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Design tabletop mechanisms, run playtest experiments, and ship paper prototypes — with design state, diagnostics, and evidence-driven iteration.
스킬Python · JavaScriptGitHub @kyle-ip직접 설치운영자 미확인
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Design tabletop mechanisms, choose the cheapest valid prototype fidelity, run playtest experiments, and ship paper prototypes — with design state, genre profiles, symptom routing, diagnostics, free digital-asset picks, and standalone companion skills hosts can auto-load.
You sketch a board game. The agent suggests ten mechanisms. Next session it forgets your locked decisions and redesigns from scratch.README 전문 보기 ↗You sketch a board game. The agent suggests ten mechanisms. Next session it forgets your locked decisions and redesigns from scratch.
The usual workarounds do not help:
Board Game Design turns tabletop iteration into a structured agent workflow — design state, symptom routing, single-variable experiments, and paper PnP templates your agent maintains across sessions.
Compatible with any host that loads the open Agent Skills standard — Claude Code, Codex, Cursor, and others read the same SKILL.md format.
Agent instructions live in
SKILL.mdand progressive-disclosure companions — per Anthropic skill authoring guidance.
Guideline: Build your own board game
| Path | Role |
|---|---|
SKILL.md | Entrypoint: modes, invariants, indexes, default outputs |
templates/design-state.md | Single source of truth — Locked, Claims, Evidence, Kill overrides |
genre-profile/ | Euro, party, social-deduction, solo, coop design lenses |
routing/symptom-index.md | Symptom → diagnostic routing ontology |
routing/context-budget.md | Per-mode context budget (required / optional / forbidden) |
reasoning/ | Design reasoning, decision matrix, hypothesis rules, experiment priority |
diagnostics/ | System (BG*) + experience (ED001–ED008) guides |
experiments/ | Experiment framework |
kill-criteria.md | Continue / Restructure / Pause-or-Kill gate + parameterizable thresholds |
lint/ | Design lint BG001–BG020 + Design Confidence Model |
prototype/ | Fidelity ladder, selection matrix, optional-runtime boundary |
runtime/ | Optional Python companion (bgd-sim) — Monte Carlo, population, P2 CLI |
balance/ | Balance model, value budget with Effective Value Range |
theme-and-experience.md | MDA depth, Target Player Model, theme-mechanism fit, emotion curve |
tools/ | Export pipeline, component schema, nanDECK, TTS, digital-assets catalog |
skills/ | Standalone companion skills (bgd-*) — auto-loadable by Agent Skills hosts |
chapters/ | 13 mechanism distillations (Building Blocks categories) |
patterns.md | High-leverage mechanism patterns |
cheatsheet.md | Decision rules + symptom routing + mixed-demand priority |
workflow.md | Milestones 0–5 with regression allowed |
playtesting.md | Five playtest frameworks + experiment tie-in |
probability-and-balance.md | Failure modes, McDie, dice intuition |
templates/ | Project copy-out files (incl. simulation-run.md) |
templates/examples/micro-scavenger/ | Format reference example game |
eval/ | Benchmarks, validators, golden/ schemas |
eval/benchmark-prompts.md | Behavior evaluation cases (Create through Fidelity) |
eval/README.md | Structural + behavior eval workflow |
CHANGELOG.md | Semver release history |
Chapter files load on demand — agents should read the smallest file that answers the question, not all chapters at once.
Default outputs are project files, not prose-only advice. Format reference: templates/examples/micro-scavenger/. Choose the cheapest valid fidelity for the hypothesis; paper PnP remains the usual P4 human-playable build.
Intent → Claim / Hypothesis → Select minimum valid fidelity → Prototype → Experiment → Evidence → Diagnosis → Decision → (update design-state) → repeat
Shorthand: concept → mechanism skeleton → cheapest valid prototype (sim / digital / paper) → playtest / balance → (optional) POD
Pick one mode per session. Load the smallest file set that mode requires.
| Mode | Trigger | Load first |
|---|---|---|
| Create | New game from scratch | genre-profile/ (one) + workflow.md, theme-and-experience.md |
| Diagnose | Symptom (boring, broken, unfair) | routing/symptom-index.md → cheatsheet.md → diagnostics/* |
| Experiment | Test a specific hypothesis | experiments/framework.md + prototype/selection.md |
| Simulate | System question (balance, win rate, length) | prototype/fidelity-ladder.md, selection.md, runtime.md |
| Balance | Numbers, cards, economy | balance/README.md |
| Prototype | Build at chosen fidelity (often PnP) | prototype/selection.md → then P4 templates / tools |
design-state.md survives across chat sessionsSKILL.md → one companion or chapterrouting/context-budget.md)simulation-run artifacts; optional runtime/ (bgd-sim) for population Monte Carlo, regress, and P2 CLItools/digital-assets.md Quick pick for CC0 art, icons, fonts, SFX, and browser tabletops (Screentop / TTS)skills/bgd-* (create, diagnose, assets, …) with their own description so Cursor / Codex / Claude Code can auto-load them independently of the hubCopy or clone this repo into the skills directory your host scans.
