pm-claude-skills 63.0.0 → 64.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +10 -9
- package/exports/README.md +1 -1
- package/exports/aider/README.md +7 -1
- package/exports/aider/other/pixel-gif-maker/pixel-gif-maker.md +68 -0
- package/exports/aider/pm-tabletop/board-game-designer/board-game-designer.md +94 -0
- package/exports/aider/pm-tabletop/game-night-planner/game-night-planner.md +89 -0
- package/exports/aider/pm-tabletop/rules-lawyer/rules-lawyer.md +89 -0
- package/exports/aider/pm-tabletop/tabletop-negotiator/tabletop-negotiator.md +91 -0
- package/exports/aider/pm-tabletop/teach-the-game/teach-the-game.md +83 -0
- package/exports/chatgpt/README.md +7 -1
- package/exports/chatgpt/other/pixel-gif-maker/SYSTEM_PROMPT.md +68 -0
- package/exports/chatgpt/pm-tabletop/board-game-designer/SYSTEM_PROMPT.md +94 -0
- package/exports/chatgpt/pm-tabletop/game-night-planner/SYSTEM_PROMPT.md +89 -0
- package/exports/chatgpt/pm-tabletop/rules-lawyer/SYSTEM_PROMPT.md +89 -0
- package/exports/chatgpt/pm-tabletop/tabletop-negotiator/SYSTEM_PROMPT.md +91 -0
- package/exports/chatgpt/pm-tabletop/teach-the-game/SYSTEM_PROMPT.md +83 -0
- package/exports/cline/README.md +7 -1
- package/exports/cline/other/pixel-gif-maker/pixel-gif-maker.md +68 -0
- package/exports/cline/pm-tabletop/board-game-designer/board-game-designer.md +94 -0
- package/exports/cline/pm-tabletop/game-night-planner/game-night-planner.md +89 -0
- package/exports/cline/pm-tabletop/rules-lawyer/rules-lawyer.md +89 -0
- package/exports/cline/pm-tabletop/tabletop-negotiator/tabletop-negotiator.md +91 -0
- package/exports/cline/pm-tabletop/teach-the-game/teach-the-game.md +83 -0
- package/exports/continue/README.md +7 -1
- package/exports/continue/other/pixel-gif-maker/pixel-gif-maker.md +73 -0
- package/exports/continue/pm-tabletop/board-game-designer/board-game-designer.md +99 -0
- package/exports/continue/pm-tabletop/game-night-planner/game-night-planner.md +94 -0
- package/exports/continue/pm-tabletop/rules-lawyer/rules-lawyer.md +94 -0
- package/exports/continue/pm-tabletop/tabletop-negotiator/tabletop-negotiator.md +96 -0
- package/exports/continue/pm-tabletop/teach-the-game/teach-the-game.md +88 -0
- package/exports/cursor/README.md +7 -1
- package/exports/cursor/other/pixel-gif-maker/pixel-gif-maker.mdc +74 -0
- package/exports/cursor/pm-tabletop/board-game-designer/board-game-designer.mdc +100 -0
- package/exports/cursor/pm-tabletop/game-night-planner/game-night-planner.mdc +95 -0
- package/exports/cursor/pm-tabletop/rules-lawyer/rules-lawyer.mdc +95 -0
- package/exports/cursor/pm-tabletop/tabletop-negotiator/tabletop-negotiator.mdc +97 -0
- package/exports/cursor/pm-tabletop/teach-the-game/teach-the-game.mdc +89 -0
- package/exports/gemini/README.md +7 -1
- package/exports/gemini/other/pixel-gif-maker/GEM_INSTRUCTIONS.md +72 -0
- package/exports/gemini/pm-tabletop/board-game-designer/GEM_INSTRUCTIONS.md +98 -0
- package/exports/gemini/pm-tabletop/game-night-planner/GEM_INSTRUCTIONS.md +93 -0
- package/exports/gemini/pm-tabletop/rules-lawyer/GEM_INSTRUCTIONS.md +93 -0
- package/exports/gemini/pm-tabletop/tabletop-negotiator/GEM_INSTRUCTIONS.md +95 -0
- package/exports/gemini/pm-tabletop/teach-the-game/GEM_INSTRUCTIONS.md +87 -0
- package/exports/kilocode/README.md +7 -1
- package/exports/kilocode/other/pixel-gif-maker/pixel-gif-maker.md +68 -0
- package/exports/kilocode/pm-tabletop/board-game-designer/board-game-designer.md +94 -0
- package/exports/kilocode/pm-tabletop/game-night-planner/game-night-planner.md +89 -0
- package/exports/kilocode/pm-tabletop/rules-lawyer/rules-lawyer.md +89 -0
- package/exports/kilocode/pm-tabletop/tabletop-negotiator/tabletop-negotiator.md +91 -0
- package/exports/kilocode/pm-tabletop/teach-the-game/teach-the-game.md +83 -0
- package/exports/obsidian/README.md +7 -1
- package/exports/obsidian/other/pixel-gif-maker/pixel-gif-maker.md +83 -0
- package/exports/obsidian/pm-tabletop/board-game-designer/board-game-designer.md +109 -0
- package/exports/obsidian/pm-tabletop/game-night-planner/game-night-planner.md +104 -0
- package/exports/obsidian/pm-tabletop/rules-lawyer/rules-lawyer.md +104 -0
- package/exports/obsidian/pm-tabletop/tabletop-negotiator/tabletop-negotiator.md +106 -0
- package/exports/obsidian/pm-tabletop/teach-the-game/teach-the-game.md +98 -0
- package/exports/openclaw/README.md +7 -1
- package/exports/openclaw/board-game-designer/SKILL.md +104 -0
- package/exports/openclaw/game-night-planner/SKILL.md +99 -0
- package/exports/openclaw/pixel-gif-maker/SKILL.md +78 -0
- package/exports/openclaw/rules-lawyer/SKILL.md +99 -0
- package/exports/openclaw/tabletop-negotiator/SKILL.md +101 -0
- package/exports/openclaw/teach-the-game/SKILL.md +93 -0
- package/exports/roo/README.md +7 -1
- package/exports/roo/other/pixel-gif-maker/pixel-gif-maker.md +68 -0
- package/exports/roo/pm-tabletop/board-game-designer/board-game-designer.md +94 -0
- package/exports/roo/pm-tabletop/game-night-planner/game-night-planner.md +89 -0
- package/exports/roo/pm-tabletop/rules-lawyer/rules-lawyer.md +89 -0
- package/exports/roo/pm-tabletop/tabletop-negotiator/tabletop-negotiator.md +91 -0
- package/exports/roo/pm-tabletop/teach-the-game/teach-the-game.md +83 -0
- package/exports/windsurf/README.md +7 -1
- package/exports/windsurf/other/pixel-gif-maker/pixel-gif-maker.md +73 -0
- package/exports/windsurf/pm-tabletop/board-game-designer/board-game-designer.md +99 -0
