How To Create Card Games using standard 52 playing card deck with Yeschat.AI: Pac-Card, Race To The Finish

By Todd Russell Mar 2, 2025

Ed: the above image was AI-generated and the games created in this article are AI-generated

In 2024, at PGM we “created” several games using AI-generated tools and shared most here free to play. This is, in part, our quest to study AI-generated tools: what they can/can’t do, how well, and so on, specifically focused on games/gaming and associated gaming assets.

PGM as a publication is not anti-AI, but some folks are, so have added disclaimers in this post so it is easy to understand what is human and AI generated herein. Articles at PGM are written and edited by human beings, but we do experiment with AI gen tools and will always disclose when any text-related AI-generated content is used and where.

Also, Bradygoat and I will talk about these games on the Score Chasing show live scheduled at 6:30am live today at our Twitch channel: https://www.twitch.tv/playgamesmoredotcom. We will demonstrate how to generate these card games live as well and include as a bonus UPDATE on this post at the bottom the additional card games we created as well as our prompt(s) used.

Missed the live show?

Want to make your own card games? Design your own game rule set? The following games were created using this AI generated tool: https://www.yeschat.ai/gpts-9t55k9wBskG-Card-Game-C

Using this AI tool, I generated the following one player classic arcade playing card games using the yeschat.ai Card Game Creator:

  • Pac-Card: The Arcade Challenge
  • Race To The Finish

PGM Prompt used:

RESULT:

### Pac-Card: The Arcade Challenge ###
(Note: the following rules are completely AI-generated)

Theme:

In Pac-Card, you are Pac-Man navigating through a maze of cards to eat dots, avoid ghosts, and collect power-ups. The cards represent walls, dots, ghosts, and power pellets from the classic arcade game. The goal is to collect all the dots while surviving the maze, avoiding the ghosts, and using power pellets to eat the ghosts!

Setup:

  1. Card Deck: Use a standard 52-card deck (no jokers).
  2. Card Distribution:
    • Hearts: Dots—these are the food Pac-Man eats. Each Heart represents a dot.
    • Diamonds: Power Pellets—these give Pac-Man the ability to eat ghosts. Collecting these cards gives you a boost.
    • Clubs: Ghosts—these are the enemies that Pac-Man must avoid. If you draw too many Ghost cards, you’ll lose the game.
    • Spades: Walls—these are obstacles that block Pac-Man’s movement. Walls restrict where Pac-Man can go.
  3. Shuffling: Shuffle the deck thoroughly and place the deck in a face-down stack.

Objective:

The goal is to eat all the dots (Hearts) and avoid the ghosts (Clubs). If you can collect all the dots and survive, you win! But beware—if you get caught by a ghost too many times, it’s game over.

Game Rules:

  1. Start the Game:
    Draw the top 5 cards from the deck and lay them face up in front of you. These represent the “current maze” you are navigating through. Each card’s suit corresponds to a different feature of the maze:
    • Hearts: Dots you can eat.
    • Diamonds: Power Pellets.
    • Clubs: Ghosts.
    • Spades: Walls that block Pac-Man’s movement.
  2. Gameplay: On your turn, you will draw 1 card from the deck and add it to your “maze” (lay it face up). Then, perform the following actions:
    • Eat a Dot (Heart): If the card you drew is a Heart, you eat the dot! For each Heart, you gain 1 point. Keep track of your score.
    • Collect a Power Pellet (Diamond): If the card you drew is a Diamond, you gain the ability to eat ghosts! For the next few turns, you can eat any ghost (Clubs) that appears, turning the danger into points.
    • Avoid or Eat a Ghost (Club): If you draw a Club, a ghost appears. If you have collected a Power Pellet (Diamond), you can “eat” the ghost, turning it into points. If you haven’t collected a Power Pellet, however, the ghost will remove 1 point from your score and move to the discard pile. Be careful; too many ghosts will hurt your score!
    • Move through Walls (Spade): If you draw a Spade, a wall appears in the maze. Walls block your movement, so you can’t eat any dots or collect power pellets behind the wall until it’s removed. You can “remove” a wall by drawing a Power Pellet (Diamond) on a future turn, which clears a path. If a wall is drawn and you don’t have a Power Pellet to clear it, you lose your turn.
  3. Special Rules:
    • Power Pellet Duration: Power Pellets last for 3 turns. After those 3 turns, they’re discarded, and you can no longer eat ghosts.
    • Maze Reset: If at any time, you draw 5 cards that are all Spades (Walls), it means you’ve completely blocked off the maze. Reset the maze by discarding all the cards and reshuffling the remaining deck. You’ll also lose 2 points for the reset.
  4. Winning the Game: You win the game when you eat all the dots (Hearts) and survive. Keep track of your score (number of dots eaten) and the ghosts you’ve avoided or eaten. If you manage to eat all dots and collect the power pellets without being overwhelmed by ghosts, you win!
  5. Losing the Game: You lose if:
    • You are caught by too many ghosts. If you have more than 3 ghosts in your “maze” and you haven’t collected any power pellets, it’s game over.
    • You fail to eat all the dots before you run out of cards in the deck.

