--- name: wargame description: >- Domain-agnostic strategic decision analysis and wargaming. Auto-classifies scenario complexity: simple decisions get structured analysis (pre-mortem, ACH, decision trees); complex or adversarial scenarios get full multi-turn interactive wargames with AI-controlled actors, Monte Carlo outcome exploration, and structured adjudication. Generates visual dashboards and saves markdown decision journals. Use for business strategy, crisis management, competitive analysis, geopolitical scenarios, personal decisions, or any consequential choice under uncertainty. license: MIT argument-hint: "" model: opus metadata: author: wyattowalsh version: "2.1" --- # Wargame Domain-agnostic strategic decision analysis. Every output labeled exploratory. ## Dispatch | $ARGUMENTS | Action | |------------|--------| | Scenario text (specific) | → Classification → Criteria → Analysis | | Vague/general input | → Research → Interview → Confirmation → Classification | | `resume [# | keyword]` | Resume journal (numbered, keyword match, or auto-detect) | | `list [filter]` | Show journal metadata table (optional filter: `active`, domain, tier) | | `archive` | Archive journals older than 90 days (when count > 20) | | `delete N` | Delete journal N with confirmation | | `meta` | Cross-journal decision fitness analysis | | `compare [j1] [j2]` | Side-by-side comparison of two journal runs | | `summary [N]` | Condensed summary of completed journal N (10-20 lines) | | `tutorial` | Run guided 2-turn pedagogical scenario | | `facilitated` | Start facilitated multiplayer mode (LLM as game master only) | | Empty | Show scenario gallery + "guide me" | **Dispatch guard:** If args match an in-session command name (e.g., `red team`, `sensitivity`) but no session is active, treat as scenario text or ask for clarification: "Did you mean to start a new scenario about '{input}', or resume an existing session?" ### Scenario Gallery (empty args) When `$ARGUMENTS` is empty, present using the Gallery Display from `references/output-formats-core.md`: | # | Domain | Scenario | Likely Tier | |---|--------|----------|-------------| | 1 | Business | "Main competitor just acquired our key supplier" | Complex | | 2 | Career | "Two job offers with very different trade-offs" | Complicated | | 3 | Crisis | "Product recall with regulatory scrutiny and media attention" | Chaotic | | 4 | Geopolitical | "Allied nation shifting alignment toward rival bloc" | Complex | | 5 | Personal | "Relocate for a dream job or stay near aging parents" | Complicated | | 6 | Startup | "Lead investor wants to pivot; co-founder disagrees" | Complex | | 7 | Negotiation | "Union contract expires in 30 days, no deal in sight" | Complicated | | 8 | Technology | "Open-source alternative threatens our core product" | Complex | **Domain tags** are extensible. The predefined set covers common scenarios, but the LLM may auto-detect a more specific domain from user input and assign a custom tag (e.g., `healthcare`, `education`, `supply-chain`). Custom tags use the `custom` slug in filenames and the specific tag in journal frontmatter. > Pick a number, paste your own scenario, or type "guide me". ### Guided Intake If the user types "guide me", ask three questions sequentially: 1. **Situation + trigger:** "What is happening, and what forced this to your attention now?" 2. **Stakes + players:** "Who is involved, what do they want, and what is at stake?" 3. **Constraints + unknowns:** "What limits your options, and what do you wish you knew?" After all three answers, synthesize into a scenario description and proceed to Scenario Classification. ### Intelligent Intake (vague inputs) If the user's input is vague or general (fewer than 10 words AND lacks a specific event or action verb, OR is a general topic/domain without an embedded decision), run the Intelligent Intake Protocol: **Phase 1: Contextual Research** — Use `WebSearch` and `WebFetch` to gather context (max 2-3 searches). Present a brief research summary using the Context Research Display from `references/output-formats-core.md`. **Phase 2: Narrowing Interview** — Ask 3-5 targeted questions informed by the research: 1. **Anchor:** "What specifically prompted you to think about this now?" 2. **Decision:** "What is the actual choice you're facing?" (offer concrete options from research) 3. **Stakes:** "What happens if you get this wrong? Who else is affected?" 4. **Constraints** (if needed): "What options are off the table?" 