# Card Illustration Assets

The game expects one independent high-resolution illustration per character and damage stage:

```text
assets/cards/C0001/damage-0.png
assets/cards/C0001/damage-1.png
assets/cards/C0001/damage-2.png
assets/cards/C0001/damage-3.png
assets/cards/C0001/damage-4.png
```

With 1000 all-female characters and 5 damage stages, final production requires 5000 image files.

- `damage-0.png`: intact armor/clothing
- `damage-1.png`: light outerwear or armor damage with small visible exposure
- `damage-2.png`: moderate armor cracks, torn outer garments, and obvious shoulder/side/abdomen/thigh exposure
- `damage-3.png`: heavy armor destruction, shredded outer layers, and maximum non-sexual battle-damage exposure
- `damage-4.png`: defeated state with broken equipment and maximum permitted adult battle-damage exposure

The game art direction is adult-oriented multi-world pinup:

- Characters should emphasize mature curvy female silhouettes and large-breast armor/clothing design.
- The roster is not limited to medieval fantasy. From `C0004` onward, character concepts should deliberately cross eras and worlds: modern university fire mages, water-controlling idols, cyberpunk hackers, space-colony duelists, sports stars, noir detectives, post-apocalyptic racers, mythic fashion priests, and other time/space settings.
- Battle scenes should not default to night. Vary time, weather, and lighting across the roster: bright noon, late afternoon, cloudy daytime, rainy day, sunset, dawn, indoor arena lights, stage lights, orbital daylight, and occasional night scenes only when the character concept calls for it.
- Every character should have a distinct appearance DNA: face shape, eye shape, nose, lips, skin tone, hair, body proportions, bust shape, and overall presence. Avoid generating the same default pretty face and same body repeatedly.
- Every character should also have a distinct combat identity and pose language: weapon or equipment handling, stance, posture, balance, hand placement, and silhouette should vary so the 1000-character roster does not feel like one model in different costumes.
- Damage-state art should adapt to the character's world: armor destruction, torn modern clothing, damaged stage outfits, cracked sci-fi suits, broken sports gear, snapped belts, damaged bracers, dust, scorch marks, and defeated poses.
- Exposure is a core adult-game reward. From `damage-2` onward, damaged clothing/gear should visibly reveal shoulders, side torso, abdomen, hips, upper thighs, back, or mature bust silhouette; `damage-3` and `damage-4` should push to the maximum permitted non-sexual battle-damage exposure for that character's outfit and world.
- Defeated and high-damage stages should show emotional defeat: frustrated tears, resentful grimaces, clenched teeth, wet eyes, and expressions that feel unfair or humiliating rather than calm dignity.
- Medium through defeated stages may show clear combat-pain reactions from abdominal hits: gasping open mouth, hunched posture, labored breathing, tears, and small saliva/drool details. These must read as combat injury reactions, not sexual acts or fetish framing.
- High-damage stages should make the combat feel intense through missing or destroyed hand, foot, shoulder, abdomen, hip, and torso armor/clothing. Adult nudity or body exposure may be used as part of the battle-damage presentation.
- Do not keep every card as a straight front shot. Use camera variety across stages: front/three-quarter for baseline, side or twisted side for abdomen impacts, and rear three-quarter or side-back views for heavy damage and defeated art when it helps show shoulder, back, cloak, and armor destruction.

All damage-state art must use adult characters only. Sexual acts, penetration, childlike characters, and gore are out of scope; adult nudity or exposed body details are allowed when framed as battle damage, defeat, or damaged-costume card art.

Run this from the project root to regenerate the production manifest and prompts:

```powershell
& 'C:\Users\MD\.cache\codex-runtimes\codex-primary-runtime\dependencies\node\bin\node.exe' .\tools\export-card-assets.mjs
```

Only completed image files should be listed in `available-assets.json`; the web app uses that file to decide when to show high-resolution card art instead of the temporary preview sheet.