Card Effects Summary:

  • Hearts: Eat a dot. Gain 1 point.
  • Diamonds: Collect a power pellet. You can eat ghosts for 3 turns.
  • Clubs: A ghost appears. If you don’t have a power pellet, lose 1 point.
  • Spades: A wall appears. You cannot move through walls until you clear them with a power pellet.

Example Round:

  1. Start with a deck of 52 cards shuffled.
  2. Draw the first 5 cards and lay them face-up.
    • Card 1: 9 of Hearts (Dot) → Eat the dot, gain 1 point.
    • Card 2: 4 of Clubs (Ghost) → There’s a ghost! No power pellet, lose 1 point.
    • Card 3: 2 of Spades (Wall) → A wall blocks your path.
    • Card 4: Queen of Diamonds (Power Pellet) → You collect a power pellet.
    • Card 5: 3 of Hearts (Dot) → Eat the dot, gain 1 point.
    You now have 2 points and can eat ghosts for the next 3 turns.
  3. On the next turn, draw the next card and repeat the cycle of actions.

Tips for Success:

  • Power Pellets are key to surviving the maze and clearing out ghosts. Try to get at least one before too many ghosts appear.
  • Walls slow you down, so look for opportunities to remove them with Power Pellets.
  • Survive the maze by constantly eating dots and keeping your ghost count low. You can’t win if the ghosts overwhelm you!

Pac-Card is a fun, solo card game that simulates the excitement of Pac-Man. It combines strategic choices (when to use Power Pellets) with luck (which cards you draw) to keep it engaging. The rules are simple, but it’s challenging to collect all the dots without getting caught by the ghosts. Enjoy!

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PGM Prompt #2 used:

### Race to the Finish: The Arcade Challenge ###
(Note: the following rules are completely AI-generated)

Theme:

In Race to the Finish, you’re behind the wheel of a car, racing down a winding track filled with obstacles, tight turns, and occasional boosts. The goal is to complete the race by avoiding obstacles, maintaining speed, and collecting power-ups while managing your car’s stability.


Objective:

The goal is to race to the finish by navigating through the deck of cards, avoiding obstacles, and collecting power-ups. The player must keep their car in control, gain speed, and reach the finish line. The game ends when either the player completes the race (successfully navigating through all 52 cards) or crashes into too many obstacles (cards).


Setup:

  1. Card Deck: Use a standard 52-card deck (no jokers).
    • HeartsSpeed Boosts — these increase your speed, making it easier to navigate turns and obstacles.
    • DiamondsRoad Hazards — obstacles you must avoid or overcome. They slow you down or cause a crash.
    • ClubsPit Stops — safe zones where you can recover and gain a slight advantage.
    • SpadesSharp Turns — these cards represent difficult turns in the road, which require careful maneuvering.
  2. Shuffle the Deck: Shuffle the cards and place them face down in a stack.
  3. Start Position: The game is played by flipping the top card and interpreting its effect. The deck represents the entire track you’re racing on, and each card reveals a new section of the road. The cards will dictate the challenges you face and the actions you take.

Game Rules:

1. Draw and Interpret Cards:

On your turn, draw the top card from the deck and interpret its suit:

  • Hearts (Speed Boosts):
    • Effect: You gain a speed boost! This makes the next card you draw easier to handle. The next obstacle or turn you encounter will be easier to overcome (you can skip the penalty for one card in the future).
    • Bonus: Gain 1 extra turn (you get to draw an additional card after you finish interpreting this card).
  • Diamonds (Road Hazards):
    • Effect: You hit a road hazard! If you draw a Diamond, you must slow down and lose a turn or face a crash. To avoid a crash, you need to draw a Heart (Speed Boost) card on your next turn. If you don’t, you suffer a crash and lose the race.
    • Crash Penalty: A crash results in a temporary setback (you lose 5 points from your score).
  • Clubs (Pit Stops):
    • Effect: You’ve reached a pit stop! Take a break, recover your speed, and refuel. Drawing a Club card allows you to remove any previously drawn penalty (like losing speed or a crash). You can skip the next penalty card that you encounter (if you draw another road hazard or sharp turn).
    • Bonus: Pit stops can also reset your status, allowing you to clear all penalties you’ve accumulated so far.
  • Spades (Sharp Turns):
    • Effect: You encounter a sharp turn! This is a critical part of the track, and you must manage your speed. You need to use your boost or slow down. If you have a Heart (Speed Boost) from a previous turn, you can easily navigate this turn. If you don’t have a boost, you lose a turn or slow down, making the next card you draw harder to manage.
    • Penalty: Failing to navigate a sharp turn results in a spinout (you lose 3 points).

