- Refactor game logic via events and processors
- Refactor status effect via prototype pattern
- Implement status effect behaviours
- Implement DAMAGE types
- Implement ENERGY costs
- Refactor HAND into Combatant and replace
nextCard
- Refactor STUNNED / FROZEN — add card to top of deck
- Refactor CARD-SPRITES into persistent object, not managed by only the hand
- Implement target types