Skill Generation Without Losing the Source Work
How semantic concepts enter a controlled vocabulary of triggers, costs, and effects.
SKILL GENERATIONA STRATEGY CARD GAME BUILT FROM HUMAN THOUGHT
Collect literature, philosophy, science, and history. Build a deck from the works that shaped humanity—and place them on a battlefield where ideas resonate, conflict, and evolve.
IN-GAME
THE PREMISE
Source of Thought turns works—not heroes or monsters—into playable cards. A book, theory, discovery, or philosophy receives a distinct thought profile through ThoughtMap.
Your deck is more than a stack of strong cards. It is a composition of ideas. Their position, affinity, and conceptual distance determine how they act together.
CORE SYSTEMS
Every system asks the same question: what changes when thought becomes playable?
BATTLE SYSTEM
Deploy five cards from a ten-card deck. Front and back rows change attack, defense, and target priority. Adjacent works create resonance bonuses or penalties.
CARD SYSTEM
Ten parameters translate each work into combat stats. Generated skills reflect the concepts contained within the source instead of relying on fixed character classes.
THOUGHTMAP INTEGRATION
Semantic embeddings locate works within a shared space of ideas. Search, collect, compare, then bring saved works into Battle Prep.
Why ThoughtMap becomes a game →AI DEVELOPMENT
AI supports coding, refactoring, testing, and iteration. The game’s concepts, architecture, rules, and final decisions remain human-driven.
LATEST DEVELOPMENT
How semantic concepts enter a controlled vocabulary of triggers, costs, and effects.
SKILL GENERATIONThe multiplicative hate score connecting placement, resonance, threat, and targeting.
HATE SYSTEMOrthogonal adjacency, parameter differences, clamps, and Battle Prep previews.
RESONANCEFOLLOW THE BUILD
Read the decisions, experiments, failures, and system changes behind Source of Thought.