- package/exports/windsurf/pm-tabletop/game-night-planner/game-night-planner.md +94 -0
- package/exports/windsurf/pm-tabletop/rules-lawyer/rules-lawyer.md +94 -0
- package/exports/windsurf/pm-tabletop/tabletop-negotiator/tabletop-negotiator.md +96 -0
- package/exports/windsurf/pm-tabletop/teach-the-game/teach-the-game.md +88 -0
- package/exports/zed/README.md +7 -1
- package/exports/zed/other/pixel-gif-maker/pixel-gif-maker.md +68 -0
- package/exports/zed/pm-tabletop/board-game-designer/board-game-designer.md +94 -0
- package/exports/zed/pm-tabletop/game-night-planner/game-night-planner.md +89 -0
- package/exports/zed/pm-tabletop/rules-lawyer/rules-lawyer.md +89 -0
- package/exports/zed/pm-tabletop/tabletop-negotiator/tabletop-negotiator.md +91 -0
- package/exports/zed/pm-tabletop/teach-the-game/teach-the-game.md +83 -0
- package/package.json +2 -2
- package/skills/board-game-designer/SKILL.md +99 -0
- package/skills/game-night-planner/SKILL.md +94 -0
- package/skills/pixel-gif-maker/SKILL.md +73 -0
- package/skills/pixel-gif-maker/scripts/pixel_gif.py +214 -0
- package/skills/rules-lawyer/SKILL.md +94 -0
- package/skills/tabletop-negotiator/SKILL.md +96 -0
- package/skills/teach-the-game/SKILL.md +88 -0
- package/web/benchmark.html +1 -1
- package/web/cheatsheet.html +4 -4
- package/web/city.html +1 -1
- package/web/compare.html +1 -1
- package/web/galaxy.html +1 -1
- package/web/galaxy3d.html +2 -2
- package/web/guide.html +5 -5
- package/web/handbook.html +4 -4
- package/web/holo.html +2 -2
- package/web/index.html +9 -9
- package/web/learn.html +1 -1
- package/web/remix.html +1 -1
- package/web/semantic.html +2 -2
- package/web/skills.json +1 -1
- package/web/starter-pack.html +2 -2
- package/web/voice.html +1 -1
- package/web/what-are-agent-skills.html +3 -3
package/README.md
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# 🧠 PM Skills —
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# 🧠 PM Skills — 782 Professional Agent Skills for Claude, ChatGPT, Gemini, Cursor, Codex & Hermes
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<p align="center">
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<a href="https://mohitagw15856.github.io/pm-claude-skills/">
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<img src="web/docs-assets/hero.svg" width="100%" alt="PM Skills —
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<img src="web/docs-assets/hero.svg" width="100%" alt="PM Skills — 782 professional skills your AI assistant can read. Plain markdown, works with Claude, ChatGPT, Gemini, Cursor, and Codex. MIT licensed." />
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</a>
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</p>
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## What is PM Skills?
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<!-- AEO Answer Capsule — 68 words -->
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PM Skills is an open-source library of
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PM Skills is an open-source library of 782 Agent Skills — plain-markdown SKILL.md files that teach an AI assistant to do one professional task to a senior professional's standard, from writing a PRD to decoding a lease or running a blameless postmortem. Each skill bundles the framework, an output template, quality checks, and anti-patterns. It is MIT-licensed and works with Claude, ChatGPT, Gemini, Cursor, and Codex.
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<!-- End AEO Capsule -->
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**Decode a lease before you sign it. Write a PRD your team can execute. Simulate the promotion committee before the real one meets. Check the weather with zero API keys.** Generic AI gives you filler; these give you the structure a senior professional actually uses.
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| 🛂 *"prep me for the visa interview"* → [the-visa-interview](skills/the-visa-interview/SKILL.md) | 🔨 *"is this contractor quote fair?"* → [home-contractor-quote-decoder](skills/home-contractor-quote-decoder/SKILL.md) | 🏡 *"should we rent or buy?"* → [rent-vs-buy](skills/rent-vs-buy/SKILL.md) |
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| 📝 *"draft my self-review honestly"* → [performance-review](skills/performance-review/SKILL.md) | 🚀 *"are we ready to launch?"* → [product-launch-checklist](skills/product-launch-checklist/SKILL.md) | 📬 *"my inbox is 4,000 deep"* → [email-triage-system](skills/email-triage-system/SKILL.md) |
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…all
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…all 782 asks live in **[the catalog](SKILLS.md)**.
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## ⚡ Quick start
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## 📚 The skills
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Every skill follows the same discipline: what it produces, the inputs it needs, a real framework (severity scales, decision rules — not vibes), a concrete output template, quality checks, and anti-patterns. All
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Every skill follows the same discipline: what it produces, the inputs it needs, a real framework (severity scales, decision rules — not vibes), a concrete output template, quality checks, and anti-patterns. All 782 pass the [SkillSpec](SKILLSPEC.md) L3 gate and a security audit in CI.
