bama
BAMA: Build Any Mac App. Agent skills to research, clone, design, build, optimize, and test native macOS apps with Swift and SwiftUI.
翻譯準備中
Design tabletop mechanisms, run playtest experiments, and ship paper prototypes — with design state, diagnostics, and evidence-driven iteration.
翻譯準備中
技能Python · JavaScriptGitHub @kyle-ip自行安裝營運者未確認
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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.檢視完整 README ↗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.