Common Play Studio See the work
Common Play Studio

Things worth
learning, built
to be played.

A one-person studio making guides, games, and reference tools — for card games, fighting games, history classrooms, certification exams, and the AI tools on your desk. All free. All in the browser. No signup, ever.

16Projects live
$0To use any of them
0Accounts required
100%Works on a phone
The work

Six shelves. Sixteen things you can open right now.

Each one started as something I actually needed and couldn't find — a rules answer at the table, a way to teach a hard chapter, a straight answer about an exam or a tool that everyone assumes you already understand. They're grouped here by what they're for, because "a Lorcana rules library" and "a Marvel watch tracker" don't belong in the same sentence.

Common Play Learning

Flattening the curve of competitive gaming — six beginner guides split into card games and fighting games, a shared vocabulary, and a directory of the best of the rest.

Open the hub
Six Prizes, a beginner's guide to the Pokémon Trading Card Game
Card game · Beginner's guide

Six Prizes — Pokémon TCG

The biggest card game there is, taught in the order you actually need it. Fifteen chapters covering the six-prize race, the turn, evolution's two separate timing rules, the six-step damage order that decides games, the Checkup, deck building and regulation marks — plus what to unlearn if you arrived from Pokémon TCG Pocket.

15 chaptersDamage calculatorStandard, Aug 2026
Learn the game pokemon
MAGIC: THE GATHERING — FINAL FANTASY Starter Kit guide
Card game · Starter guide

Magic: The Gathering — FINAL FANTASY

The Starter Kit box, taught from the shrink wrap forward. Thirteen chapters covering what the box assumes you already know — lands and mana, the whole turn as a clickable sequence, combat step by step, the stack, and the set's own Job select and Tiered mechanics — plus both complete 60-card decklists.

13 chaptersInteractive turn sequenceBoth decklists
Open the guide mtgff
Turtle Team-Up, a guide to the co-op MAGIC: THE GATHERING x TEENAGE MUTANT NINJA TURTLES box
Card game · Co-op guide

Magic: The Gathering — Turtle Team-Up

The co-op box: two to four players share one life total, and the opponent is a stack of cards that plays itself. Setup, both halves of the turn, the three boss stages, all four 60-card decklists, printed text for every Boss, Event and Ninja — and the six rules the launch-week videos got wrong.

13 chaptersFull villain referenceAll four decklists
Open the guide tmnt
The Illuminary Lorcana reference homepage
Card game · Reference

The Illuminary

A quick-reference library for Disney Lorcana: core rules and keyword glossary, nine ways to play, both Illumineer's Quest co-op scenarios, deck-building math, and the tournament + rotation picture. Built to answer a table argument in ten seconds.

9 formatsWeb + PDFBoardside-ready
Open the library lorcana
Street Fighter 6 Beginner's Handbook homepage
Fighting game · Handbook

Street Fighter 6: Beginner's Handbook

Fourteen chapters from install to your first ranked set, assuming zero fighting-game background. Modern vs. Classic controls, a Drive Gauge you can burn out on purpose, anti-airs, frame data in plain English, starter characters, and a practice mindset that keeps you from quitting in week two.

14 chaptersInteractive Drive GaugeGlossary included
Read the handbook sf6guide
Tekken Fundamentals guide
3D fighter · Fundamentals

Tekken

Built deliberately around the parts that don't change. Sidestepping linear attacks, holding down-back, punishing what you block, breaking throws by reading which arm reaches for you, and using the wall — all true since Tekken 3 and all still true after the next patch. One clearly-fenced chapter covers Tekken 8's own Heat and Rage systems.

8 chaptersFrame timelinesNotation key
Learn the skeleton tekken
MARVEL Tōkon: Fighting Souls beginner's guide
Tag fighter · Guide

MARVEL Tōkon: Fighting Souls

Four fighters, one shared health bar, and a match that starts 2v2 and hands you the rest of your team as it goes. The team layer is the genuinely new part, so that's where the guide spends its time: assists, switching, the corner Break that unlocks your squad, and a first-week plan that doesn't ask you to learn motion inputs on day one. A second page picks up in week two with combo extension, assist discipline and team order.

Basics + week twoFull roster, ratedTraining drills
Read the guide tokon
Steve, founder of Common Play Studio
About

Common Play Studio

I'm a teacher by trade, and a builder by habit. Common Play Studio is where the things I make end up.

The through-line isn't a subject. It's a shape: take something that's genuinely worth knowing but annoying to learn, and rebuild the on-ramp. Sometimes that's a rules reference you can scan mid-game. Sometimes it's a history unit you can walk around inside. Sometimes it's a certification exam nobody explains to you until you're already paying for it.

Everything here is free, loads fast, works on a phone, and asks nothing of you. That's not a business model. It's the point.

  • Play is a serious methodPeople learn faster when they're allowed to try things and be wrong. Every project here is built to be poked at, not read at.
  • The on-ramp is the hard partMost subjects aren't too difficult — they're badly introduced. I spend the effort on the first ten minutes.
  • Free, and actually freeNo accounts, no email capture, no upsell at the bottom. Open the link, use the thing, close the tab.
  • Built for the room it's used inA phone at a game table. A projector in a classroom. A laptop at 11pm. It should work wherever you actually are.

Got something worth building?

Curriculum, a classroom tool, a guide that ought to exist, or just a note that something here is wrong — all welcome.