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| 🏠 **Life admin** | The unglamorous logistics, done in order | [relocation](skills/relocation-planner/SKILL.md) · [new parent](skills/new-parent-logistics/SKILL.md) · [caregiving](skills/caregiver-coordination/SKILL.md) · [doctor visits](skills/doctor-visit-prep/SKILL.md) · [records requests](skills/medical-records-request/SKILL.md) |
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| 💼 **Career moments** | The weeks that decide years | [layoff kit](plugins/pm-layoff/) · [resignation kit](plugins/pm-resignation/) · [PIP response](skills/pip-responder/SKILL.md) · [first 90 days as manager](skills/manager-first-90-days/SKILL.md) · [interview gauntlet](plugins/pm-jobsearch/) |
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| 🏛 **Dead mentors** (5) 🆕 | History's sharpest operators, resurrected — the *real* methods from public-domain classics, applied to modern work | [Machiavelli on office politics](skills/machiavelli-counsel/SKILL.md) · [Sun Tzu on picking your fights](skills/sun-tzu-strategy-brief/SKILL.md) · [Franklin's decision algebra](skills/franklin-decision-ledger/SKILL.md) · [Marcus Aurelius on bad days](skills/stoic-setback-debrief/SKILL.md) · [Bennett's 1908 time audit](skills/bennett-time-audit/SKILL.md) |
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| 🎲 **Tabletop** (5) 🆕 | Game night, upgraded — teach, judge, plan, design, and practice the trades | [teach-the-game](skills/teach-the-game/SKILL.md) · [rules-lawyer](skills/rules-lawyer/SKILL.md) · [game-night-planner](skills/game-night-planner/SKILL.md) · [board-game-designer](skills/board-game-designer/SKILL.md) · [tabletop-negotiator](skills/tabletop-negotiator/SKILL.md) |
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| 🧾 **Freelance & renters & parents** | Small bundles for specific lives | [pricing your services](skills/pricing-your-services/SKILL.md) · [late invoices](skills/late-invoice-escalation/SKILL.md) · [deposit recovery](skills/security-deposit-recovery/SKILL.md) · [IEP meetings](skills/iep-504-meeting-kit/SKILL.md) · [students](plugins/pm-students/) |
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| 🤝 **Cowork** (100) | The office knowledge work an AI coworker actually does — the *frameworks* — [the whole bundle](plugins/pm-cowork/) | [email triage](skills/email-triage-system/SKILL.md) · [spreadsheet audit](skills/spreadsheet-audit/SKILL.md) · [meeting cost meter](skills/meeting-cost-meter/SKILL.md) · [deck outline first](skills/deck-outline-first/SKILL.md) · [saying no kindly](skills/saying-no-kindly/SKILL.md) · [delegation brief](skills/delegation-brief/SKILL.md) |
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| ⚡ **Cowork · Live** (12) | The same jobs, *done* — Claude Cowork acts on your **real data** via connectors + sandbox and returns an artifact — [the whole bundle](plugins/pm-cowork-live/) | [inbox triage (live)](skills/inbox-triage-live/SKILL.md) · [meeting prep (live)](skills/meeting-prep-live/SKILL.md) · [spreadsheet audit (live)](skills/spreadsheet-audit-live/SKILL.md) · [deck from doc](skills/deck-from-doc/SKILL.md) · [thread → decision](skills/thread-to-decision-live/SKILL.md) · [PR description (live)](skills/pr-description-live/SKILL.md) |
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| <img src="web/docs-assets/logos/pm-design.svg" width="20" alt=""/> [Design & UX](plugins/pm-design/) | <img src="web/docs-assets/logos/pm-legal.svg" width="20" alt=""/> [Legal](plugins/pm-legal/) | <img src="web/docs-assets/logos/pm-finance.svg" width="20" alt=""/> [Finance](plugins/pm-finance/) |
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| <img src="web/docs-assets/logos/pm-founders.svg" width="20" alt=""/> [Founders](plugins/pm-founders/) | <img src="web/docs-assets/logos/pm-security.svg" width="20" alt=""/> [Security](plugins/pm-security/) | <img src="web/docs-assets/logos/pm-gov.svg" width="20" alt=""/> [Government](plugins/pm-gov/) |
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…plus HR, sales, operations, research, healthcare, educators, writers, social media, and more — **[the full profession index](SKILLS.md)**, or by bundle in [`plugins/`](plugins/) (
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…plus HR, sales, operations, research, healthcare, educators, writers, social media, and more — **[the full profession index](SKILLS.md)**, or by bundle in [`plugins/`](plugins/) (96 bundles). Install any bundle: `/plugin install pm-decoders@pm-skills`.
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### Meta
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## 🆕 Latest
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**v63.0.0 — the dead mentors
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**v64.0.0 — game night:** [pm-tabletop](plugins/pm-tabletop) — teach any board game in 5 minutes, settle rules arguments fairly, plan the lineup, design your own game, and [spar the Catan trade](skills/tabletop-negotiator/SKILL.md) against a hidden agenda with a scored debrief; 782 skills, 96 bundles. *v63.1 — pixel confetti:* [pixel-gif-maker](skills/pixel-gif-maker/SKILL.md) — custom retro Slack GIFs (scroll, pulse, party, sparkle) from a pure-stdlib deterministic encoder; 782 skills. *And v63.0.0 — the dead mentors:* history's sharpest operators, resurrected as skills — **[Machiavelli](skills/machiavelli-counsel/SKILL.md)** reads your reorg (with the honest counterweight built in), **[Sun Tzu](skills/sun-tzu-strategy-brief/SKILL.md)** decides fight/reshape/decline, **[Franklin's decision algebra](skills/franklin-decision-ledger/SKILL.md)** settles the offer you keep flip-flopping on, **[Marcus Aurelius](skills/stoic-setback-debrief/SKILL.md)** debriefs the day that went badly, and **[Arnold Bennett (1908)](skills/bennett-time-audit/SKILL.md)** finds your inner day — real methods from public-domain classics, chapter-cited, never misquoted. *Earlier — v62.2, the distribution wave* (SkillScan, telemetry, SkillBench v2, quiz, wins, WhatsApp); *v62.1, nine frontiers.* Full history: **[CHANGELOG](CHANGELOG.md)** · [releases](https://github.com/mohitagw15856/pm-claude-skills/releases)
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## ❓ First-timer questions, straight answers
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<details>
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<summary><b>Is it actually free?</b></summary>
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Yes — MIT, all
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Yes — MIT, all 782 skills, forever. The skills are markdown; there is nothing to gate. Sponsors fund the playground's free model runs, not access.
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</details>
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<details>
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---
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*Built by [Mohit](https://github.com/mohitagw15856) with Claude.
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*Built by [Mohit](https://github.com/mohitagw15856) with Claude. 782 skills · 96 bundles · 35 professions · every commit gated. The long version of this README — every feature, wave, and frontier bet — lives in the **[Showcase](docs/SHOWCASE.md)**.*
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package/exports/README.md
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Currently exporting **
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Currently exporting **782 skills** to:
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- **ChatGPT — Custom GPT instructions** → `exports/chatgpt/`
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- **Google Gemini — Gem instructions** → `exports/gemini/`
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package/exports/aider/README.md
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> Auto-generated from `skills/*/SKILL.md` by `scripts/build-exports.mjs`.
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> **Do not edit these files by hand** — edit the source skill and regenerate.
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782 skills exported. Copy a `.md rule` into the tool to use it.
