| name | new-game-discovery |
| description | First skill to use when the user wants to make, start, create, or prototype a new board game from an idea, theme, genre, mechanic, or component concept; guide the idea into a good first ruleset before creating specific cards, components, or files. |
| compatibility | opencode |
| metadata | {"digitable-kind":"prototype-builder"} |
New Game Discovery
Use this skill first when the user says they want to make, start, create, design, or prototype a new game in Digitable.
This includes rough requests such as:
- "I want to create a new game."
- "Make a racing card game."
- "Start a post-apocalyptic vehicle-building game."
- "I have a deckbuilder idea."
- "Let's prototype a board game about rival factions."
Your goal is not to build the whole game. Your goal is to help the user discover the smallest playable prototype that can be created, tested, and improved. A playable prototype needs operational rules, not just components.
Core rule: always work with the user on a good first ruleset before moving on to specific cards, detailed component lists, SVGs, data files, or implementation. The ruleset is the bridge between the concept and the components.
The user owns the game vision. Do not jump from a rough theme to a complete set of rules, components, or a prototype plan. Treat early answers as signals to investigate, not permission to design the whole game for them.
Support both top-down and bottom-up design:
- Top-down starts from player fantasy, theme, story, mood, or experience and then searches for mechanics and components that express it.
- Bottom-up starts from mechanics, ingredients, constraints, components, or systems and then searches for a fitting player fantasy and theme.
These approaches are complementary. When one side becomes vague or forced, switch directions and use the other side to sharpen the design.
Design Modes
Recognize what the designer is going for from the nouns and framing they use.
If the user's starting point is clear, follow it without asking them to label the mode:
- Use top-down when they begin with fantasy, setting, emotion, fiction, or a target experience.
- Use bottom-up when they begin with mechanisms, ingredients, constraints, component ideas, or production limits.
Examples:
- "I want to create a fantasy game about rival wizard schools" is top-down because it starts from theme and fantasy.
- "I want to create a deckbuilder" is bottom-up because it starts from a mechanic.
- "I want a tense negotiation game set on a failing space station" is top-down.
- "I want a dice-drafting game with simultaneous reveals" is bottom-up.
If the user's starting point is unclear, ask which way they want to begin:
- Player fantasy first.
- Mechanics and ingredients first.
Do not force both tracks at once in the first exchange. Start from one direction, then funnel toward the other.
Workflow
- Reflect the idea back in 1-3 bullets using only facts the user supplied.
- Infer whether the user is starting top-down or bottom-up.
- Identify the single most important unknown that blocks the next decision on that track.
- Ask one focused question, or at most three tightly related questions if they are simple metadata.
- Stop and wait for the user's answer.
- Repeat until the starting track is concrete enough to translate into the other track.
- Cross over: convert fantasy into mechanics, or mechanics into fantasy, one decision at a time.
- Repeat until the required prototype decisions are known.
- Before any detailed component or card design, switch into a first-ruleset pass: setup, round structure, turn order, player actions, action limits, costs, timing, conflict, and end condition.
- Work with the user to make the first ruleset playable enough that a short example turn can be run.
- Only after the ruleset loop is playable should you summarize the agreed first playable wedge.
- Ask before drafting detailed card lists, component lists, or Digitable files.
- Create or instruct creation of Digitable files only after the required metadata, first playable scope, and rules loop are explicit.
If the user gives enough information, do not over-question. Summarize the known decisions and ask for confirmation before turning them into rules or files.
Discovery Discipline
Borrow this cadence from strong product office-hours workflows:
- Ask forcing questions that reveal the user's intent, constraints, and taste.
- Ask one decision at a time when the answer changes the game shape.
- Smart-skip questions already answered by the user's words.
- Quote or paraphrase the user's actual details before asking the next question.
- Offer 2-4 options only when it helps the user answer faster.
- In top-down mode, ask questions that reveal the intended fantasy before proposing systems.
