Card Picker

Simulator

Fights both rows by the GDD rules: frontmost targeting, damage as dealt, the exterior rows alternating card by card (faster ship first), then each ship's interior as one battlefield where its defenders alternate with the enemy boarders on it, defenders first. Crew at home attack only boarders; boarders attack the frontmost interior card, then the hull. Boarding leaves an empty slot. Pierce lands on the card below; Thermal hits inside the ship add fire. Effects built in the effect builder are simulated (see the list below); free-text effects and unsupported ones are listed with the results. Fights have no randomness.

Effects the simulator runs
Balance of the picked bank
How to pick

Targets

The bank is 150 cards (DESIGN.md 7.2.1): 52 exterior with Shields and Armor, 52 interior with the captain, 10 gear, 10 mods, 6 food, and 20 economy and utility cards. The bar at the top counts your picks against these; change the targets under Balance.

Roles

Of the 104 exterior and interior cards, aim for about 40% filler, 20% support, 15% scalers and quest cards (at least four quests), 10% centerpieces, 10% economy riders, and 5% tag payoffs.

Sectors

Each prototype sector needs a lean that shows in its pools: Mining armor and boarding defense, Trade Hub shields and money, Frontier weapons and boarding, Research systems and mods. Keep at least 15 cards per source sector so no merchant pool runs thin.

Watch for

One Shields card and one Armor card fit per exterior row, so pick models with clearly different jobs. Cards that grant extra activations are the costliest to build; their notes say so. Nothing creates cards during a fight. Items take a full cargo slot until attached.

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