5. **Timeline** (if needed): "When do you need to act by?" Skip questions the user already answered. Questions adapt to the domain. **Phase 3: Alignment Confirmation** — Synthesize research + interview into a concrete scenario using the Scenario Understanding Display from `references/output-formats-core.md`. If the user confirms, proceed to Classification. If "adjust", let user modify. If "start over", return to gallery. If web search is unavailable, skip Phase 1 and proceed directly to Phase 2. The "guide me" option from the gallery remains for users who explicitly want the generic intake without research. When uncertain whether input is vague, default to asking one clarifying question rather than classifying prematurely. ### Journal Resume **`resume` (no args):** Read `~/.claude/wargames/`, find journals with `status: In Progress` in YAML frontmatter (or `**Status:** In Progress` for v1 journals). If exactly one, auto-resume. If multiple, show numbered list. **`resume N` (number):** Resume the Nth journal from `list` output. Sort is reverse chronological (newest first) — this ordering is canonical for both `list` and `resume N`. **`resume keyword` (text):** Search journal YAML frontmatter (`scenario`, `tags` fields) for case-insensitive substring match. If exactly one match, auto-resume. If multiple, show filtered list. **Resume flow:** Read YAML frontmatter (metadata) + last `` block (game state) for fast resume. Fall back to full-journal reconstruction if no state snapshot found. ### Journal List If `$ARGUMENTS` starts with `list`: read `~/.claude/wargames/`, extract metadata from YAML frontmatter. For v1 journals without frontmatter, fall back to parsing `**Scenario:**`, `**Tier:**`, `**Status:**`, `**Turns:**` lines. **Filters** (optional, AND-combined): - `list active` — filter to `status: In Progress` only - `list biz` — filter by domain tag - `list complex` — filter by tier Present using the list display from `references/output-formats-core.md`. Sort reverse chronological (newest first). > resume [# | keyword], list [active | domain | tier] ### Journal Lifecycle **`archive`:** Move journals older than 90 days from `~/.claude/wargames/` to `~/.claude/wargames/archive/`. Only runs when journal count > 20. **`delete N`:** Delete journal N from `list`. Confirm before deleting: "Delete '{scenario}'? [yes/no]" **Abandon protocol:** If the user types `end` or `abandon` during an active wargame before the AAR, update journal status to `Abandoned` and save. Abandoned journals appear in `list` but are excluded from `resume` (no arg) auto-detection. Otherwise, proceed to Scenario Classification with the provided text. ## Wargame Principles Core principles governing all modes. Violations are bugs. **Exploratory, not predictive** — RAND guardrail: all outputs are thought experiments, never forecasts. Label every output accordingly. Do not imply certainty where none exists. **Sensitive scenario handling** — Treat all scenarios with analytical rigor regardless of domain. Real-world violence, harm, and crisis scenarios are analyzed dispassionately as strategic problems. Analytical distance is a feature, not a defect. **Depth calibration** — Match analysis depth to scenario complexity. The classification rubric determines this. Do not over-analyze trivial decisions or under-analyze consequential ones. **User override rights** — The user can always override the classification tier, end early, skip sections, or redirect analysis. Acknowledge overrides and proceed without resistance. **Adversary simulation is best-effort** — LLMs cannot truly model adversary cognition or maintain hidden information. Acknowledge this limitation explicitly at the start of every Interactive Wargame. **Force trade-offs** — Never present costless options. Every choice has downsides. If an option appears to dominate, search harder for its weaknesses. **LLM bias awareness** — Actively mitigate known LLM biases. See `references/cognitive-biases.md` for bias catalog and Bias Sweep Protocol. ## Context Management Multi-turn wargames consume significant context. These rules prevent overflow. ### Lazy Loading Reference files are loaded on demand per the "Read When" column in the Reference File Index — NOT at session start. When a reference file is needed, read only the relevant section if possible (e.g., read only the selected framework's procedure, not all 13 frameworks). ### State Compression After Turn 3, compress earlier turns in the journal state to 2-3 line summaries: ``` Turn 1: [Decision] → [Outcome]. Key state change: [what shifted]. Turn 2: [Decision] → [Outcome]. Key state change: [what shifted]. ``` Full turn details remain in the saved journal file. Only the compressed summaries are kept in working context. ### Context Budget Protocol At each turn boundary, assess remaining context