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| Bid / Tender Review | `pm-construction` | `pm-construction/bid-tender-review/bid-tender-review.md` |
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| Blast Radius Drill | `pm-seatbelt` | `pm-seatbelt/blast-radius-drill/blast-radius-drill.md` |
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| Board Deck Narrative | `pm-business` | `pm-business/board-deck-narrative/board-deck-narrative.md` |
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| Board Game Designer | `pm-tabletop` | `pm-tabletop/board-game-designer/board-game-designer.md` |
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| Board Minutes | `pm-business` | `pm-business/board-minutes/board-minutes.md` |
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| Board Pre-Read | `pm-business` | `pm-business/board-pre-read/board-pre-read.md` |
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| BOM Cost Review | `pm-hardware` | `pm-hardware/bom-cost-review/bom-cost-review.md` |
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| Freelance Rate | `pm-calculators` | `pm-calculators/freelance-rate/freelance-rate.md` |
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| Frontend Design | `pm-design` | `pm-design/frontend-design/frontend-design.md` |
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| Fundraising FAQ | `pm-founders` | `pm-founders/fundraising-faq/fundraising-faq.md` |
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| Game Night Planner | `pm-tabletop` | `pm-tabletop/game-night-planner/game-night-planner.md` |
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| Gantt / Roadmap | `pm-visuals` | `pm-visuals/gantt-roadmap/gantt-roadmap.md` |
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| GDPR Compliance | `pm-compliance` | `pm-compliance/gdpr-compliance/gdpr-compliance.md` |
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| Git Troubleshooter | `pm-engineering` | `pm-engineering/git-troubleshooter/git-troubleshooter.md` |
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| PIP Responder | `pm-career` | `pm-career/pip-responder/pip-responder.md` |
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| Pitch Vs Teach | `pm-cowork` | `pm-cowork/pitch-vs-teach/pitch-vs-teach.md` |
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| Pivot Analysis Planner | `pm-cowork` | `pm-cowork/pivot-analysis-planner/pivot-analysis-planner.md` |
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| Pixel GIF Maker | `other` | `other/pixel-gif-maker/pixel-gif-maker.md` |
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| Plain Language Rewrite | `pm-cowork` | `pm-cowork/plain-language-rewrite/plain-language-rewrite.md` |
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| PM Weekly Review | `pm-rituals` | `pm-rituals/pm-weekly-review/pm-weekly-review.md` |
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| Policy Drafter | `pm-cowork` | `pm-cowork/policy-drafter/policy-drafter.md` |
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| Rollback Plan | `pm-engineering` | `pm-engineering/rollback-plan/rollback-plan.md` |
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| RSS Digest | `pm-live` | `pm-live/rss-digest/rss-digest.md` |
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| Rubric Builder | `pm-education` | `pm-education/rubric-builder/rubric-builder.md` |
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| Rules Lawyer | `pm-tabletop` | `pm-tabletop/rules-lawyer/rules-lawyer.md` |
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| Runbook Writer | `pm-engineering` | `pm-engineering/runbook-writer/runbook-writer.md` |
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| Runway Calculator | `pm-calculators` | `pm-calculators/runway-calculator/runway-calculator.md` |
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| Runway Monte Carlo | `pm-calculators` | `pm-calculators/runway-monte-carlo/runway-monte-carlo.md` |
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| Sycophancy Challenger | `pm-cross` | `pm-cross/sycophancy-challenger/sycophancy-challenger.md` |
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| Synthetic User Research | `pm-research` | `pm-research/synthetic-user-research/synthetic-user-research.md` |
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| System Design Interview | `pm-engineering` | `pm-engineering/system-design-interview/system-design-interview.md` |
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| Tabletop Negotiator | `pm-tabletop` | `pm-tabletop/tabletop-negotiator/tabletop-negotiator.md` |
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| Task Triage Matrix | `pm-cowork` | `pm-cowork/task-triage-matrix/task-triage-matrix.md` |
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| Tax Planning Checklist | `pm-finance` | `pm-finance/tax-planning-checklist/tax-planning-checklist.md` |
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| TDD Workflow | `pm-craft` | `pm-craft/tdd-workflow/tdd-workflow.md` |
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| Teach The Game | `pm-tabletop` | `pm-tabletop/teach-the-game/teach-the-game.md` |
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| Teaching Lesson Plan | `pm-cross` | `pm-cross/teaching-lesson-plan/teaching-lesson-plan.md` |
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| Team Budget Tracker | `pm-cowork` | `pm-cowork/team-budget-tracker/team-budget-tracker.md` |
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| Team Health Check | `pm-people` | `pm-people/team-health-check/team-health-check.md` |
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@@ -0,0 +1,68 @@
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+
# Pixel GIF Maker Skill
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+
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3
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+
The most-reacted message in any Slack channel is never the status update — it's the
|
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4
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+
GIF. This skill makes custom ones in a retro pixel style: your words, four
|
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5
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+
animations, eight colors, and a file small enough to drag anywhere. The whole
|
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+
encoder is a bundled pure-stdlib Python script — this library's calculators are
|
|
7
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+
dependency-free and deterministic, and so is its confetti.
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+
|
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9
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+
## What This Skill Produces
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- A `.gif` file (GIF89a, looping) with the user's text in chunky 5×7 pixel type
|
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12
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+
- One of four animations: **scroll** (marquee), **pulse** (heartbeat zoom),
|
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13
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+
**party** (hue-cycling text + confetti), **sparkle** (twinkling stars)
|
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14
|
+
- Sized for chat: typically 10–60KB, well under any upload limit
|
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15
|
+
|
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+
## Required Inputs
|
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17
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+
|
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18
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+
Ask for (if not already provided):
|
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+
- The text — **under 24 characters**; pixel fonts are for punchlines
|
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|
+
("SHIP IT", "1000 STARS", "GG TEAM", "V63 IS LIVE"). Type `*` for a ♥.
|
|
21
|
+
- The mood → mode: victory lap = `party` · announcement = `scroll` ·
|
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22
|
+
emphasis = `pulse` · appreciation = `sparkle`
|
|
23
|
+
- Optional: colors (`night, plum, teal, mint, gold, coral, white, ink, violet`)
|
|
24
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+
and `--scale 1-4` (default 3)
|
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25
|
+
|
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26
|
+
## Process
|
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27
|
+
|
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1. Run the bundled script — no installs, Python 3 stdlib only:
|
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29
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+
```bash
|
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+
python3 scripts/pixel_gif.py --text "SHIP IT" --mode party --out shipit.gif
|
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|
+
python3 scripts/pixel_gif.py --text "GG TEAM *" --mode sparkle --fg gold --bg night --out gg.gif
|
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|
+
python3 scripts/pixel_gif.py --self-test # verify all four modes, print hashes
|
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|
+
```
|
|
34
|
+
2. Uppercase renders best (the font is A–Z, 0–9, and common punctuation; unknown
|
|
35
|
+
characters become `?` — warn the user rather than surprise them).
