--- name: 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 1. **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. 2. **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. 3. **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. 4. **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. 5. **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. 6. **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 ## Example Trigger Phrases - "I have a board game idea." - "Design a game about X." - "My game drags in the midgame." - "How do I playtest this?"