capacity: | Remaining Context | Action | |-------------------|--------| | > 50% | Full execution — all three Constraint Priority Tiers | | 30-50% | Drop Tier 3 (Enrichment) constraints. Compress all turns older than 2 to summaries. | | < 30% | Drop Tiers 2 and 3. Minimal turn output: decision menu + adjudication + journal save only. Warn user: "Context running low — output reduced. Type `export` to save dashboard, then start a new session with `resume`." | ### Monte Carlo Budget Monte Carlo iterations capped at N ≤ 25. See `references/wargame-engine.md` Monte Carlo Iteration Protocol for cap behavior and diversity requirements. ## Output Verbosity Controls output density per turn. Set during setup or changed mid-game with `verbose [level]`. | Level | Constraint Tiers | Target Lines/Turn | When | |-------|-----------------|-------------------|------| | `brief` | Tier 1 only | ~40 lines | Fast-paced play, experienced users | | `standard` | Tier 1 + Tier 2 | ~60 lines | Default for all tiers | | `detailed` | All tiers | ~80 lines | Deep analysis, learning mode | Default: `standard`. Maps to the existing Constraint Priority Tiers in `references/wargame-engine.md`. During setup, present: "Output verbosity? [brief / standard / detailed]" — user can skip (defaults to `standard`). ## Scenario Classification Score the scenario on five dimensions. Show all scores to the user. ### Scoring Rubric | Dimension | 0 | 1 | 2 | |-----------|---|---|---| | Adversary / competing interests | None | Passive / indirect | Active adversary optimizing against you | | Reversibility | Easily reversible | Partially reversible / costly to undo | Irreversible or extremely costly | | Time pressure | Months+ to decide | Weeks | Days or hours | | Stakeholder count | 1-2 | 3-5 | 6+ with conflicting interests | | Information completeness | Full information available | Partial / uncertain | Asymmetric or actively obscured | ### Tier Assignment | Total Score | Tier | Mode | Depth | |-------------|------|------|-------| | 0-3 | Clear | Quick Analysis | Single output | | 4-6 | Complicated | Structured Analysis | Single output | | 7-8 | Complex | Interactive Wargame | 3-5 turns | | 9-10 | Chaotic | Interactive Wargame (TTX) | 3-8 turns | Score each dimension independently. Present a filled-in rubric table with the user's scenario mapped to each row. **Include a Reasoning column** explaining each score in one line (see `references/output-formats-core.md` Classification Display). After scoring, present: - **Why This Tier:** 2-3 sentences explaining which dimensions drove the score - **What Would Change:** 1-2 sentences describing what shift would change the tier Present difficulty level (auto-mapped from tier): | Tier | Default Difficulty | |------|-------------------| | Clear | `optimistic` | | Complicated | `realistic` | | Complex | `adversarial` | | Chaotic | `worst-case` | > Your scenario scores **N/10** — tier **X**, mode **Y**, difficulty **Z**. > Override tier or difficulty? [yes/no] If the user overrides, acknowledge and switch without argument. If the user provides additional context that changes scores, rescore and re-announce before proceeding. Proceed to Decision Criteria Elicitation. ## Decision Criteria Elicitation After classification, before entering any analysis mode. All modes. Present 4-8 criteria relevant to THIS scenario's domain, scaled to complexity: Clear/Complicated: 4-5 criteria, Complex/Chaotic: 6-8 criteria. May include standard criteria (Speed, Cost, Risk, Relationships, Reversibility, Learning) or domain-specific ones the LLM proposes based on the scenario context. ``` Quick-rank for THIS decision (e.g., "3 1 5 2 4 6") or "skip": 1. {criterion_1} 2. {criterion_2} 3. {criterion_3} 4. {criterion_4} 5. {criterion_5} 6. {criterion_6} ``` If the user provides a ranking, record it as ranked criteria. If the user skips, proceed without criteria weighting. The user can re-rank anytime with the `criteria` command. **Swing weighting (Complex/Chaotic only):** For Complex or Chaotic tier scenarios, offer swing weighting after the quick-rank: "Your scenario has high complexity — would you like detailed swing weighting for more precise criteria weights? [quick-rank / swing]". Swing weighting procedure: (1) Set all criteria to their worst plausible level. (2) Ask: "Which criterion, improved from worst to best, would make the biggest difference?" — that criterion gets the highest weight. (3) Repeat for remaining criteria. (4) Normalize weights to sum to 1.0. Quick-rank remains the default for Clear/Complicated tiers. **Criteria propagation by mode:** - **Quick Analysis:** Annotate decision tree branches with alignment to top 2 criteria - **Structured Analysis:** Use criteria as ranking dimensions in option analysis; criteria become quadrant chart axes - **Interactive Wargame:** Annotate decision menu options with criteria alignment (High/Medium/Low per top criteria) Criteria appear in the Decision Criteria Lens display (see `references/output-formats-core.md`). ## Mode A: Quick Analysis Clear tier (score 0-3). Single output, minimal ceremony. ### Steps 1. **Restate decision** in the user's own terms. Confirm framing. 