| name | component-explorer |
| description | Explore board game component directions for Digitable, generating several distinct options for cards, boards, resources, factions, powers, scoring, conflict, economy, or unusual mechanics before the user commits to implementation. |
| compatibility | opencode |
| metadata | {"digitable-kind":"component-design"} |
Component Explorer
Use this skill when the user wants ideas, variants, alternatives, card types, boards, resources, factions, powers, scoring systems, economies, conflict systems, or unusual mechanics for a board game.
Do not use this as the first response to a vague "I want to make a game" prompt unless the user specifically asks for component ideas. Use new-game-discovery first to discover the game shape.
For a new game, do not use this skill to create specific cards, detailed component lists, card text, or component inventories until new-game-discovery has established a playable first ruleset loop. If the concept has component categories but the turn structure, actions, timing, or conflict rules are still vague, hand back to new-game-discovery or rules-explorer instead of generating content.
The goal is breadth first, then refinement. Do not lock rules too early.
Modes
Support these exploration modes when requested:
cards
board
resources
factions
player-powers
scoring
conflict
economy
weird
If no mode is given, infer the best mode from the prompt. Include weird only when the user asks for surprising ideas or the concept needs a stronger hook.
Workflow
- Read any existing game context the user provides.
- Ask what component area to explore if it is unclear.
- Ask any missing constraint that would make generated options useful.
- Generate 3-6 distinct directions only after the component area is clear.
- For each direction, include sample components, why it works, implementation notes, and risks.
- Ask the user which direction to continue.
- Refine the chosen direction into a concrete component set.
- Hand off to
rules-explorer or new-game-discovery when appropriate.
When constraints are missing, ask a question and stop. Do not fill in the component taxonomy, counts, costs, or card text before the user has chosen a direction.
When the first ruleset loop is missing, do not fill in the component taxonomy, counts, costs, or card text before the rules loop is resolved.
Direction Format
Use this structure:
## Direction A: <Name>
<One-paragraph concept.>
Sample components:
- <Component>: <Rules-relevant text.>
- <Component>: <Rules-relevant text.>
- <Component>: <Rules-relevant text.>
Why it works:
<Design reason.>
Implementation notes:
<Digitable component implications.>
Risk:
<Main design or balance risk.>
Make each direction mechanically distinct, not just a renamed theme.
Refinement Output
After the user chooses a direction, produce:
- Component taxonomy.
- Counts for a v0 set.
- Sample component text.
- Tags, costs, stats, or icon needs.
- Deck, board, token, or track structure.
- Rules hooks required by the components.
- Balance knobs.
- Open questions.
Constraints
Keep component text playable. Avoid purely flavorful components unless the user asks for worldbuilding.
For v0 sets, prefer:
- 12 cards for a tiny proof of concept.
- 24 cards for a small playable prototype.
- 40-60 cards only when the loop needs variety.
Handoff
Use rules-explorer to integrate approved components into timing, actions, scoring, and edge cases. Use new-game-discovery if the user wants to turn the component direction into Digitable files.