Caves of Clojure
(http://stevelosh.com/blog/2012/07/caves-of-clojure-01/) was an
interesting blog post series which addresses some of the issues you're
facing. I found that the component entity system CoC is built in was a
very nice abstraction for modeling a Magic: The Gathering like game in a
previous project. I suggest that CoC would probably be a good place for
you to start as well. The Aspect system Steve introduces is quite nice
as well.

Reid
On 06/23/2014 02:54 PM, Majen Ful wrote:
> Hello all,
>
> First, thank you all for your contribution and your help. I just
> follow Clojure's news and groups, and I'm really impressed by how this
> community is pleasant and helpful.
>
> Well, I am new to Clojure world, I do programming as a hobby (I'm not
> pro) and I don't have advanced knowledges. However I really enjoy
> programming and I like games. In a "classic" language, as Ruby or
> Java, I can use mutable states and objects so it is "easy" to reason.
> In Clojure, I understand how immutability works, but I still miss some
> reflexes.
>
> My goal is to build a little card game
> like http://boardgamegeek.com/boardgame/128667/samurai-sword
> A lot of things to do, but I have some difficulties at beginning.
>
> For example, I can define cards, I can define some function (isdead,
> attack)... But how can I save the state of the game ? When a player
> attacks another player, the second player must have its life reduced.
> At this point, my OO reflexes are went back and don't find a solution.
>
> Could you give me some tips and lead me to the right things to do.
>
> Thanks by advance :-)
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