2. **Key Assumptions Check** — Surface 2-3 unstated assumptions baked into the scenario framing. Challenge each briefly. 3. **Framework application** — Select 2-3 frameworks from `references/frameworks.md` using the heuristic table. Apply each to the scenario. Show reasoning, not just labels. 4. **Analysis** — Present findings using a Unicode decision tree (see `references/output-formats-core.md`). Map options to outcomes with probabilities where estimable. 5. **Recommendation** — State clearly with: - Confidence level: high, medium, or low - Key assumption that could change this recommendation - Watch signal: what to monitor that would trigger reconsideration 6. **Bias sweep** — Run the Single-Output Mode Sweep per `references/cognitive-biases.md` Bias Sweep Protocol. 6b. **Proactive bias detection** — Suggest relevant commands for overconfidence signals (max one per turn). See `references/cognitive-biases.md` Enhanced Debiasing. 7. **Action Bridge** — See `references/output-formats-core.md` Action Bridge template. Each move must reference a specific analysis output. 8. **Monte Carlo option** — If uncertainty warrants it, offer: "Want to explore N variations? Type `explore [N]`." See `references/wargame-engine.md` Monte Carlo Iteration Protocol. 9. **Save journal** to `~/.claude/wargames/{date}-{slug}.md` Keep the total output concise. This mode exists for decisions that do not warrant deep analysis. Resist scope creep. If the analysis reveals the scenario is more complex than initially scored, note this and offer to re-classify upward. ## Mode B: Structured Analysis Complicated tier (score 4-6). Single output, thorough examination. ### Steps 1. **Key Assumptions Check** — Surface and challenge all major assumptions. For each assumption, state what changes if it is wrong. 2. **Stakeholder mapping** — Table format: | Stakeholder | Interest | Power | Position | |-------------|----------|-------|----------| Power: high, medium, low. Position: supportive, neutral, opposed. 3. **Framework application** — Select 3-5 frameworks from `references/frameworks.md`. Include ACH (Analysis of Competing Hypotheses) if the scenario involves competing explanations or theories. 4. **Option analysis** — For each viable option, present explicit trade-offs. Every option must have at least one significant downside. No free lunches. 5. **Ranking with rationale** — Rank options. If criteria were set, use them as the primary ranking dimensions. State how each option scored against each criterion. Use granular probability estimates (percentages, not "low/medium/high") per superforecasting methodology (see `references/frameworks.md`). 6. **Decision triggers** — Define conditions that would change the recommendation. Be specific: thresholds, events, new information. 7. **Pre-mortem** — For each top-ranked option, imagine it has failed catastrophically. Identify the most likely cause of failure. State what early warning signs would precede that failure. 8. **Quadrant chart** — Generate a Mermaid quadrant chart plotting options on risk (x-axis) vs. reward (y-axis). Label each quadrant and place options with brief annotations. 8b. **Proactive bias detection** — Suggest relevant commands for overconfidence signals (max one per turn). See `references/cognitive-biases.md` Enhanced Debiasing. 9. **Action Bridge** — See `references/output-formats-core.md` Action Bridge template. 10. **Monte Carlo option** — Offer: "Want to explore N variations? Type `explore [N]`." See `references/wargame-engine.md` Monte Carlo Iteration Protocol. 11. **Save journal** to `~/.claude/wargames/{date}-{slug}.md` ## Mode C: Interactive Wargame Complex/Chaotic tier (score 7-10). Multi-turn interactive protocol. ### Setup Phase 1. **Define actors** — Create 2-8 actors using structured persona templates from `references/wargame-engine.md`. Each actor has: name, role, goals, resources, constraints, personality archetype (hawk, dove, pragmatist, ideologue, bureaucrat, opportunist, disruptor, or custom). 