|
|
36
|
+
3. Same arguments + same `--seed` → byte-identical file; change `--seed` to
|
|
37
|
+
reshuffle confetti/star positions.
|
|
38
|
+
4. Hand back the file path and one line on which mode was chosen and why.
|
|
39
|
+
|
|
40
|
+
## Output Format
|
|
41
|
+
|
|
42
|
+
The `.gif` itself, plus:
|
|
43
|
+
|
|
44
|
+
```
|
|
45
|
+
🎉 shipit.gif — 159×57, 10 frames, party mode (confetti for a launch).
|
|
46
|
+
Drag it into Slack. Want it calmer (sparkle) or bigger (--scale 4)?
|
|
47
|
+
```
|
|
48
|
+
|
|
49
|
+
## Quality Checks
|
|
50
|
+
|
|
51
|
+
- [ ] Text length checked BEFORE generating — over 24 characters, ask them to cut
|
|
52
|
+
(offer the punchline edit: "SHIPPED THE MIGRATION" → "SHIPPED IT")
|
|
53
|
+
- [ ] Mode matches the moment — a layoff-week channel does not get confetti;
|
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|
+
when in doubt, sparkle
|
|
55
|
+
- [ ] Script ran without error and the reported file size is under ~200KB
|
|
56
|
+
- [ ] Any character outside the font set was flagged to the user, not silently
|
|
57
|
+
turned into `?`
|
|
58
|
+
|
|
59
|
+
## Anti-Patterns
|
|
60
|
+
|
|
61
|
+
- [ ] Do not reach for image libraries or external services — the point of the
|
|
62
|
+
bundled encoder is zero dependencies and deterministic output
|
|
63
|
+
- [ ] Do not generate GIFs containing colleagues' names in mocking contexts —
|
|
64
|
+
celebration tool, not a roast tool; decline and suggest the kind version
|
|
65
|
+
- [ ] Do not cram sentences in — if the user insists past 24 characters, use
|
|
66
|
+
scroll mode and say why
|
|
67
|
+
- [ ] Do not promise Slack emoji-size rendering — this makes message GIFs;
|
|
68
|
+
custom emoji have their own size rules the user handles in Slack settings
|
|
@@ -0,0 +1,94 @@
|
|
|
1
|
+
# Board Game Designer Skill
|
|
2
|
+
|
|
3
|
+
Everyone has a board game idea; almost nobody has a *prototype*, because the gap
|
|
4
|
+
between theme ("it's about deep-sea heists!") and game (what do I DO on my
|
|
5
|
+
turn?) is where ideas stall. This skill forces the designer's questions in the
|
|
6
|
+
order working designers ask them — loop before theme-decoration, tension before
|
|
7
|
+
content, cardboard before art — and ships the user toward a playtest this week
|
|
8
|
+
with ugly components and honest kill criteria.
|
|
9
|
+
|
|
10
|
+
## What This Skill Produces
|
|
11
|
+
|
|
12
|
+
- A **design one-pager**: hook, core loop, tension source, end condition,
|
|
13
|
+
player count/length targets
|
|
14
|
+
- A **prototype spec** buildable tonight: index cards, dice, cubes — counts and
|
|
15
|
+
what's written on each; zero art
|
|
16
|
+
- **Balance starting-points**: first-pass numbers with the reasoning, labelled
|
|
17
|
+
as guesses to tune, never as solved math
|
|
18
|
+
- A **3-session playtest protocol** with what to watch, what to ask, and kill
|
|
19
|
+
criteria — the honest thresholds for pivot-or-persevere
|
|
20
|
+
|
|
21
|
+
## Required Inputs
|
|
22
|
+
|
|
23
|
+
Ask for (if not already provided):
|
|
24
|
+
- The idea as they'd pitch it to a friend, plus what inspired it
|
|
25
|
+
- The feeling the best turn should produce (clever? tense? gleeful betrayal?)
|
|
26
|
+
- Target: players, minutes, audience (family? hobbyists? their own group?)
|
|
27
|
+
- If mid-design: what's working, and where it drags
|
|
28
|
+
|
|
29
|
+
## Process
|
|
30
|
+
|
|
31
|
+
1. **Find the loop.** One sentence: "On your turn you [verb] to get [resource]
|
|
32
|
+
to [convert] toward [goal]." No loop sentence, no game yet — iterate here
|
|
33
|
+
before anything else.
|
|
34
|
+
2. **Name the tension.** Every game that works has a recurring painful choice
|
|
35
|
+
(this OR that, now OR better-later, me OR blocking-you). Identify the one
|
|
36
|
+
this design offers; if every option is good, there's no game in the loop yet.
|
|
37
|
+
3. **Steal structure honestly.** Name 2–3 existing games whose *mechanisms*
|
|
38
|
+
neighbour this design and what each does with them — designers study prior
|
|
39
|
+
art; note where this design genuinely differs (its one new twist) and where
|
|
40
|
+
it shouldn't bother differing.
|
|
41
|
+
4. **Spec the ugliest playable version.** Index cards and cubes, tonight. Every
|
|
42
|
+
component count written down. The rule: nothing gets art until it survives
|
|
43
|
+
five plays.
|
|
44
|
+
5. **First-pass the numbers.** Costs, income, end-trigger pacing — pick values
|
|
45
|
+
with stated reasoning ("end triggers around turn 8 so the engine peaks once"),
|
|
46
|
+
marked TUNE. Balance comes from plays, not spreadsheets; the spreadsheet just
|
|
47
|
+
picks where to start.
|
|
48
|
+
6. **Protocol the playtests.** Session 1 (solo, all seats): does the loop
|
|
49
|
+
function? Session 2 (friendly table): where does attention die? Watch for the
|
|
50
|
+
tells — checking phones, analysis stalls, kingmaking, runaway leader. Session
|
|
51
|
+
3 (someone who owes you nothing): would they play again *unprompted*? Kill
|
|
52
|
+
criteria stated up front: if the same drag survives two fixes, the mechanism
|
|
53
|
+
goes, however loved.