Folder name must match the skill name: board-game-design.
Root SKILL.md must include YAML name + description.
Prefer trusted sources; skim bundled files before use. See agentskills.io/specification.
Hosts that recursively discover **/SKILL.md will register the hub and companion skills under skills/ (bgd-create, bgd-assets, …) so each can auto-load independently. If a host only loads the package root, use the hub — it routes to the same files.
~/.claude/skills/board-game-design/ # user-wide
<project>/.claude/skills/board-game-design/ # project-scoped (preferred when sharing a game repo)
git clone [email protected]:kyle-ip/board-game-design.git ~/.claude/skills/board-game-design
~/.agents/skills/board-game-design/ # user-wide
<project>/.agents/skills/board-game-design/ # project-scoped
Vercel skills CLI (symlinks into Codex's skills directory):
npx skills add kyle-ip/board-game-design -a codex
# or:
npx skills add https://github.com/kyle-ip/board-game-design -a codex
git clone:
git clone [email protected]:kyle-ip/board-game-design.git ~/.agents/skills/board-game-design
inside Codex: $skill-installer with this repo's URL.
Codex detects new skills automatically; restart if one does not appear.
~/.cursor/skills/board-game-design/ # user-wide
<project>/.cursor/skills/board-game-design/ # project-scoped (preferred when sharing a game repo)
git clone [email protected]:kyle-ip/board-game-design.git ~/.cursor/skills/board-game-design
Not required for design modes. For executable Micro-Scavenger Monte Carlo / population / regress / P2 CLI:
pip install -e ./runtime
bgd-sim run --game micro-scavenger --runs 1000 --seed 42 --population mixed --out sim.json
See runtime/README.md and prototype/runtime.md.
Good prompts give the agent mode, constraints, and artifacts (or paths).
| Include | Why |
|---|---|
| Player count, time, audience | Stops generic mechanism dumps |
| Target feel (tension, bluff, puzzle, …) | Drives MDA-first design |
Project path or @design-state.md | Agent reads Locked/Open/Rejected first |
| Observed symptom + evidence | Triggers Diagnose mode |
| One variable to test | Triggers Experiment mode |
Output ask ("write files to ./my-game/") | Gets templates, not prose-only |
Project-scoped tip: on session 2+, start with "Read design-state first, then …"
Each major capability is also a separate Agent Skill under skills/. Hosts that discover nested SKILL.md files can auto-invoke them from natural language — no slash syntax required. (Some UIs may still list them as /bgd-*; that is optional.)
| Skill | Does |
|---|---|
bgd-create | Create mode — concept, design-state, mechanism skeleton |
bgd-diagnose | Diagnose mode — symptom → BG*/ED* |
bgd-experiment | Single-variable playtest experiment |
bgd-simulate | System simulation artifacts |
bgd-balance | Numbers / economy / EVR |
bgd-prototype | Fidelity-selected prototype build |
bgd-assets | Free art / icons / fonts / digital tabletops |
bgd-export · bgd-tts · bgd-lint · bgd-kill | Export, TTS, lint, continue/kill gate |
bgd-genre · bgd-playtest · bgd-print · bgd-workflow | Genre, playtest, print, milestones |
bgd-cheatsheet · bgd-glossary · bgd-resources | Cheatsheet, terms, external links |
Hub: board-game-design. Full index: skills/README.md.
Need CC0 meeple and dice icons for a Screentop prototype; commercial use OK — recommend a few sources
Design a 2–4p, 30 min coop about scavenging; target feel: tension + discovery; write files to ./micro-scavenger/
Compare mechanisms, write concept + skeleton + design-state. Ask for 2–4 candidates before locking rules.
Design a 2–4 player, 45-minute medium-weight game about Mars colony logistics.
Target feel: scarcity tension, long-term planning, light direct conflict.
Audience: hobby gamers who know Wingspan but not heavy euros.
Compare worker placement vs action drafting vs open market — recommend one with trade-offs.
Write concept-brief, design-state, and mechanism-skeleton to ./mars-habitat/ using the micro-scavenger example as format reference.
Do not write full rules yet.
I want a family co-op card game (2–4p, 20 min) with a Cthulhu investigation theme.
Core experience: dread + teamwork, not alpha-player quarterbacking.