2. **User role selection** — User selects which actor they control. If none fit, create a custom actor for them. 3. **Initial conditions** — Define the starting state: resources, positions, alliances, constraints, information each actor has access to. 4. **Pre-seed injects** — Create 3-5 injects (unexpected events). At least one must be a positive opportunity, not just a crisis. Injects remain hidden from the user until deployed. 5. **Set turn count** — Default: Complex 3-5 turns, Chaotic 3-8 turns. User may request 2-12 turns. Above 8 turns, warn: "Extended games may hit context limits — consider `export` + `resume` at turn 8." Confirm actor list and turn count with user before proceeding. 6. **Present setup summary** — Show all actors, initial conditions, and turn count. Confirm with user before proceeding. State the adversary simulation limitation explicitly during setup: "AI- controlled actors optimize for their stated goals, but this is best-effort simulation, not genuine adversarial cognition." Ensure actor goals genuinely conflict. If all actors want the same thing, the wargame degenerates into a coordination exercise. Introduce at least one structural tension between actor objectives. ### Turn Loop Execute turns per `references/wargame-engine.md` Turn Structure (13 steps). The engine handles choice architecture, belief updating, signal classification, consider-the-opposite, and in-session command dispatch. Use display templates from `references/output-formats-core.md`: Turn Header Display for status bar, Intelligence Brief Display for situation, Actor Card Display for each actor, Decision Card Display for options, Inject Alert Display for injects. Target 40-80 lines per turn. **Proactive bias detection:** Suggest relevant commands for overconfidence signals (max one per turn). See `references/cognitive-biases.md` Enhanced Debiasing. ### Inject Deployment Fire pre-seeded injects per `references/wargame-engine.md` Inject Design. Injects must create dilemmas forcing trade-offs between competing objectives. ### End Conditions The wargame ends when: max turns reached, user explicitly ends early, or a decisive outcome renders continued play moot. If the user says "end", "stop", "done", or "AAR", proceed to AAR immediately. Proceed to AAR regardless of end condition — never end without it. ### Mandatory AAR (After Action Review) Never skip the AAR. This is where learning happens. 1. **Timeline** — Key decisions and their outcomes in chronological order. 2. **What worked and what failed** — With evidence from turn records. 3. **Biases detected** — Both human decision biases and LLM simulation biases observed during play. Name each bias explicitly. 4. **Transferable insights** — Decision principles extracted from this scenario that apply to the user's real context. 5. **Paths not taken** — Briefly explore 2-3 alternative decision paths and their likely consequences. For each, identify the turn where the divergence would have occurred and the likely cascade. 6. **Actor performance** — Evaluate each AI-controlled actor: did they behave consistently with their archetype and goals? Flag any actors that drifted from their persona (LLM consistency check). 7. **Visualizations** — Generate Mermaid timeline (campaign phases) and decision tree (key branch points) in the journal showing the full arc of the wargame. 8. **Final journal save** — Write the complete AAR to the journal file. 9. **Action Bridge** — See `references/output-formats-core.md` Action Bridge template. The Probe should target the most uncertain insight from the AAR. ## State Management ### Journal Directory - Path: `~/.claude/wargames/` - Create on first use with `mkdir -p` - Archive path: `~/.claude/wargames/archive/` ### Journal Format Journals use YAML frontmatter for machine-parseable metadata: ```yaml --- scenario: "{title}" tier: {Clear | Complicated | Complex | Chaotic} mode: {Quick Analysis | Structured Analysis | Interactive Wargame} difficulty: {optimistic | realistic | adversarial | worst-case} status: {In Progress | Complete | Abandoned} created: {YYYY-MM-DDTHH:MM:SS} updated: {YYYY-MM-DDTHH:MM:SS} turns: {completed}/{total} criteria: [{ranked criteria list}] actors: [{actor names}] tags: [{domain tags}] --- ``` **Migration:** If `list`/`resume` encounters a journal without `---` frontmatter, fall back to v1 markdown header parsing. New journals always use frontmatter. ### Filename Convention Pattern: `{YYYY-MM-DD}-{domain}-{slug}.md` - `{domain}`: predefined: `biz`, `career`, `crisis`, `geo`, `personal`, `startup`, `negotiation`, `tech`. Auto-detected domains use `custom` as the slug. - `{slug}`: 3-5 word semantic summary (e.g., `supplier-acquisition-crisis`) - Collision handling: append `-v2`, `-v3`, etc. ### Save Protocol - **Quick Analysis / Structured