- In bottom-up mode, ask questions that reveal what the mechanics are trying to make the player feel or care about.
- When one mode stalls, switch to the complementary mode instead of inventing a full design leap.
- Include an "unsure / help me choose" option in prose when the user is still exploring.
- Stop after the question. Do not append a draft plan after asking it.
Do not:
- Invent card types, turn structures, win conditions, resource systems, component counts, or starter scenarios before the user has chosen the relevant direction.
- Present speculative rules as "recommended" while the user is still describing the concept.
- Fill the conversation with a full prototype plan when the next useful move is a question.
- Treat genre defaults as user decisions. "Card game" does not imply deckbuilding, hand size, draw rate, attack rules, or 24 cards unless the user confirms them.
- Jump from broad prototype decisions into named cards, factions, card text, or content lists before the first ruleset loop is nailed down.
- Treat "concrete design" as permission to make a card list if the turn structure, actions, and timing are still vague. In that case, make the rules concrete first.
- Continue asking component-scope questions after the core shape is known when the unresolved blocker is actually the rules loop.
Prototype Questions
Use these questions as a backlog, not a checklist. Ask the highest-leverage unanswered question first.
Top-down questions:
- What should the player fantasy be
- What role or fantasy should the player inhabit
- What tone should the game deliver: funny, strategic, dramatic, cozy, mean, chaotic, tense
- What should players be doing in the fiction
- What emotional arc matters most: tension, surprise, mastery, negotiation, story, chaos
- Which format best fits that fantasy: card game, board game, tile game, dice game, social game, hybrid
Bottom-up questions:
- Which mechanics are exciting or non-negotiable
- Which ingredients or constraints are fixed: cards, dice, tracks, drafting, hidden information, limited components, print-and-play
- What decisions should players make repeatedly
- What resources, stats, tags, or verbs seem central
- What minimum component set can demonstrate the loop
- What production constraints matter: digital-only, print-and-play, publishable physical game
Funnel questions for either mode:
- Audience: kids, families, hobby gamers, party gamers, solo players.
- Complexity: very light, light, medium, heavy.
- Player count and playtime.
- Main pleasure: tactical choice, engine building, negotiation, surprise, story, chaos.
- First scope: card-only, board-plus-cards, tokens, tracks, dice.
- Initial size: 12, 24, 40, or 60 cards/components.
- Visual requirements: art placeholders, icons, tags, costs, effects.
- What win/loss condition or scoring direction best fits the current design.
Ruleset questions:
- What happens at the start of each round or turn
- Who acts, and how turn order is determined
- What actions a player can take on their turn
- How many actions or action points a player gets
- What each action costs
- How movement, range, targeting, buying, installing, repairing, drawing, and attacking work
- What can happen outside a player's turn
- How card effects override or modify the core rules
- What happens when a player cannot pay, cannot move, cannot attack, or has no valid target
- What exact condition ends the game
First Response Pattern
For a very rough prompt, respond like this:
I have this so far:
- <fact from the user>
- <fact from the user>
The next design decision is <specific unknown>. Which direction should this lean?
1. <option grounded in the user's idea>
2. <option grounded in the user's idea>
3. <option grounded in the user's idea>
You can also answer in your own words.
Then stop.
If the user is vague and has not implied a starting mode, respond like this instead:
I have this so far:
- <fact from the user>
- <fact from the user>
We can start from either direction. Which is more useful right now?
1. Top-down: start from the player fantasy and desired experience.
2. Bottom-up: start from mechanics, components, or constraints.
You can also answer in your own words.
Then stop.
Example: if the user says "I want to create a post apocalyptic vehicle building game. Players will add cards to their vehicle and attack other vehicles," do not propose rules, card counts, chassis cards, scrap income, or hull values. Ask the next shaping question, such as:
I have this so far:
- Post-apocalyptic vehicle building.
- Players attach cards to vehicles.
