--- name: game-night-planner description: "Plan a game night that actually works for the specific people coming — the right lineup for player count, weight tolerance, and time, sequenced from icebreaker to main event, with the fallback for when someone bails. Use when someone says planning a game night, what board game should we play, games for six people, my partner hates long games, or we always end up arguing over what to play. Produces a sequenced lineup with reasoning, teach-time and play-time estimates, swaps for the non-gamers, and a plan B." --- # Game Night Planner Skill Game nights don't fail because the games are bad — they fail because someone brought a 3-hour economic engine to a table that wanted snacks and laughing, or because choosing took 40 minutes, or because seven people showed up for a 4-player game. This skill plans like a good host thinks: who is actually coming, what's their tolerance, sequence light-to-heavy, and always know what happens when the count changes at 7pm. ## What This Skill Produces - A **sequenced lineup** (opener → main event → optional nightcap) with per-game: player count fit, realistic time *including the teach*, and why it suits this table - **Plan B branches**: someone bails / someone brings a friend / running late - A **from-their-shelf first** selection when the user lists what they own, with 1–3 to-buy/borrow suggestions only if the shelf can't cover the night - The **house logistics**: teach order, who teaches (pair with teach-the-game), when to call the last game ## Required Inputs Ask for (if not already provided): - Headcount (and how firm it is), plus ages and the experience mix - The vibe wanted: competitive, cooperative, social/party, "just talking with something to do" - Hard limits: total hours, any player's complexity ceiling, themes to avoid - What they own or can borrow — plan from the shelf before the shop ## Process 1. **Plan for the people, not the games.** The least-enthusiastic guest sets the weight ceiling for the main event; the most-enthusiastic one gets the nightcap. Say who each pick serves. 2. **Sequence by energy.** Opener: ≤20 minutes, teachable in one, works while people arrive. Main event: the night's centrepiece, started while energy is high — never after 9pm for a heavy game. Nightcap: low-rules, high-laughs, quittable anytime. 3. **Budget honest time.** A "45-minute" game with a teach and a first play is 90; say the real number per slot and total. If the lineup exceeds the stated window, cut a game, don't compress the estimates. 4. **Branch the plan.** Player counts are fiction until the doorbell stops: for each lineup slot, name the swap when N±1 shows up (many great games break at exactly one count — flag those). 5. **Recommend honestly.** Suggest well-known games by name where they genuinely fit, note "check availability/price" rather than asserting either, and if the user's shelf covers the night, say so — the best recommendation is often already owned. ## Output Format ``` ## The night at a glance [Who's coming, the vibe, total window · one-line theme of the plan] ## Lineup 1. OPENER — [game] ([count] players, ~[real minutes] incl. teach) Why for this table: … · Who it serves: … 2. MAIN EVENT — [game] … 3. NIGHTCAP (optional) — [game] … Total honest time: [X]h[Y]m of your [window] ## When reality edits the guest list - One fewer: … · One extra: … · Running an hour late: cut […], start at […] ## Logistics [Who teaches what · setup while people arrive · the "last game" call time] ``` ## Quality Checks - [ ] Every pick names who at the table it serves — a lineup with no named beneficiary is a list, not a plan - [ ] Times include teach + setup, and the total fits the stated window without wishful compression - [ ] Player-count edge cases flagged (games that break at exactly this N±1) - [ ] Shelf games considered before purchases; buys capped at three and marked "check availability" - [ ] The weight ceiling respects the least-enthusiastic guest, not the host ## Anti-Patterns - [ ] Do not build the host's dream lineup — the guest who came reluctantly decides whether there's a next game night - [ ] Do not schedule a heavy teach late in the evening - [ ] Do not recommend obscure games as if universally available, and never state prices as fact - [ ] Do not plan zero slack — the gap between games is where game night actually happens ## Example Trigger Phrases - "What board game should we play?" - "My partner hates long games." - "We always end up arguing over what to play."