| name | sand-stage |
| description | Use Sand Stage when the best move is to change the board into slow, absorbent terrain that eats momentum instead of carrying it. Sand Stage is for bogging the field down: reducing clean repositioning, making extraction costly, and forcing both sides to respect how hard it is to cross or abandon the wrong patch once the ground starts swallowing motion. |
| version | 0.1.0 |
| author | mmbnchips |
| license | CC0-1.0 |
| compatibility | Hermes Agent skills system |
| metadata | {"hermes":{"tags":["shipping-now","hybrid","control-and-terrain","control","terrain","positioning","room-control"],"homepage":"https://github.com/Hmbown/mmbnchips"}} |
Sand Stage
Turn the field soft and dragging so movement bogs down, escapes take effort, and committed positions get harder to leave cleanly.
What This Skill Does
Use Sand Stage when the best move is to change the board into slow, absorbent terrain that eats momentum instead of carrying it. Sand Stage is for bogging the field down: reducing clean repositioning, making extraction costly, and forcing both sides to respect how hard it is to cross or abandon the wrong patch once the ground starts swallowing motion.
In this chip pack, Sand Stage is treated as a hybrid battle-chip procedure with a shipping-now delivery profile.
Canonical reference input: Sand Stage.
Hermes shelf: Control and Terrain.
When To Use
- The problem is too much easy movement, cheap repositioning, or repeated retries from the same comfortable ground.
- You want the field to resist motion and trap overcommitment by making exits, pivots, and rescues slower.
- The right move is to create drag and stickiness, not slippery speed, fertile recovery, or direct environmental damage.
Prerequisites
- Name which part of this move is real tool use versus battle-chip framing before you act.
- These procedures rely on the normal tools already present in the active Hermes runtime; this repo does not ship a separate integration layer.
Operator Inputs
- Name the lane, workflow, or operating surface that should become boggy, slow, or hard to escape from.
- Describe what behavior you want the sand to punish: rushing, evasive movement, repeated retries, overextension, or fast retreat.
- State which allies, tools, or follow-up actions still need one reliable route or stable panel after the terrain change.
- Identify the practical sign that the field has become sticky enough to matter: slower exits, fewer clean pivots, trapped effort, or forced commitment.
Procedure
- Restate the target, success condition, and no-touch boundaries before you spend the chip.
- Collect the operator inputs below so the chip lands on the right panel.
- Name the lane, zone, or operating surface that should become slower and harder to cross cleanly.
- Define what kind of movement the sand should tax: rushing in, backing out, lateral repositioning, repeated context switching, or extracting from a bad decision.
- Convert the field, then explain which positions become sticky, which routes remain viable, and how Hermes should exploit the slowed escape window.
- Package the result with concrete evidence, what stayed untouched, and the next recommended chip only if follow-up is truly needed.
Deliverables
- A terrain change that makes a defined part of the board absorb momentum, slow traversal, or increase the cost of leaving a position.
- A short note identifying what behavior now gets bogged down, where the target is likely to get stuck, and which deliberate route still works.
Output Contract
- A clear description of which part of the field became slow, absorbent, or costly to move through.
- An explanation of what actions now bog down, what becomes harder to escape, and who is affected by the new drag.
- A concrete recommendation for the stable lane, timing window, or follow-up action Hermes should exploit once movement is taxed.
- No false claim that the target is immobilized unless the named terrain change truly removes meaningful escape options.
Do Not Use For
- Traction problems where the real advantage comes from making motion slide farther, as with Ice Stage.
- Recovery or enrichment problems where the goal is regrowth, sustainment, or broad healing, as with Grass Stage.
- Situations where the board should become actively damaging or sharply hazardous rather than merely slow and entrapping.
Pair With
- Sand Stage + Air Shot: bog the field first, then use one shove to strand the target in slower ground or push them off the last clean route.
- Sand Stage + Panel Grab: turn one lane sticky, then claim the one firm panel that still supports clean progress.
- Sand Stage + Area Grab: slow the contested field first, then reclaim the space that opponents can no longer rotate through easily.
- Sand Stage + Air Shoes: let Hermes cross the bog safely while the other side still has to slog through the terrain.
Pitfalls / Guardrails
- Keep the theatrical framing, but name the concrete mechanism that makes the chip useful right now.
- Do not describe Sand Stage as direct damage if the real effect is drag, delay, or entrapment pressure.
- Do not sand the field so broadly that Hermes loses its own ability to maneuver or finish the follow-up.
- If the goal is ownership transfer, use Panel Grab or Area Grab; if the goal is active hazard, use Lava Stage; if the goal is slippery carry, use Ice Stage.
- Keep the chip metaphor anchored to a real operating move; do not let flavor substitute for procedure.
Verification
- Check that the response includes every promised deliverable and leaves an inspectable audit trail.
- Check that confirmed facts, assumptions, and proposed follow-up are visibly separated.
- Confirm the response changes the field by adding drag, stickiness, or extraction cost rather than by changing ownership, fertility, or direct hazard.
- Confirm the slowed terrain creates a real tactical advantage by making some movement, retreat, or repositioning meaningfully harder.
- Confirm the response names the stable route, anchor point, or follow-up window Hermes should use once the target is bogged down.
- Check which parts are concrete actions versus framing, so the operator can tell what is real now.
Example Invocation
Use Sand Stage on this workflow: make fast retreat and repeated rework harder so bad commitments become costly to escape, then tell me which route still lets us advance cleanly.
Use Sand Stage here to bog down the most overused part of the operating field, reduce easy repositioning, and identify the one firm lane Hermes should exploit next.