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 |
Guide users through a structured workflow for co-authoring documentation. Use when user wants to write documentation, proposals, technical specs, decision docs, or similar structured content. This workflow helps users efficiently transfer context, refine content through iteration, and verify the doc works for readers. Trigger when user mentions writing docs, creating proposals, drafting specs, or similar documentation tasks.
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Generates creative domain name ideas for your project and checks availability across multiple TLDs (.com, .io, .dev, .ai, etc.). Saves hours of brainstorming and manual checking.
You MUST use this before any creative work - creating features, building components, adding functionality, or modifying behavior. Explores user intent, requirements and design before implementation.
Implements Manus-style file-based planning for complex tasks. Creates task_plan.md, findings.md, and progress.md. Use when starting complex multi-step tasks, research projects, or any task requiring >5 tool calls.
Creative research ideation and exploration. Use for open-ended brainstorming sessions, exploring interdisciplinary connections, challenging assumptions, or identifying research gaps. Best for early-stage research planning when you do not have specific observations yet. For formulating testable hypotheses from data use hypothesis-generation.
Comprehensive GitHub project management with swarm-coordinated issue tracking, project board automation, and sprint planning
Interview the user relentlessly about a plan or design until reaching shared understanding, resolving each branch of the decision tree. Use when user wants to stress-test a plan, get grilled on their design, or mentions "grill me".
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.