Start with theme-and-experience (emotion curve), then suggest mechanisms that fit.
Output files to ./deep-shallows/.
| Weak | Strong |
|---|---|
| "Make me a worker placement game" | Add players, time, feel, audience, and "compare 2–3 chassis before choosing" |
| "Design a card game about pirates" | Add "2p, 15 min, gateway, tension from hand limits" + output directory |
Name the symptom, give playtest facts, ask for diagnosis + minimal experiment.
We've playtested 4 times (logs in ./orbital-mining/playtests/). Leader is usually decided by round 3; trailing players say they can't catch up.
Read design-state first. Diagnose (snowball vs low agency vs endgame drag), propose one falsifiable hypothesis, and draft EXP-005 — don't change three rules at once.
After 3 sessions, seat 1 wins 5/7 games at 4 players. Hypothesis: first pick on the worker track is too strong.
Run first-player-advantage diagnostic. Suggest the smallest rule change to test next, with success criteria (e.g. seat 1 win rate < 35% over 10 plays).
Specify baseline, variant, and measurable success.
Set up EXP-002: test hand limit 3 → 2 only. Everything else stays v0.6.
Hypothesis: smaller hand increases discard-pile fights without adding AP.
Success: in 4/5 playtests, both players contest discard at least twice; fun ≥ 3.5/5.
Write experiment.md and a blank playtest-log template for the next session.
Three hypotheses are open in design-state (HYP-001 through HYP-003). Read design-state first, rank them with experiment-priority, update the Experiment Backlog, and draft EXP-004 for rank 1 only.
Balance
Review CARD-014 through CARD-022 in ./deck-builder/components-sheet.md.
Build balance-spreadsheet rows using value-budget; flag any card where cost vs total estimated value differs by >40%.
State confidence, calibration source, use scope, and interaction/combo/timing dependency for each estimate.
Prototype
Turn ./v0.5/mechanism-skeleton.md into a paper PnP: rulebook-draft, components-sheet, pnp-checklist.
2–4p, 30 min, index-card prototype — no art. Export cards.csv per tools/export-pipeline.md if batch cards needed. Run lint/checklist before finishing.
Digital assets
Recommend 3 CC0 sources for card icons and wood-table textures for TTS; note attribution if any
Continue, restructure, or kill
We've completed PT-001 through PT-004. Core loop is learnable but average fun was 2.8/5 twice in a row.
Run kill-criteria.md with me: Continue, Restructure, or Pause/Kill? Cite evidence.
Mechanism lookup
Explain WPL-03 vs soft blocking (bumping) for a 2p game — trade-offs only, no new project files.
Mixed requests — diagnose/balance before prototype if something is broken.
read design-state first)@file references to your repo artifactsboard-game-design/
├── assets/
│ ├── fonts/ # Fredoka (OFL) for banner typography
│ ├── logo.svg / logo.png # Loop Hex icon (minimal, no text)
│ ├── banner.svg / banner.png # README cover (mark + title)
│ └── banner-square.svg / banner-square.png # square mark banner (social / avatar)
├── SKILL.md
├── CHANGELOG.md
├── README.md
├── kill-criteria.md
├── theme-and-experience.md
├── workflow.md
├── cheatsheet.md
├── playtesting.md
├── probability-and-balance.md
├── genre-profile/ # euro, party, social-deduction, solo, coop
├── prototype/ # fidelity ladder, selection, runtime boundary
├── runtime/ # optional bgd-sim companion (Python)
├── routing/
│ ├── symptom-index.md
│ └── context-budget.md
├── reasoning/
├── diagnostics/
├── experiments/
├── balance/
├── lint/
├── tools/
│ ├── digital-assets.md # free/CC0 art, icons, fonts, digital tabletops
│ ├── export-pipeline.md
│ ├── TTS-guide.md
│ ├── nanDECK-guide.md
│ ├── component-schema.json
│ └── examples/ # cards.csv, cards.json, cards.nde
├── skills/ # standalone companion skills (bgd-*)
│ ├── README.md
│ ├── bgd-create/
│ ├── bgd-assets/
│ └── … # see skills/README.md
├── eval/
│ ├── benchmark-prompts.md
│ ├── README.md
│ ├── validators/ # validate.py + validate_components.py
│ ├── golden/
│ └── fixtures/
├── chapters/ # ch01–ch13
├── templates/
│ └── examples/micro-scavenger/
├── references/
└── …
SKILL.md lean (<500 lines); put deep material in companionsCHANGELOG.md on each releaseeval/README.md (≥6/8 behavior, G or J required); python eval/validators/validate.py --fixture-all must pass; optionally validate_components.py tools/examples/cards.jsonCode and original skill text in this repository are released under the MIT License.