Rules import
Rulebooks, card lists, CSV, FAQ and errata. Build a model and flag unclear rules.
PlannedAn AI-native platform for building, testing and playtesting rules-heavy games.
Your rules, made structured.
Your game, made executable.
“When this creature enters play,
deal 2 damage to an opposing creature…”
01THE PROBLEM
Digitizing a rules-heavy game means translating hundreds of interacting rules into behavior that holds up under real play.
A coding assistant can generate code. A game also needs a persistent formal model, deterministic execution, reproducible QA and a runtime you can inspect.
“Deal 2 damage to an opposing creature on an adjacent lane.”
And does the written rule match the implementation?
02THE WORKFLOW
From the rules you write to the game you can test.
A formal model connects every step.
Translate approved mechanics into a constrained Game Rules DSL, ready for deterministic execution.
The platform workflow is the product vision. A working internal engine prototype is the foundation.
03RULES COMPILER
AI interprets the language. A constrained Game Rules DSL gives it structure. You stay in control of what the rule means.
“When this creature enters play, deal 2 damage to an opposing creature on an adjacent lane.”
Interpret with Claude / an LLM.
Resolve ambiguity with the designer.
TRIGGER: ENTER_PLAY
TARGET:
TYPE: CREATURE
CONTROLLER: OPPONENT
POSITION: ADJACENT
EFFECT:
DAMAGE: 2Triggers · Conditions · Targets · Choices · Costs · Effects · Duration · Ownership & control · Zones · Positioning
Replayable by design.
04DETERMINISTIC ENGINE
Match state is decided by formal rules, never by an LLM at runtime. A known state and action always produce the same result.
This makes multiplayer synchronization, persistence, replay, debugging and automated testing possible on a shared foundation.
05AI QA & TESTING
AI helps identify ambiguity and generate test scenarios. The engine executes the tests against known state, so results are reproducible.
Cover source or target removal, control changes, simultaneous effects, multiplayer, interrupted choices and reconnects.
See the verification roadmap06PLAYTEST & DEBUG
The planned Studio brings multiplayer sessions, match logs and a rules debugger together. See what happened, and exactly why.
state → state′Every modifier has a source.
Every result has a reason.
07THE PLATFORM VISION
The engine is the foundation. These are the planned tools around it, designed to share the same formal model.
Rulebooks, card lists, CSV, FAQ and errata. Build a model and flag unclear rules.
PlannedNatural-language mechanics into a constrained Game Rules DSL.
Next layerAuthor triggers, choices, conditions and effects without manually editing code.
PlannedFind ambiguity, conflicting rules, missing behavior and multiplayer edge cases.
PlannedGenerate reproducible, executable tests for normal play and unusual interactions.
PlannedBrowser sessions with persistent matches, reconnect and server-side validation.
Planned StudioInspect state, trace modifiers and understand why an action is legal.
PlannedExplore dominant strategies, weak or overpowered cards, loops, win rates, underused mechanics and game length.
FutureTrack rule changes. AI summaries connect each change to affected tests.
FutureBring validated game logic into web applications and game engines.
Long-termv0.8 → v0.9Fireball: damage 4 → 3 · Warrior: cost 2 → 3
Trace changes to affected tests.08WHERE WE ARE TODAY
Mekyra is an early-stage project. A working internal deterministic rules engine has already been used to implement an internal rules-heavy multiplayer card-game proof of concept.
We’re building the AI-native authoring and verification layer next. The prototype is internal and has not been commercially released.
Follow the product direction09THE ROAD AHEAD
A phased product direction, without fixed release dates. Each layer builds on the one before it.
Turn the existing proof-of-concept engine into a game-agnostic rules runtime.
Translate natural-language rules into structured Game Rules DSL.
Add ambiguity detection, interaction analysis and automated test generation.
Bring together the visual rules editor and browser multiplayer playtesting.
Automate playtesting and help designers analyze balance.
Expand into collaboration, versioning, APIs and SDKs.
10WHO WE’RE BUILDING FOR
Whether you’re testing a new mechanic or exploring a digital version of a tabletop game, Mekyra is being designed for your rules.
LET’S BUILD BETTER GAME SYSTEMS
Designing a rules-heavy game? We’d like to hear about it.
Get in touch to discuss the project or express interest in early access.