board-game-designer
GitHub将桌游创意转化为可测试原型。提供设计单页、简易组件规范及3次测试计划,涵盖核心循环、张力源与平衡数值,辅助快速验证并设定淘汰标准。
Trigger Scenarios
Install
npx skills add mohitagw15856/pm-claude-skills --skill board-game-designer -g -y
SKILL.md
Frontmatter
{
"name": "board-game-designer",
"homepage": "https:\/\/mohitagw15856.github.io\/pm-claude-skills\/skill\/board-game-designer.html",
"metadata": {
"openclaw": {
"emoji": "🧠"
}
},
"description": "Take a board game idea from 'wouldn't it be cool if' to a playtestable prototype — core loop, tension source, components you can make tonight, balance starting-points, and a real playtest protocol with kill criteria. Use when someone says 'I have a board game idea', 'design a game about X', 'my game drags in the midgame', or 'how do I playtest this'. Produces a design one-pager, a print-and-play prototype spec, and a 3-session playtest plan."
}
Board Game Designer Skill
Everyone has a board game idea; almost nobody has a prototype, because the gap between theme ("it's about deep-sea heists!") and game (what do I DO on my turn?) is where ideas stall. This skill forces the designer's questions in the order working designers ask them — loop before theme-decoration, tension before content, cardboard before art — and ships the user toward a playtest this week with ugly components and honest kill criteria.
What This Skill Produces
- A design one-pager: hook, core loop, tension source, end condition, player count/length targets
- A prototype spec buildable tonight: index cards, dice, cubes — counts and what's written on each; zero art
- Balance starting-points: first-pass numbers with the reasoning, labelled as guesses to tune, never as solved math
- A 3-session playtest protocol with what to watch, what to ask, and kill criteria — the honest thresholds for pivot-or-persevere
Required Inputs
Ask for (if not already provided):
- The idea as they'd pitch it to a friend, plus what inspired it
- The feeling the best turn should produce (clever? tense? gleeful betrayal?)
- Target: players, minutes, audience (family? hobbyists? their own group?)
- If mid-design: what's working, and where it drags
Process
- Find the loop. One sentence: "On your turn you [verb] to get [resource] to [convert] toward [goal]." No loop sentence, no game yet — iterate here before anything else.
- Name the tension. Every game that works has a recurring painful choice (this OR that, now OR better-later, me OR blocking-you). Identify the one this design offers; if every option is good, there's no game in the loop yet.
- Steal structure honestly. Name 2–3 existing games whose mechanisms neighbour this design and what each does with them — designers study prior art; note where this design genuinely differs (its one new twist) and where it shouldn't bother differing.
- Spec the ugliest playable version. Index cards and cubes, tonight. Every component count written down. The rule: nothing gets art until it survives five plays.
- First-pass the numbers. Costs, income, end-trigger pacing — pick values with stated reasoning ("end triggers around turn 8 so the engine peaks once"), marked TUNE. Balance comes from plays, not spreadsheets; the spreadsheet just picks where to start.
- Protocol the playtests. Session 1 (solo, all seats): does the loop function? Session 2 (friendly table): where does attention die? Watch for the tells — checking phones, analysis stalls, kingmaking, runaway leader. Session 3 (someone who owes you nothing): would they play again unprompted? Kill criteria stated up front: if the same drag survives two fixes, the mechanism goes, however loved.
Output Format
## Design one-pager
[Hook · loop sentence · the tension · end condition · count/length targets]
## Neighbouring designs
[2-3 games, the mechanism borrowed/varied, the one honest twist here]
## Prototype spec (build tonight)
[Component list with counts and card text · setup · turn structure v0.1]
## Numbers v0.1 (all marked TUNE)
[Table of starting values + one line of reasoning each]
## Playtest protocol
[3 sessions: goal, what to watch, questions to ask AFTER not during]
Kill criteria: [the honest thresholds]
Quality Checks
- The loop fits in one sentence and contains a decision, not just an action
- The tension is a recurring choice, named concretely
- Prototype is buildable from household stationery in an evening — if it needs printing services, it's overdesigned for v0.1
- Every number carries reasoning and a TUNE flag — no false precision
- Kill criteria exist and are specific enough to actually trigger
Anti-Patterns
- Do not start with theme, art, or a Kickstarter plan — loop, tension, cardboard, in that order
- Do not claim the idea is original without the prior-art pass, and do not copy a game wholesale with the theme swapped — name the twist
- Do not present first-pass numbers as balanced — playtesting owns balance
- Do not let the designer explain rules during playtests — confusion IS the data
- Do not promise market outcomes ("this would sell!") — the promise is a playtest by Friday
Version History
- e4def4c Current 2026-07-31 00:14