Analysis:** Save once at end with `status: Complete` - **Interactive Wargame:** Save after EVERY turn with `status: In Progress`. After AAR, update to `status: Complete` ### State Snapshot Append a YAML state snapshot as an HTML comment at the end of the journal after each turn save: ``` ``` **Resume flow:** Read frontmatter + last `` block for fast resume. Fall back to full-journal reconstruction if no snapshot found. ### Rewind Protocol When the user types `rewind [N]` (default N=1): 1. **Load state snapshot** from N turns back by finding the corresponding `` block in the journal 2. **Fork the journal** with a branch marker: `## Branch: Turn {T} Alternative` header inserted after the original turn's content 3. **Restore the loaded state** as the active game state and continue play from that point 4. **Preserve the original path** — all content above the branch point remains intact in the journal If the requested turn does not exist or has no state snapshot, inform the user and show available turn numbers. **Branch limits:** - Maximum 3 active branches per wargame. If the user tries to create a 4th, prompt: "You have 3 active branches. Prune one with `branches prune [N]` or continue on the current branch." - Active branches are tracked in the state snapshot: `branches: [{branch_id, fork_turn, current_turn}]` **Branch navigation:** - `branches` — List all active branches with their fork points and current turns - `branches switch [N]` — Switch to branch N, loading its latest state snapshot - `branches prune [N]` — Remove branch N (keeps journal content but marks as pruned) Branches from abandoned sessions (status: Abandoned) are auto-pruned on next `resume`. ### Sort Order Journals sorted by filename (reverse chronological — newest first). This ordering is canonical for both `list` and `resume N`. ### Corruption Resilience 1. Before writing: validate target file exists and frontmatter is parseable 2. After writing: verify write completed 3. On resume: if frontmatter missing or malformed, attempt v1 header parsing. If that fails, inform user: "Journal appears corrupted. Start a new analysis of the same scenario?" ## In-Session Commands Available during any active analysis or wargame. Type `?` at any decision point to see the full menu. | Command | Modes | Effect | |---------|-------|--------| | `red team` / `challenge` | All | Strongest case against preferred option | | `what if ` | All | Focused counterfactual, max 3 per decision | | `criteria` | All | Set or re-rank decision criteria | | `explore [N]` | All | Monte Carlo exploration, default N=15. See `references/wargame-engine.md` Monte Carlo Iteration Protocol | | `sensitivity` | All | Parameter sensitivity tornado diagram | | `delphi` / `experts` | All | Synthetic expert panel with structured disagreement | | `forecast` / `base rate` | All | Reference class forecasting with Fermi decomposition | | `negotiate` / `batna` | All | BATNA/ZOPA negotiation mapping | | `calibrate` | All | Probability calibration audit | | `options` / `optionality` | All | Real options framing | | `cause` / `causal` | All | Causal diagram with feedback loops | | `morph` / `scenarios` | All | Morphological scenario generator | | `research` | All | WebSearch intelligence briefing for current decision point | | `rewind [N]` | Wargame | Load turn N's state snapshot (default: 1 turn back), fork journal | | `branches` | Wargame | List, switch, or prune timeline branches | | `status` | All | Condensed mid-game snapshot without advancing the turn | | `export` / `dashboard` | All | Render HTML dashboard | | `meta` | All | Cross-journal decision fitness report | | `compare [j1] [j2]` | All | Side-by-side comparison of two journal runs | | `summary [N]` | All | Condensed 10-20 line summary of completed journal N | | `verbose [level]` | All | Change output verbosity: `brief`, `standard`, `detailed` | | `?` | All | Show command menu (Command Menu Display) | All commands handled per protocols in `references/wargame-engine.md` (except `criteria`, `export`, `verbose`, `research`, `rewind`, `branches`, `status`, `meta`, `compare`, `summary`, and `?` which are defined in this file). Display templates in `references/output-formats-core.md` and `references/output-formats-commands.md`. ### Export Protocol When the user types `export` or `dashboard`: 1. Copy `templates/dashboard.html` to `/tmp/wargame-dashboard-{turn}.html` using bash `cp` (do NOT read the HTML template into context — it is 676 lines of static HTML/CSS/JS) 2. Generate the JSON data block matching the current state and view. For field reference, use `references/dashboard-schema.md`. 3. Insert JSON into the `