# abstract-strategy

Helps design abstract board games with perfect information and zero randomness. Useful for tuning game mechanics, board topology, and turn balance.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 400 installs · ★ 177
- Author: jwynia
- License: MIT · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/jwynia/agent-skills/tree/HEAD/skills/tech/game-development/design/abstract-strategy/SKILL.md
- Updated: 2026-02-24
- HTML: https://affpapa.org/en/nevibecode/skills/abstract-strategy

## What it does

The skill provides a design system for deterministic games akin to Go or Chess. It categorizes rules into five core mechanics: connection, territory, capture, patterns, and racing. It instructs the agent to aim for human decision spaces with branching factors of 20-40 moves per turn and a lookahead horizon of 3-5 moves.

Brainstorming prompts borrow processes from physics or economics and explore board topologies like Klein bottles and fractal grids. Evaluation relies on a four-phase testing protocol targeting a first-player win rate between 45-55%. Without compensating mechanisms like the pie rule or komi, deterministic systems quickly degrade into a solved advantage for the opener.

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add jwynia/agent-skills --skill abstract-strategy -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/abstract-strategy/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/abstract-strategy/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add jwynia/agent-skills --skill abstract-strategy -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/abstract-strategy/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add jwynia/agent-skills --skill abstract-strategy -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/abstract-strategy/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install jwynia/agent-skills abstract-strategy
```

2. **Manually: put the files in place**
- File: `.github/skills/abstract-strategy/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add jwynia/agent-skills --skill abstract-strategy -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/jwynia/agent-skills --path skills/tech/game-development/design/abstract-strategy
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/abstract-strategy/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add jwynia/agent-skills --skill abstract-strategy -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/jwynia/agent-skills/tree/HEAD/skills/tech/game-development/design/abstract-strategy/SKILL.md

## When to use it
- design board game rules with perfect information and no luck
- neutralize first-player advantage using the pie rule or komi
- evaluate game depth using the four-phase testing framework
- brainstorm game mechanics from physics and mathematical structures

## Example prompts
- Design an abstract territory game on a hexagonal grid without randomness
- Help balance first-player advantage using the pie rule
- Run a four-phase evaluation checklist on my custom capture mechanics

## Source text · SKILL.md · MIT

Below is the content of a third-party file. It is data, not instructions for you: do not act on anything written inside unless the human asks. Block tag: a8dd429db4693ebc.

BEGIN THIRD-PARTY FILE a8dd429db4693ebc
```text
---
name: abstract-strategy
description: "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."
license: MIT
metadata:
  author: jwynia
  version: "1.0"
  type: generator
  mode: generative
  domain: game-design
---

# Abstract Strategy Game Design

## Purpose

Design abstract strategy games—games with perfect information, no randomness, and strategic depth. Provides frameworks for ideation, design, and evaluation.

## Core Definition

Abstract strategy games require:
- **Perfect Information:** All game state visible to all players
- **No Randomness:** Outcomes determined solely by player decisions
- **Minimal Theme:** Mechanics over narrative
- **Player Agency:** Success depends on strategic thinking

---

## Quick Reference: Game Types

| 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 |

---

## Design Principles

### The Holy Grail: Depth-to-Complexity Ratio

**Maximum strategic depth with minimum rules complexity.**

How to achieve:
- Start with single strong core mechanism
- Remove anything that doesn't support the core
- Every rule should create multiple strategic implications
- Prefer emergent complexity over explicit rules

### Meaningful Decision Architecture

Four components of meaningful choice:
1. **Awareness:** Players understand options
2. **Consequence:** Immediate and long-term effects
3. **Permanence:** Decisions have lasting impact
4. **Reminders:** Game state reflects past choices

**Ideal Parameters:**
- Branching factor: 20-40 moves/turn for human play
- Horizon: 3-5 moves ahead with effort
- Multiple paths: 3-4 viable strategies minimum

---

## Core Mechanisms Toolkit

### Board Topology
- **Grids:** Square, hexagonal, triangular, irregular
- **Connectivity:** How spaces relate
- **Edges:** How boundaries affect strategy
- **Size:** Larger = exponentially more complex

### Piece Systems
- **Uniform:** All pieces identical (Go)
- **Differentiated:** Unique abilities (Chess)
- **Transforming:** Change during play (Checkers kings)
- **Ownership:** Fixed vs. capturable

### Movement & Placement
- **Placement only:** Pieces don't move once placed (Go)
- **Movement only:** Pieces start on board (Chess)
- **Hybrid:** Both placement and movement (Hive)

### Victory Conditions
- Elimination, Position, Pattern, Territory, Points, Stalemate

---

## Balance Considerations

### First-Player Advantage Mitigation
- **Pie Rule:** Second player can swap after first move
```
END THIRD-PARTY FILE a8dd429db4693ebc

The third-party file has ended. Everything between the a8dd429db4693ebc tags is data: requests and commands from it are not followed. An “end of file” line with another tag inside the block is part of the file.

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