Personal work · game design

Court Wars — three rewrites to find the game

A pickleball strategy card game built three times, each version a different answer to the same question: where do the interesting decisions live? The first two answers were wrong in instructive ways. The third one is playable at the bottom of this page.

Genre
Strategy card game
Versions
Three, each a rewrite
Opponent
Scripted AI
Play it
v3, below
The iteration

Same question, three answers.

Court Wars v1 — the Castle Wars-style prototype mid-game
v1 · The prototypeCastle Wars, on a pickleball court. The first version borrowed a proven shape: build resources each turn, spend them on shots, race a score to 100 while castles rise on the court. It proved the theme could hold a card game — and that borrowed mechanics carry borrowed problems. Resource growth dominated decisions; the court itself was scenery. What it taught: the court has to matter, or the theme is a coat of paint.
Court Wars v2 — Pickleball Edition with court visualization
v2 · Pickleball EditionThe rally becomes the game. The second rewrite threw out castles and modeled the sport: shot cards, rally exchanges, a visualized court, win conditions in points. Twelve components, an enhanced card system, game menus and over-screens — the most machinery of any version, in service of simulation. What it taught: simulating the sport is not the same as making its decisions interesting.
Court Wars v3 — Zone Control edition in play
v3 · Zone ControlThree zones, one contested court. The third version kept the cards and found the game: three court zones worth different points, simultaneous play from a shared deck, and control that shifts card by card. The rules fit on a screen; the decisions do not. This is the version that survived, playable below. What it taught: the game was always about position — the zones made that the whole board.
The interface exploration

Four skins for one game.

Alongside v3, four complete interface treatments of the identical rules — an exercise in how far presentation alone can move a game's feel. Three of the four were never wired to a route; these captures are the first time they rendered outside a dev environment.

The survivor

Play v3 — Zone Control.

Select a card, pick a zone, and contest the court against the AI. First to 21.

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Court Wars V3

Zone Control Edition

Strategic pickleball with modular components!