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MOBCARD

A lane-based mob card TCG, built entirely inside Minecraft. Summon mobs, set traps, and cast spells across a 3-lane board — no external app, no companion website, just a deck, a duel, and vanilla-style item cards you can actually hold, trade, and collect.
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Description

Mob Card Game

⚠️ This is a BETA test build. Card drops/acquisition (besides the creative tab) aren't implemented yet, and the GUI is still being tuned — expect rough edges, layout quirks, and things that change between updates. Bug reports and feedback are genuinely how this improves, so please share what you run into.

Before you play: set your Minecraft GUI Scale to 2 (Options → Video Settings → GUI Scale). The board layout hasn't been tuned for other scales yet, so anything else may look cramped or misaligned.

A lane-based mob card TCG, built entirely inside Minecraft. Summon mobs, set traps, and cast spells across a 3-lane board — no external app, no companion website, just a deck, a duel, and vanilla-style item cards you can actually hold, trade, and collect.

What is this?

Mob Card Game turns Minecraft's own mobs into a Hearthstone/Yu-Gi-Oh-style card battler. Every card is a real item — a Zombie Card, a Creeper's Surprise trap, a Golden Apple spell — collected in your inventory and slotted into a Deck Box to build your deck. Duel a friend over LAN or a server, watch other players' matches as a spectator, or just play solo hot-seat to learn the ropes.

Features

  • 34 cards and counting — 19 Mob cards, 6 Trap cards, 9 Spell cards, each with real card art and its own mechanic (Long Shot, Death Burst, Lane Switch, tribal synergies, and more).
  • Real Deck Box item — a proper 30-slot container item (works like a Bundle). Drag any card into it, build a legal 30-card deck, and duel with it directly — no menus outside Minecraft itself.
  • Real networked multiplayer — right-click another player while holding a Deck Box (or /mobcard duel <player>) to send a duel invite. Fully server-authoritative: the server runs the match, both clients just render what they're allowed to see.
  • Hidden information done right — your hand and face-down traps stay genuinely hidden from your opponent, masked at the network layer, not just on-screen.
  • Spectator mode — /mobcard watch <player> to look in on a duel in progress as a read-only viewer, full attack animations included.
  • Hot-seat mode — one screen, two hands, no networking required. Great for testing decks or playing locally with a friend on the same PC.
  • Tribal synergies — Iron Golem buffs off Passive allies, Blaze pairs with Blue Blaze, Wolf scales with every Wolf on the field. Board composition matters.
  • An animated board GUI — attack lunge/flash animations, and a center-screen banner whenever a trap springs or a spell resolves. (Best experienced at GUI Scale 2 — see the beta note above.)

How to play

  1. Set GUI Scale to 2 in your video settings first — the board isn't tuned for other scales yet.
  2. Get some cards — currently available from the creative inventory (a real acquisition path — drops, crafting, trading — is planned).
  3. Right-click a Deck Box to open it, then drag up to 30 cards in (max 3 copies of any one card).
  4. Hot-seat: run /mobcardgui open to start a local match instantly.
  5. Networked duel: hold your finished Deck Box and right-click another player, or run /mobcard duel <player>. Accept the invite and the match begins.
  6. Spectate/mobcard watch <player> to watch any duel in progress.

Commands

Command What it does
/mobcardgui open Opens a local hot-seat match
/mobcard duel <player> Sends a networked duel invite
/mobcardgui duel Re-opens your current networked duel screen
/mobcard watch <player> Joins a player's duel as a spectator
/mobcardgui watch Re-opens the spectator screen
/mobcard simulate Runs a scripted test match and logs the result (server)

The rules, briefly

  • Each side has 3 lanes. Play Mob cards into empty lanes, set Traps face-down behind a lane, cast Spells for an immediate effect.
  • Resources are Mana (Hunger), ramping up by 1 each of your own turns — the second player gets a permanent +1 bonus to compensate for going second.
  • Attacking hits whatever's in the mirrored lane, unless the attacker has Long Shot. An empty lane takes direct damage to your opponent's HP instead — unless a Protector intercepts it.
  • The player going first can't attack on their very first turn, so nobody gets a free hit before the other side has had a turn.




Notes

This is an early, actively-developed beta build (v0.1.0) — expect the card pool and rules to keep growing, and expect some things to still be unfinished:

  • No card-drop/acquisition system yet — cards are only obtainable from the creative inventory for now. A real in-survival way to get cards (drops, crafting, trading, a shop) is planned but not built.
  • GUI is still being tuned — layout, scaling, and readability are actively getting adjusted; some screens may look or behave slightly differently between updates. Play at GUI Scale 2 for the best experience right now.

Feedback and bug reports are very welcome — this is exactly the stage where they're most useful.

Built for NeoForge 1.21.1.

The MOBCARD Team

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