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