jwynia/abstract-strategy
Design abstract strategy games with perfect information, no randomness, and strategic depth. Use when designing a board game, exploring abstract strategy games, brainstorming game mechanics, or evaluating game balance. Keywords: board game, game design, strategy, mechanics, balance.
npx skills add https://github.com/jwynia/agent-skills --skill abstract-strategy
Design abstract strategy games—games with perfect information, no randomness, and strategic depth. Provides frameworks for ideation, design, and evaluation.
Abstract strategy games require:
| Type | Core Mechanic | Examples |
|------|---------------|----------|
| Connection | Form paths/networks | Hex, TwixT |
| Territory | Control areas | Go, Othello |
| Capture | Eliminate pieces | Chess, Checkers |
| Pattern | Create arrangements | Gomoku, Pentago |
| Racing | Reach goal first | Chinese Checkers |
Maximum strategic depth with minimum rules complexity.
How to achieve:
Four components of meaningful choice:
Ideal Parameters:
1. Mechanism-First
2. Experience-First
3. Constraint-Based
Add when:
Remove when:
Scrap when:
Extract from physics, biology, economics, chemistry, social systems:
Take one property to absolute extreme:
Start with seemingly impossible constraints:
Design intentionally bad games, then invert:
Depth:
Complexity:
| Problem | Symptoms | Solution |
|---------|----------|----------|
| Analysis Paralysis | Excessive turn time | Limit options, clearer objectives |
| Solved Game | Same outcome always | Increase branching, add variety |
| Kingmaker | Loser picks winner | Simultaneous resolution |
30-Second Test: Can you explain core concept in 30 seconds?
Originality Test: Does it feel like variant of existing game?
Decision Test: Are there obviously interesting decisions?
Depth Test: Could this sustain interest for 50+ plays?
Pattern: Adding rules, exceptions, and special cases to make the game feel "deeper."
Why it fails: Complexity and depth are different. Complex rules create burden; depth emerges from simple rules with rich interactions. Chess has simpler rules than many shallow games.
Fix: Ruthlessly remove complexity that doesn't add strategic options. If a rule requires explanation but doesn't create interesting decisions, cut it.
Pattern: Creating a game where optimal play always produces the same outcome—often draws or first-player wins.
Why it fails: Once players discover the solution, the game becomes rote execution rather than strategic exploration. No amount of polish fixes a solved game.
Fix: Test extensively with strong players. If games start converging on identical patterns, add asymmetry or increase branching factor. The pie rule helps but doesn't solve fundamental issues.
Pattern: Every position has dozens of equally viable options with unclear consequences.
Why it fails: Strategic games need meaningful comparison between choices. When all options seem equivalent, decisions become random rather than strategic.
Fix: Reduce branching factor or create clearer evaluation heuristics. Players should be able to identify 3-5 promising moves without analyzing every possibility.
Pattern: Adding narrative or thematic elements that don't connect to mechanical decisions.
Why it fails: Abstract strategy games work because mechanics are the content. Theme that doesn't inform decisions is decoration that slows play without adding depth.
Fix: Either commit to a themed game (different framework) or keep theme purely cosmetic. Don't let theme suggest mechanics that don't serve strategy.
Pattern: Adding hidden information, simultaneous resolution, or dice "for variety."
Why it fails: Abstract strategy games are defined by perfect information and determinism. Adding randomness or hidden elements creates a different game type with different design principles.
Fix: If the game needs variety, add it through board setup, victory condition selection, or piece starting positions—not through mid-game randomness.
| Skill | What it provides |
|-------|------------------|
| brainstorming | Ideation techniques for mechanism discovery |
| research | Historical game analysis and mathematical structure research |
| Skill | What this provides |
|-------|-------------|
| (playtesting) | Designs ready for player validation |
| (rulebook writing) | Tested mechanics ready for documentation |
| Skill | Relationship |
|-------|--------------|
| brainstorming | Use brainstorming for raw idea generation; abstract-strategy provides evaluation and refinement frameworks |
Take jwynia/abstract-strategy from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.