|
|
54
|
+
|
|
55
|
+
## Output Format
|
|
56
|
+
|
|
57
|
+
```
|
|
58
|
+
## Design one-pager
|
|
59
|
+
[Hook · loop sentence · the tension · end condition · count/length targets]
|
|
60
|
+
|
|
61
|
+
## Neighbouring designs
|
|
62
|
+
[2-3 games, the mechanism borrowed/varied, the one honest twist here]
|
|
63
|
+
|
|
64
|
+
## Prototype spec (build tonight)
|
|
65
|
+
[Component list with counts and card text · setup · turn structure v0.1]
|
|
66
|
+
|
|
67
|
+
## Numbers v0.1 (all marked TUNE)
|
|
68
|
+
[Table of starting values + one line of reasoning each]
|
|
69
|
+
|
|
70
|
+
## Playtest protocol
|
|
71
|
+
[3 sessions: goal, what to watch, questions to ask AFTER not during]
|
|
72
|
+
Kill criteria: [the honest thresholds]
|
|
73
|
+
```
|
|
74
|
+
|
|
75
|
+
## Quality Checks
|
|
76
|
+
|
|
77
|
+
- [ ] The loop fits in one sentence and contains a decision, not just an action
|
|
78
|
+
- [ ] The tension is a *recurring* choice, named concretely
|
|
79
|
+
- [ ] Prototype is buildable from household stationery in an evening — if it
|
|
80
|
+
needs printing services, it's overdesigned for v0.1
|
|
81
|
+
- [ ] Every number carries reasoning and a TUNE flag — no false precision
|
|
82
|
+
- [ ] Kill criteria exist and are specific enough to actually trigger
|
|
83
|
+
|
|
84
|
+
## Anti-Patterns
|
|
85
|
+
|
|
86
|
+
- [ ] Do not start with theme, art, or a Kickstarter plan — loop, tension,
|
|
87
|
+
cardboard, in that order
|
|
88
|
+
- [ ] Do not claim the idea is original without the prior-art pass, and do not
|
|
89
|
+
copy a game wholesale with the theme swapped — name the twist
|
|
90
|
+
- [ ] Do not present first-pass numbers as balanced — playtesting owns balance
|
|
91
|
+
- [ ] Do not let the designer explain rules during playtests — confusion IS the
|
|
92
|
+
data
|
|
93
|
+
- [ ] Do not promise market outcomes ("this would sell!") — the promise is a
|
|
94
|
+
playtest by Friday
|
|
@@ -0,0 +1,89 @@
|
|
|
1
|
+
# Game Night Planner Skill
|
|
2
|
+
|
|
3
|
+
Game nights don't fail because the games are bad — they fail because someone
|
|
4
|
+
brought a 3-hour economic engine to a table that wanted snacks and laughing, or
|
|
5
|
+
because choosing took 40 minutes, or because seven people showed up for a
|
|
6
|
+
4-player game. This skill plans like a good host thinks: who is actually coming,
|
|
7
|
+
what's their tolerance, sequence light-to-heavy, and always know what happens
|
|
8
|
+
when the count changes at 7pm.
|
|
9
|
+
|
|
10
|
+
## What This Skill Produces
|
|
11
|
+
|
|
12
|
+
- A **sequenced lineup** (opener → main event → optional nightcap) with
|
|
13
|
+
per-game: player count fit, realistic time *including the teach*, and why it
|
|
14
|
+
suits this table
|
|
15
|
+
- **Plan B branches**: someone bails / someone brings a friend / running late
|
|
16
|
+
- A **from-their-shelf first** selection when the user lists what they own, with
|
|
17
|
+
1–3 to-buy/borrow suggestions only if the shelf can't cover the night
|
|
18
|
+
- The **house logistics**: teach order, who teaches (pair with teach-the-game),
|
|
19
|
+
when to call the last game
|
|
20
|
+
|
|
21
|
+
## Required Inputs
|
|
22
|
+
|
|
23
|
+
Ask for (if not already provided):
|
|
24
|
+
- Headcount (and how firm it is), plus ages and the experience mix
|
|
25
|
+
- The vibe wanted: competitive, cooperative, social/party, "just talking with
|
|
26
|
+
something to do"
|
|
27
|
+
- Hard limits: total hours, any player's complexity ceiling, themes to avoid
|
|
28
|
+
- What they own or can borrow — plan from the shelf before the shop
|
|
29
|
+
|
|
30
|
+
## Process
|
|
31
|
+
|
|
32
|
+
1. **Plan for the people, not the games.** The least-enthusiastic guest sets the
|
|
33
|
+
weight ceiling for the main event; the most-enthusiastic one gets the
|
|
34
|
+
nightcap. Say who each pick serves.
|
|
35
|
+
2. **Sequence by energy.** Opener: ≤20 minutes, teachable in one, works while
|
|
36
|
+
people arrive. Main event: the night's centrepiece, started while energy is
|
|
37
|
+
high — never after 9pm for a heavy game. Nightcap: low-rules, high-laughs,
|
|
38
|
+
quittable anytime.
|
|
39
|
+
3. **Budget honest time.** A "45-minute" game with a teach and a first play is
|
|
40
|
+
90; say the real number per slot and total. If the lineup exceeds the stated
|
|
41
|
+
window, cut a game, don't compress the estimates.
|
|
42
|
+
4. **Branch the plan.** Player counts are fiction until the doorbell stops: for
|
|
43
|
+
each lineup slot, name the swap when N±1 shows up (many great games break at
|
|
44
|
+
exactly one count — flag those).
|
|
45
|
+
5. **Recommend honestly.** Suggest well-known games by name where they genuinely
|
|
46
|
+
fit, note "check availability/price" rather than asserting either, and if
|
|
47
|
+
the user's shelf covers the night, say so — the best recommendation is often
|
|
48
|
+
already owned.
