board-game-designer
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
Install / Use
npx skills add mohitagw15856/pm-claude-skills --skill board-game-designerInstalls into whichever agent you are using.
SKILL.md
Installable skill definition
Quality Score
Category
DesignSupported Platforms
Our assessment of board-game-designer
board-game-designer scores 85/100 on our quality scale, 127th of 322 Design skills we index (top 40%).
Its SKILL.md is 4.8 KB long, well organised into 12 sections with 1 code example: a solid amount of guidance for an agent.
With 1,396 GitHub stars, it is one of the more widely adopted skills in the catalogue.
Maintenance, license and trust
- The repository was last updated 8 days ago, so board-game-designer is actively maintained.
- It is released under the MIT license, a permissive license that allows use, modification and commercial use with attribution.
- Its trust signals score 100/100, with no cautions. These come from repository metadata, not a code audit — read the skill file before letting an agent act on it.
board-game-designer compared with similar skills
All 4 of these similar skills score higher than board-game-designer; compare them before choosing.
| Skill | Score | Stars | Updated | Format |
|---|---|---|---|---|
| board-game-designer (this skill)by mohitagw15856 | 85 | 1.4k | 8d ago | SKILL.md |
| algorithmic-artby anthropics | 100 | 177.9k | 10d ago | SKILL.md |
| pptxby anthropics | 100 | 177.9k | 10d ago | SKILL.md |
| designby nextlevelbuilder | 100 | 130.2k | 11d ago | SKILL.md |
| ui-ux-pro-maxby nextlevelbuilder | 100 | 130.2k | 11d ago | SKILL.md |
Frequently asked questions
- How do I install board-game-designer?
- Run
npx skills add mohitagw15856/pm-claude-skills --skill board-game-designer. The install tabs above show the steps for each supported agent. - Which AI agents does board-game-designer work with?
- It is written for Universal, as a SKILL.md file. Other agents that read the same format can often use it too.
- Is board-game-designer safe to use?
- It is MIT-licensed and scores 100/100 on trust signals. Skills are instructions an agent will follow, so read the file before installing it and do not approve commands you do not understand.
- Is board-game-designer still maintained?
- The repository was last updated 8 days ago, so board-game-designer is actively maintained.
Skill content
View source on GitHubname: board-game-designer 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
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Languages
Trust signals
From repository metadata: license, adoption, age and documentation. Not a code audit — see the Safety scan above for what the skill file itself contains.
