, balance, the first three matches of match-three classes of playtesting, and the fix list for tomorrow's showcase.
Build Day
~30 min
The finish list (in order):
- Win/lose condition. Health to zero (your StatManager pattern), deck-out, or points — whatever your pitch (10.2a) promised. A game without an end is a toy — do not ship a toy.
- The score UI — health numbers, energy, hand count: your HUD family from the boss bar (8.2). Cards in hand must be CLICKABLE or draggable — the input is the game.
- Balance pass. Play YOUR OWN game five times. Track win/loss: you should win maybe 70% — if you win 100% the AI is a speed bump, if you lose 50% the AI is a wall. Tune the AI's score line or energy, ONE number per match (3.4 discipline, again, forever).
Playtest
~20 min
Three matches, three different partners, silent watching (2.4 rules, jam-scale 10.1d rotation). Watch for the card game's specific tells:
- Rule-check: the tester asks "can I play this?" — the card's PLAYABILITY is not visible enough (dim unplayable cards!)
- The reading: they read every card out loud on first draw. That is normal ONCE — but note which card SILENCED them with confusion
- Win understanding: at match end, did they know WHY they lost? Card games teach through loss — if the loss was a mystery, the resolution feedback failed
Socratic: Making the Card Game a Game
- The game has a win condition now. Can a player lose without understanding why — and if so, what does the interface owe them?
- You balanced numbers today. Which single value moved the game the most when you changed it, and how did you notice?
- Playtesting a card game means watching people read. What did a tester misread that the card text said correctly?
Checkpoint — before moving on, you must be able to:
- Show a win condition, working input, and readable UI
- Report your own 5-match win rate and defend your AI tuning
- Diagnose the card-specific tells (playability, reading, loss understanding)
- Ship a tested build, not an editor run
Reference Docs
Need a deeper explanation? These pages cover the same concepts:
- Unit 10: Jam Season — build + test days
- 10.2a — Kickoff — your pitch card
Saved on this device only — the Dashboard tracks your progress.