|
|
49
|
+
|
|
50
|
+
## Output Format
|
|
51
|
+
|
|
52
|
+
```
|
|
53
|
+
## The night at a glance
|
|
54
|
+
[Who's coming, the vibe, total window · one-line theme of the plan]
|
|
55
|
+
|
|
56
|
+
## Lineup
|
|
57
|
+
1. OPENER — [game] ([count] players, ~[real minutes] incl. teach)
|
|
58
|
+
Why for this table: … · Who it serves: …
|
|
59
|
+
2. MAIN EVENT — [game] …
|
|
60
|
+
3. NIGHTCAP (optional) — [game] …
|
|
61
|
+
Total honest time: [X]h[Y]m of your [window]
|
|
62
|
+
|
|
63
|
+
## When reality edits the guest list
|
|
64
|
+
- One fewer: … · One extra: … · Running an hour late: cut […], start at […]
|
|
65
|
+
|
|
66
|
+
## Logistics
|
|
67
|
+
[Who teaches what · setup while people arrive · the "last game" call time]
|
|
68
|
+
```
|
|
69
|
+
|
|
70
|
+
## Quality Checks
|
|
71
|
+
|
|
72
|
+
- [ ] Every pick names who at the table it serves — a lineup with no named
|
|
73
|
+
beneficiary is a list, not a plan
|
|
74
|
+
- [ ] Times include teach + setup, and the total fits the stated window without
|
|
75
|
+
wishful compression
|
|
76
|
+
- [ ] Player-count edge cases flagged (games that break at exactly this N±1)
|
|
77
|
+
- [ ] Shelf games considered before purchases; buys capped at three and marked
|
|
78
|
+
"check availability"
|
|
79
|
+
- [ ] The weight ceiling respects the least-enthusiastic guest, not the host
|
|
80
|
+
|
|
81
|
+
## Anti-Patterns
|
|
82
|
+
|
|
83
|
+
- [ ] Do not build the host's dream lineup — the guest who came reluctantly
|
|
84
|
+
decides whether there's a next game night
|
|
85
|
+
- [ ] Do not schedule a heavy teach late in the evening
|
|
86
|
+
- [ ] Do not recommend obscure games as if universally available, and never
|
|
87
|
+
state prices as fact
|
|
88
|
+
- [ ] Do not plan zero slack — the gap between games is where game night
|
|
89
|
+
actually happens
|
|
@@ -0,0 +1,89 @@
|
|
|
1
|
+
# Rules Lawyer Skill
|
|
2
|
+
|
|
3
|
+
Every game group has The Argument: two players, two readings of one sentence, and
|
|
4
|
+
a fun evening curdling while someone scrolls a forum from 2011. This skill plays
|
|
5
|
+
the judge the table actually needs: reconstruct the disputed situation precisely,
|
|
6
|
+
rule on the text, show the reasoning, name what's rules-as-written versus what's
|
|
7
|
+
a house rule the table is free to adopt — and give everyone a face-saving way
|
|
8
|
+
back into the game. The ruling matters less than the game night surviving it.
|
|
9
|
+
|
|
10
|
+
## What This Skill Produces
|
|
11
|
+
|
|
12
|
+
- A **table ruling**: the answer, with the rule text or principle it rests on
|
|
13
|
+
- A **RAW vs house rule** split: what the rules actually say vs what this table
|
|
14
|
+
may prefer — both legitimate, never confused
|
|
15
|
+
- A **confidence label**: ruled from text (paste provided) · ruled from general
|
|
16
|
+
knowledge of the game (verify if it's for money/tournament) · genuinely
|
|
17
|
+
ambiguous (here's the fairest tiebreak)
|
|
18
|
+
- A **keep-the-peace line** to read aloud, and a suggestion for logging it as a
|
|
19
|
+
standing house rule so the argument never repeats
|
|
20
|
+
|
|
21
|
+
## Required Inputs
|
|
22
|
+
|
|
23
|
+
Ask for (if not already provided):
|
|
24
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+
- The game (edition matters — rules change between printings)
|
|
25
|
+
- The exact situation: who did what, in what order, and what's contested
|
|
26
|
+
- The rulebook passage in dispute, pasted, if anyone has it to hand — text beats
|
|
27
|
+
memory, including this skill's
|
|
28
|
+
- What each side claims (steelman both)
|
|
29
|
+
|
|
30
|
+
## Process
|
|
31
|
+
|
|
32
|
+
1. **Reconstruct before ruling.** Restate the situation as a sequence of game
|
|
33
|
+
events until both sides agree that's what happened — half of all disputes
|
|
34
|
+
dissolve here because the players were arguing about different situations.
|
|
35
|
+
2. **Rule on the text.** If a passage is pasted, close-read it: what it permits,
|
|
36
|
+
forbids, and is silent on. If ruling from knowledge of a well-known game,
|
|
37
|
+
label the confidence honestly; if the game is obscure and no text is
|
|
38
|
+
available, say the honest thing — "I can't verify this rule" — and go
|
|
39
|
+
straight to the fairness tiebreak.
|
|
40
|
+
3. **Silence is a decision.** When the rulebook genuinely doesn't cover it, say
|
|
41
|
+
so, then offer the standard tiebreaks in order: designer intent if known →
|
|
42
|
+
the reading that keeps the game balanced → the reading that favours the
|
|
43
|
+
player who *didn't* create the ambiguity → dice it and house-rule it forward.
|
|
44
|
+
4. **Separate law from custom.** Many "rules" are inherited house rules
|
|
45
|
+
(Monopoly's Free Parking jackpot is the classic). Name them as customs the
|
|
46
|
+
table may keep — validating the custom while correcting the record.
|
|
47
|
+
5. **End the argument, not just the question.** One line to read aloud, and the
|
|
48
|
+
suggestion to write the ruling down as the table's standing rule.
|
|
49
|
+
|
|
50
|
+
## Output Format
|
|
51
|
+
|
|
52
|
+
```
|
|
53
|
+
## What actually happened
|
|
54
|
+
[The agreed sequence of events]
|
|
55
|
+
|
|
56
|
+
## The ruling
|
|
57
|
+
[Answer + the text/principle it rests on] — Confidence: [from text / from
|
|
58
|
+
knowledge — verify for stakes / ambiguous]
|
|
59
|
+
|
|
60
|
+
## Rules-as-written vs your table
|
|
61
|
+
[What the rules say · what would also be a perfectly good house rule]
|
|
62
|
+
|
|
63
|
+
## Read this aloud
|
|
64
|
+
"[One sentence that settles it and restarts the game]"
|
|
65
|
+
|
|
66
|
+
## So it never comes back
|
|
67
|
+
[The one-line house rule to write inside the box lid]
|
|
68
|
+
```
|
|
69
|
+
|
|
70
|
+
## Quality Checks
|
|
71
|
+
|
|
72
|
+
- [ ] Both sides' readings were steelmanned before the ruling
|
|
73
|
+
- [ ] Confidence is labelled on every ruling — text, knowledge, or ambiguous
|
|
74
|
+
- [ ] No rule was invented: unverifiable claims are marked unverifiable, and the
|
|
75
|
+
fairness tiebreak carries the ruling instead
|
|
76
|
+
- [ ] The ruling explains *why*, in two sentences a 10-year-old at the table
|
|
77
|
+
could follow
|
|
78
|
+
- [ ] The output ends with the game restarting, not with the loser relitigating
|
|
79
|
+
|
|
80
|
+
## Anti-Patterns
|
|
81
|
+
|
|
82
|
+
- [ ] Do not bluff rules for games you can't verify — a wrong confident ruling
|
|
83
|
+
is the one unforgivable move for a rules lawyer
|
|
84
|
+
- [ ] Do not declare a winner of the *argument* — rule on the situation, give
|
|
85
|
+
both sides a way back in
|
|
86
|
+
- [ ] Do not dismiss house rules as "playing wrong"; name them, honour them,
|
|
87
|
+
distinguish them
|
|
88
|
+
- [ ] Do not import tournament strictness into a family kitchen — stakes set
|
|
89
|
+
the standard, and the skill should ask about stakes if unclear
|
|
@@ -0,0 +1,91 @@
|
|
|
1
|
+
# Tabletop Negotiator Skill
|
|
2
|
+
|
|
3
|
+
In negotiation games, the board is only half the game — the other half is
|
|
4
|
+
table-talk, and nobody practices it. This skill is a sparring partner: it plays
|
|
5
|
+
the opposing seat with a *hidden* agenda (a secret need, a bluff, a betrayal
|
|
6
|
+
timer), negotiates in character, and then — the part that makes it practice
|
|
7
|
+
rather than play — breaks character and debriefs: what its agenda really was,
|
|
8
|
+
which of your moves leaked information, which reads you missed, and the one
|
|
9
|
+
habit that would win you more trades. Game skills, honestly transferable:
|
|
10
|
+
anchoring, information discipline, and coalition timing work the same on
|
|
11
|
+
Tuesday's vendor call.