2. Racing Against the Track:

  • You start with 10 points as your initial “health” (representing your car’s stability and fuel).
  • The deck represents the entire race track, and the cards will guide you along the course.
    • Speeding through Hearts (Boosts) can help you gain points and avoid penalties.
    • Avoiding too many Diamonds (Hazards) is essential for survival; if you crash into too many hazards, you risk losing the game.
    • Pit Stops (Clubs) are essential for recovering from mistakes.
    • Sharp Turns (Spades) can be difficult to navigate, but with the right strategy, you can handle them well.

3. Winning the Race:

  • The race is won when you successfully navigate all 52 cards and reach the finish line (i.e., you’ve completed the deck).
  • Your final score is based on how many points you have left after completing the race:
    • Full score (10+ points): You crossed the finish line successfully.
    • Less than 10 points: You made it, but with some struggles. You’ve survived, but barely!
    • 0 points: You crashed out of the race and lost the game.

4. Losing the Game:

  • If you crash too many times (losing all your points) or if you fail to overcome sharp turns or road hazards (Diamonds and Spades) due to a lack of Speed Boosts, you lose the race and the game ends.

Card Effects Summary:

Card SuitEffect
HeartsSpeed Boost: Gain a point and extra turn.
DiamondsRoad Hazard: Lose 1 point or crash if no boost.
ClubsPit Stop: Recover from penalties and remove one penalty.
SpadesSharp Turn: Requires boost to avoid penalty.

Example Round:

  1. Start with 10 points.
  2. Draw the 6 of Hearts: Speed boost! You gain 1 extra point and an additional turn.
  3. Draw the 3 of Clubs: Pit stop! Recover and clear any penalties. No hazards can affect you for the next turn.
  4. Draw the 8 of Diamonds: Road hazard! You lose 1 point. (Now you have 9 points.)
  5. Draw the 4 of Spades: Sharp turn! You navigate it with ease since you still have your speed boost. Continue without penalty.

Winning the Game Example:

  • After drawing all 52 cards, you still have 7 points remaining, meaning you successfully completed the race!

Race to the Finish in Summary:

  • Deck: A standard 52-card deck.
  • Objective: Avoid crashes, navigate sharp turns, and manage power-ups to cross the finish line with the most points.
  • Endgame: The game ends when you finish the race (draw all 52 cards) or if your car crashes too many times and you lose all your points.

This card game offers an engaging solo experience that mimics the challenges of an arcade racing game. It combines chance (drawing the right cards) with strategic thinking (using speed boosts and pit stops effectively). Would you like to make any adjustments or add extra features?

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Bonus game PGM prompt:

### Scam Buster: The Truth Seeker’s Challenge ###
(Note: the following rules are completely AI-generated)

Theme:

In Scam Buster, you play as a Truth Seeker, navigating through a landscape of YouTube channels and videos filled with shills (dishonest influencers) who are trying to deceive you into buying or believing in fake products. Your goal is to expose the shills, uncover their lies, and avoid falling victim to scams while keeping your credibility intact.


Objective:

The goal is to uncover and expose shills, gain points by defeating their scams, and end with a positive reputation. The game ends when you’ve gone through all the cards or if you lose too much trust and reputation.


Setup:

  1. Card Deck: Use a standard 52-card deck plus 2 Joker cards (making 54 cards total).
    • HeartsHonest Reviews – These represent truthful endorsements and products. You want to collect them to maintain your trust.
    • DiamondsScam Warnings – These are signs that a scam is coming your way. Pay attention to these so you can avoid getting tricked.
    • ClubsShills – These are dishonest influencers and deceptive promoters. They are the primary antagonists of the game. You need to expose them!
    • SpadesEvidence – These represent the tools you use to unmask shills. They can help you counter scams and save your reputation.
    • JokersRed Flags – These represent major, obvious scams. If you draw a Joker, it’s a big warning sign that you need to act fast.
  2. Trust Points: You start with 10 Trust Points, representing your credibility and reputation. If your Trust Points hit 0, you lose the game.
  3. Setup: Shuffle the deck thoroughly and place it face down in a stack. You will draw cards and use their effects as you go through the game.