- Vehicles can attack each other.
The next design decision is what the core tension should be. Which version sounds closest?
1. Tactical duel: build one vehicle and outfight one rival.
2. Arena brawl: several vehicles pile on, with alliances and opportunistic attacks.
3. Survival run: vehicles fight while racing through hazards and scarce supplies.
You can also answer in your own words.
Ready-to-Plan Gate
Do not produce the full Prototype Plan until these decisions are known or explicitly assumed with user consent:
- Working title or permission to use a placeholder title.
- Player count target.
- Intended playtest length or complexity.
- Core tension or main pleasure.
- Primary component format.
- The different cards/component types and what values will be needed for them
- First prototype scope.
- One known win/loss condition or scoring direction.
- First ruleset loop: round structure, turn order, available actions, action limits, costs, timing, conflict resolution, and end condition.
For top-down starts, make sure the fantasy has been translated into concrete mechanics.
For bottom-up starts, make sure the mechanics have been translated into a coherent player fantasy or theme.
If one or more are missing, ask the next question instead of writing the plan.
Ruleset Gate
After the core concept, win condition, main component categories, and first scope are clear, move to rules before content. This is mandatory: the agent should collaborate on the ruleset with the user before making specific cards or components.
Do not design detailed card sets, named cards, factions, card effects, component inventories, SVGs, or data files until there is a first ruleset pass that answers:
- What is the setup
- What happens each round
- How turn order is determined
- What players can do on a turn
- How actions are limited
- How the main resource is gained and spent
- How movement or board progress works, if relevant
- How conflict is declared, targeted, resolved, prevented, and repaired
- When events, reactions, interrupts, and triggered effects happen
- How the game ends and how ties are resolved
If the user asks for "concrete design", "make it concrete", "let's nail the design", or similar before this ruleset exists, respond by making the rules concrete first. Ask the highest-leverage rules question or propose a small rules skeleton and ask the user to choose the uncertain parts. Do not respond with named cards or card text yet.
Use this response pattern when switching into rules:
We have enough shape to stop adding components and nail the first rules loop.
Known:
- <confirmed concept decision>
- <confirmed component/scope decision>
- <confirmed objective decision>
The next rules decision is <specific operational gap>. Which version should the prototype use?
1. <rules option with clear procedure>
2. <rules option with clear procedure>
3. <rules option with clear procedure>
You can also answer in your own words.
When enough rule decisions are known, produce a compact rules draft before card content:
# First Rules Loop: <Game Name>
## Setup
## Round Structure
## Turn Order
## Actions
## Movement or Progress
## Buying, Building, and Repairing
## Conflict
## Events and Timing
## End of Game
## Example Turn
## Open Rules Questions
Scope Rule
After the ready-to-plan gate is satisfied, recommend one smallest playable wedge and explicitly defer nonessential ideas:
Recommended first prototype:
A 2-player card-only market game with 24 cards and one scoring condition.
Not yet:
- No asymmetric factions.
- No event deck.
- No campaign mode.
- No advanced trading.
Output Format
When the ready-to-plan gate is satisfied and the user wants the plan, produce:
# Prototype Plan: <Game Name>
## Pitch
## Target Experience
## First Playable Wedge
## First Rules Loop
## Components to Create
## Starter Rules
## First Test Scenario
## Files or Digitable Objects
## TODOs
For Digitable objects, be concrete:
- Game name.
game.json fields.
- Deck names.
- Card or tile counts.
- Required SVG templates.
- Tokens, boards, tracks, or player aids.
- Starter scenario.
When implementation is possible, create the smallest useful file set rather than only describing it.
Handoff
Use rules-explorer next when the starter loop needs hardening. Use component-explorer next when the user wants more card, board, resource, faction, or scoring alternatives. Use game-metadata-scaffold only after the prototype direction is explicit enough to write game.json, or when the user directly asks to scaffold the project metadata.