1. Introduction
  2. MTG Core Rules
  3. Core Rules Overview
    1. Turn Structure
      1. Priority System
      2. Phases
    2. Zones
    3. Stack
      1. Stack Resolution
    4. State-Based Actions
    5. Combat
      1. Combat Phases
      2. First Strike and Double Strike
      3. Combat Damage Calculation
    6. Abilities
    7. Casting Spells
    8. ECS Implementation
  4. Game Formats
  5. Commander Format
    1. Overview
      1. Format History
      2. Key Principles
      3. Format Rules
      4. Implementation Approach
      5. Architecture
    2. Game Mechanics
      1. Testing Guide
      2. State-Based Actions
      3. Triggered Abilities
      4. Random Elements
      5. Game State
      6. Random Mechanics
    3. Player Mechanics
      1. Life Total Management
      2. Commander Tax
      3. Color Identity
    4. Game Zones
      1. Command Zone
      2. Exile Zone
      3. Zone Transitions
      4. Zone Management
      5. Tests
        1. Command Zone Tests
    5. Turns and Phases
      1. Turn Structure
      2. Priority System
      3. Multiplayer Turns
      4. Extra Turns
      5. Phase Management
      6. Multiplayer Turn Handling
      7. Tests
        1. Multiplayer Turn Structure
    6. Stack and Priority
      1. Stack Implementation
      2. Priority Passing
      3. Special Timing Rules
      4. Tests
        1. Stack Resolution Tests
    7. Combat
      1. Combat Phases
      2. Commander Damage
      3. Multiplayer Combat
      4. Combat System
      5. Combat Verification
      6. Beginning of Combat
      7. Declare Attackers
      8. Declare Blockers
      9. First Strike Damage
      10. Combat Damage
      11. End of Combat
      12. Combat Abilities
      13. Tests
        1. Edge Cases
          1. Commander-Specific Interactions
          2. Complex Interactions
        2. Phasing
          1. Phasing During Combat
        3. Pump Spells
          1. Combat Pumps
    8. Special Rules
      1. Multiplayer Politics
      2. Politics Testing
      3. Partner Commanders
      4. Commander Ninjutsu
      5. Commander Death Triggers
      6. Commander-Specific Cards
      7. Politics Tests
        1. Deal Testing
        2. Monarch Testing
        3. Voting Testing
      8. Tests
        1. Commander-Specific Rules Tests
    9. Integration with Core Rules
  6. Card Systems
  7. Card Systems
    1. Card Database
      1. Data Structure
      2. Card Attributes
    2. Deck Database
      1. Deck Structure
      2. Deck Builder
      3. Deck Registry
      4. Format Validation
      5. Persistent Storage
    3. Card Effects
      1. Effect Resolution
      2. Targeting
      3. Complex Interactions
      4. Special Card Implementations
    4. Card Rendering
      1. Art Assets
      2. Card Layout
    5. Testing Cards
      1. Effect Verification
      2. Interaction Testing
      3. Card Interaction Testing
    6. UI Integration
  8. Game UI
  9. Game UI System
    1. Overview
    2. Layout Components
      1. Layout System
      2. Responsive Design
      3. Zone Visualization
    3. Card Visualization
      1. Card Rendering
      2. Card States
      3. Card Animations
    4. Interaction Systems
      1. Card Selection
      2. Drag and Drop
      3. Targeting System
    5. Table View
      1. Battlefield Layout
      2. Card Stacking
    6. Playmat Design
      1. Zone Design
      2. Visual Themes
    7. Chat System
      1. Message Display
      2. Emote System
      3. Chat API
      4. Network Protocol
      5. Text Chat
      6. Voice Chat
    8. Avatar System
      1. Avatar Selection
      2. Custom Avatars
    9. Accessibility
      1. Screen Reader Support
      2. Color Contrast
      3. Control Options
    10. Testing
      1. UI Component Testing
      2. Visual Regression
    11. Card Systems Integration
    12. Network Integration
  10. Networking
  11. Networking
    1. Core Networking
      1. Connection Management
      2. Data Synchronization
      3. Error Handling
      4. Implementation Details
      5. Multiplayer Overview
      6. Protocol Specification
      7. Replicon Integration
    2. Lobby System
      1. Matchmaking
      2. Friend System
      3. Backend
        1. Implementation
        2. Networking
      4. Chat
        1. UI
      5. Deck
        1. Viewer
      6. UI
        1. Detail View
        2. Overview
    3. Gameplay Networking
      1. State Management
        1. Rollback System
        2. Deterministic Logic
        3. Replicon Rollback
      2. Action Broadcasting
      3. Latency Compensation
      4. Departure
        1. Handling
      5. Synchronization
        1. RNG Rollback
    4. Testing
      1. Overview
      2. RNG Synchronization Tests
      3. Advanced Testing Techniques
      4. Simulated Network Conditions
      5. Replicon RNG Tests
      6. Integration
        1. Strategy
      7. Security
        1. Strategy
    5. Security
      1. Anti-Cheat Measures
      2. Data Validation
      3. Encryption
      4. Authentication
      5. Hidden Information
    6. UI Integration
  12. Technical Implementation
  13. Game Engine
    1. State Management
      1. Subgames and Game Restarting
    2. Event System
  14. Core Systems
  15. Snapshot System
    1. Overview
    2. Implementation
    3. Integration with Networking
    4. Persistent Storage
    5. Testing
    6. API Reference
  16. Testing
  17. Testing Overview
    1. Testing Strategies
    2. Unit Tests
    3. Integration Tests
    4. Visual Testing
    5. Test Fixtures
    6. Snapshot Testing
    7. CI/CD Pipeline
    8. Development Integration
  18. Development
  19. Development Guide
    1. Getting Started
    2. Architecture Overview
    3. Code Style
    4. Working with Bevy
      1. Entity Component System
      2. Plugin Architecture
      3. Rendering
      4. Camera Management
      5. Random Number Generation
      6. Deprecated APIs
      7. Persistent Storage
    5. Testing Integration
  20. Reference
  21. API Reference
    1. Core Types
    2. Component Reference
    3. System Reference
  22. MTG Rules Reference
    1. Comprehensive Rules Overview
    2. Commander-Specific Rules
    3. Turn Structure
    4. Stack
    5. Zones
    6. Combat
    7. State-Based Actions
    8. Targeting
    9. Card States
    10. Mana Costs
    11. Triggered Abilities
    12. Replacement Effects
    13. Subgames and Game Restarting
    14. Priority
    15. Layer System
  23. Contribution Guidelines
  24. Documentation Guide
  25. Git Workflow Guidelines
  26. Glossary
  27. WSL2 Guide
  28. Save/Load System
  29. Save/Load System
    1. Overview
    2. Implementation
    3. Integration with Networking
    4. Persistent Storage
    5. WebAssembly Local Storage
    6. Testing
    7. API Reference