Game Rules:

1. Draw and Interpret Cards:

On your turn, draw the top card from the deck and interpret its suit:

  • Hearts (Honest Reviews):
    • Effect: You gain Trust Points. These are honest reviews, and they build your reputation.
    • Bonus: Gain 2 Trust Points (up to a maximum of 15). These cards help you maintain your credibility.
  • Diamonds (Scam Warnings):
    • Effect: A warning sign appears! You’re about to face a scam. You must be careful and draw a Spade (Evidence) or Club (Shill) to defend yourself.
    • Penalty: If you cannot counter the scam with Evidence or expose the Shill, you lose 1 Trust Point.
  • Clubs (Shills):
    • Effect: You’ve encountered a shill—someone trying to deceive you with a fake product or a dishonest review. To expose them, you need Evidence (Spades) or a Scam Warning (Diamonds).
    • Penalty: If you don’t have any Evidence or Scam Warning, you lose 3 Trust Points (the damage from the scam is deep).
  • Spades (Evidence):
    • Effect: You uncover evidence that helps you counteract scams. Evidence helps you prove that a Shill is being dishonest, allowing you to avoid scams.
    • Bonus: If you draw a Spade card, you can use it to expose a Shill (Club) on the next turn. If a Shill card is already in play, you immediately remove it from the game and gain 2 Trust Points for successfully exposing the scam.
  • Jokers (Red Flags):
    • Effect: A huge scam is unfolding. This is a major warning sign of a scam. If you draw a Joker, you must act fast!
    • Penalty: If you don’t have enough Evidence (Spades) or Honest Reviews (Hearts), you lose 5 Trust Points for falling into a major scam. If you have both Evidence and Honest Reviews, you can avoid the penalty and gain 1 Trust Point for catching the red flag early.

2. Playing the Game:

  • You start with 10 Trust Points. The game is all about navigating through the deck and avoiding scams while maintaining your reputation.
  • Honest Reviews (Hearts) increase your Trust Points. These cards represent positive, truthful content.
  • Shills (Clubs) represent the main antagonists, trying to mislead you. When you draw a Shill card, you need Evidence (Spades) or Scam Warnings (Diamonds) to expose them and avoid losing Trust Points.
  • Scam Warnings (Diamonds) alert you to an incoming scam. Prepare to either use Evidence or Honest Reviews to counter the scam.
  • Red Flags (Jokers) are the biggest danger. They signify major scams, and if you don’t act quickly, your reputation will be severely damaged.

Winning the Game:

  • You win the game if you successfully navigate through all 54 cards and end up with positive Trust Points (at least 1).
  • Your score is based on how many Trust Points you have at the end of the game:
    • Full Trust (10+ points): You have successfully navigated the world of YouTube shills and scams, exposing them along the way.
    • Moderate Trust (5-9 points): You made it, but you were taken in by a few scams along the way. Still, your reputation is intact.
    • Losing Trust (0 or negative points): You failed to avoid enough scams and lost your reputation. You’ve been scammed!

Losing the Game:

  • If you lose all your Trust Points (0 or fewer), you lose the game. You’ve fallen victim to too many scams and failed to expose the dishonest influencers.
  • If you encounter 3 major scams (Jokers) without enough Evidence or Honest Reviews, it’s also game over.

Card Effects Summary:

Card SuitEffect
HeartsHonest Reviews: Gain 2 Trust Points.
DiamondsScam Warning: Prepare for a scam.
ClubsShills: Expose them with Evidence or lose 3 Trust Points.
SpadesEvidence: Expose Shills, gain 2 Trust Points.
JokersRed Flag: Major scam, lose 5 Trust Points unless you have Evidence and Honest Reviews.

Example Round:

  1. Draw the 3 of Hearts: Honest Review! You gain 2 Trust Points (now you have 12 Trust Points).
  2. Draw the Queen of Clubs: A Shill appears! You need Evidence or a Scam Warning to expose them.
  3. Draw the 7 of Spades: Evidence! You expose the Shill and gain 2 Trust Points (now 14 Trust Points).
  4. Draw the Joker: A Red Flag is raised! You’re facing a major scam. Luckily, you have Evidence and Honest Reviews. You avoid the scam and gain 1 Trust Point (now 15 Trust Points).

“Scam Buster” combines elements of strategy and luck as you navigate through the YouTube ecosystem, trying to stay true to yourself and avoid the pitfalls of dishonesty and scams. It’s all about exposing shills and building your reputation while avoiding falling for major scams. Would you like to tweak any part of the game or add more complexity?

Ed. Back to human text:

Readers, what do you think of this tool? What card games can you generate using this AI tool? Anything fun to share? Tell us about it in the comments below.

UPDATE 3/2/2025 @ 8:55pm PST: During the Sunday Recap show Brady and I generated a card game based on his fridge, but didn’t copy it here. In it’s place tonight I added the bonus game above, Scam Buster. Have fun!

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