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TCG Template Engine — Clickteam Fusion 2.5

Build your own Hearthstone-style card game without starting from scratch.

This is a complete, modular template for turn-based trading card games built in Clickteam Fusion 2.5. It ships with a working game you can play immediately and a clean architecture you can reskin, extend, or rebuild into your own project.

What's included

A full TCG engine with two-layer architecture: a reusable Core Engine that handles object management and event scripting— and a TCG Template Engine on top that handles everything card-game-specific: turns, mana, hand management, board placement, combat, targeting and AI.


Two card types — Minions and Spells — with a library of built-in abilities: Battlecry, Charge, Deathrattle, Divine Shield, Stealth, Summon, and Taunt. Spells support custom effects with flexible targeting (single target, random, filtered by type).


A scripted event system using simple .eve text files. Cards, abilities, cutscenes, and UI are all driven by human-readable event scripts — no need to dig into the engine code to add content. Create a new card by writing a short .eve file and dropping in a sprite.

Complete game flow out of the box: main menu, battle screen, card workshop (deck building), card evolution system, settings menu, save/load, win and game-over, multi-language support.

Visual feedback already wired up: damage numbers, heal effects, attack animations, VFX explosions, targeting halos, and status indicators for divine shield, taunt, and playable cards.


Who is this for?

  • Solo devs who want a working card game foundation instead of months of engine work
  • Clickteam Fusion 2.5 users looking for a well-structured, large-scale project to learn from
  • Designers who want to prototype a TCG quickly by editing data files, not code

How it works

The engine runs on a state machine with clearly defined game phases (player turn → targeting → enemy turn → draw phase → workshop → evolution). Cards are objects with standardized ID ranges and alterable values. All game logic flows through an event queue that processes .eve scripts sequentially — it's predictable, debuggable, and easy to extend.

You customize your game by:

  1. Creating card sprites and .eve ability scripts
  2. Editing .json data files for card stats and deck composition
  3. Writing scenario .eve files to define battles, story sequences, and progression

The Core Engine stays untouched.

Includes

  • Full Clickteam Fusion 2.5 source (.mfa)
  • All .eve event scripts (60+)
  • Card sprites, UI asset, music and sound effects
  • Example game with working battles, workshop, and evolution
  • Documentation and commented code

License

  • Use freely — the template can be used for both non-commercial and commercial projects.
  • Art is placeholder only — sprites, backgrounds, and music were AI-generated to illustrate the template. They are not licensed for use in your own projects. Replace them with your own assets.
  • Do not redistribute — this template may not be reshared, resold, or repackaged in any form.
  • Credits welcome — appreciated but not required.

Tutorials

  • You can find tutorials on on the youtube channel of the french community website (https://lecomptoirduclickeur.fr/) here: https://youtube.com/@lecomptoirduclickeur7057?si=kfC8e_bINvKGTVC-

Download

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Click download now to get access to the following files:

TCGTemplate_Release_0.9.zip 299 MB

Development log