|
|
12
|
+
|
|
13
|
+
## What This Skill Produces
|
|
14
|
+
|
|
15
|
+
- A **played negotiation** (5–10 exchanges) in a scenario matching the named
|
|
16
|
+
game's deal-structure: resource trade, alliance pact, package deal
|
|
17
|
+
- A **hidden agenda**, committed before play begins and revealed only in the
|
|
18
|
+
debrief
|
|
19
|
+
- An **out-of-character debrief**: the agenda revealed, your leaks and misses,
|
|
20
|
+
what was actually achievable, scored /10 against it
|
|
21
|
+
- **One habit to change**, phrased as a rule for the next real game
|
|
22
|
+
|
|
23
|
+
## Required Inputs
|
|
24
|
+
|
|
25
|
+
Ask for (if not already provided):
|
|
26
|
+
- The game (or "generic trading game") and the situation: what the user holds,
|
|
27
|
+
what they need, roughly what's visible about the opponent
|
|
28
|
+
- Stakes and mood: friendly kitchen table or cutthroat club?
|
|
29
|
+
- What tends to go wrong for them ("I accept first offers", "everyone sees my
|
|
30
|
+
bluffs", "I get frozen out of alliances")
|
|
31
|
+
|
|
32
|
+
## Process
|
|
33
|
+
|
|
34
|
+
1. **Set the seat.** Build the opponent from the situation: their visible
|
|
35
|
+
position, plus a hidden agenda chosen from: desperate-but-hiding-it ·
|
|
36
|
+
value-trader (won't move without profit) · coalition-builder (this trade is
|
|
37
|
+
about the third player) · timed-defector (honours deals until the moment
|
|
38
|
+
they don't). COMMIT to it internally before the first exchange — the debrief
|
|
39
|
+
depends on it having been fixed, not retrofitted.
|
|
40
|
+
2. **Play it straight.** Negotiate in character, at the table's declared mood.
|
|
41
|
+
The opponent pursues its agenda believably: it bluffs plausibly, concedes
|
|
42
|
+
only for reasons, and reacts to what the user actually says — including
|
|
43
|
+
punishing information leaks ("you just told me you need brick badly").
|
|
44
|
+
3. **Let them lose if they lose.** No mercy-balancing mid-game; bad trades
|
|
45
|
+
stand. The debrief is where kindness lives.
|
|
46
|
+
4. **Break character cleanly.** End with "— table talk over —" then debrief:
|
|
47
|
+
the agenda as committed · move-by-move: leaks, missed reads, good plays ·
|
|
48
|
+
the deal that was actually available at the opponent's true reservation
|
|
49
|
+
point · score /10 against that · ONE habit for next time.
|
|
50
|
+
5. **Bridge, lightly.** One sentence on where the same habit shows up off the
|
|
51
|
+
table (salary, vendors, roadmap horse-trading) — and point at
|
|
52
|
+
salary-negotiation when the user wants the real-world version.
|
|
53
|
+
|
|
54
|
+
## Output Format
|
|
55
|
+
|
|
56
|
+
```
|
|
57
|
+
[The negotiation, in character, exchange by exchange]
|
|
58
|
+
|
|
59
|
+
— table talk over —
|
|
60
|
+
|
|
61
|
+
## Debrief
|
|
62
|
+
My hidden agenda was: [as committed at the start]
|
|
63
|
+
What you leaked: … · What you missed: … · What you played well: …
|
|
64
|
+
The deal actually available: [opponent's true walk-away point]
|
|
65
|
+
Score: X/10 · One habit to change: [rule for the next game]
|
|
66
|
+
Same habit off the table: [one sentence]
|
|
67
|
+
```
|
|
68
|
+
|
|
69
|
+
## Quality Checks
|
|
70
|
+
|
|
71
|
+
- [ ] The agenda was committed before exchange one and the revealed agenda
|
|
72
|
+
matches the opponent's actual behaviour throughout
|
|
73
|
+
- [ ] The opponent conceded only for in-character reasons — no drift toward
|
|
74
|
+
letting the user win
|
|
75
|
+
- [ ] The debrief cites specific lines the user said, not generalities
|
|
76
|
+
- [ ] Exactly one habit prescribed — a list of five fixes fixes nothing
|
|
77
|
+
- [ ] Game-rule specifics for named games stay light and non-authoritative —
|
|
78
|
+
this practices the talking, not the rules (rules-lawyer owns rules)
|
|
79
|
+
|
|
80
|
+
## Anti-Patterns
|
|
81
|
+
|
|
82
|
+
- [ ] Do not go easy — flattering practice is worse than none; the debrief is
|
|
83
|
+
where support lives
|
|
84
|
+
- [ ] Do not reveal or hint at the hidden agenda mid-game, even when asked
|
|
85
|
+
- [ ] Do not coach mid-negotiation; interruptions destroy the read-the-table
|
|
86
|
+
practice (unless the user calls "pause")
|
|
87
|
+
- [ ] Do not teach real-deception skills for real-world harm — the bluffing
|
|
88
|
+
stays inside game frames; off-table bridges are about discipline and
|
|
89
|
+
reads, not deceit
|
|
90
|
+
- [ ] Do not moralise about betrayal mechanics — in Diplomacy, the knife is
|
|
91
|
+
the game; debrief the timing, not the ethics
|