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SKILL verified Apache-2.0 Self-run

Develop Board Game

skill-npow-claude-skills-develop-board-game · by npow

Creates a complete, faithful digital version of a board game as a single-file HTML/JS/CSS application. Use when the user asks to build, implement, or digitize a board game, card game, or tabletop game. Handles rules implementation, turn management, multiplayer (local hot-seat, split-tab, online P2P), UI layout, and automated testing via Playwright.

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Install

$ agentstack add skill-npow-claude-skills-develop-board-game

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

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Reliability & compatibility

Security review passed
0 installs to date
no reviews yet
2mo ago

Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

Preview Execution monitoring

We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.

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About

Develop Board Game

Build a faithful digital board game as a single HTML file. Accurate rules, multiplayer support, polished visuals.

Workflow

  1. Research rules — understand EVERY rule before coding. List them in a comment block at the top of the HTML file. Do not start coding until you can explain every rule. See step details in [WORKFLOW.md](WORKFLOW.md).
  1. Choose multiplayer modes — use the decision tree in [MULTIPLAYER.md](MULTIPLAYER.md). Every game gets a lobby screen.
  1. Define game state — single JSON-serializable source of truth. See state model in [ARCHITECTURE.md](ARCHITECTURE.md).
  1. Implement rules engine — pure functions: getValidMoves, applyMove, checkWinCondition, getNextPlayer, getPlayerView. See patterns in [ARCHITECTURE.md](ARCHITECTURE.md).
  1. Build lobby UI — mode selection, player config, online room code flow. See [WORKFLOW.md](WORKFLOW.md).
  1. Build game UI — board, player panel, game log, status bar, controls. Follow the visual standards in [VISUAL.md](VISUAL.md). Do not use vague aesthetics — follow the concrete CSS system.
  1. Implement turn management — mode-specific behavior (hot-seat transitions, host-authoritative networking, AI delay). See [MULTIPLAYER.md](MULTIPLAYER.md).
  1. Wire test APIswindow.render_game_to_text(), window.performMove(move), window.startGame(config). See signatures in [WORKFLOW.md](WORKFLOW.md).
  1. Test — run Playwright after EVERY meaningful change. See [TESTING.md](TESTING.md).
  1. Self-review loop — after tests pass, review your own work against the checklist below. Fix issues. Re-test. Repeat until all checks pass. Do not skip this step.
  1. Track progress — maintain progress.md with quality grades. See template in [WORKFLOW.md](WORKFLOW.md).

Self-review checklist

After each major milestone, verify ALL of these. If any fail, fix before proceeding:

  • [ ] Every rule from step 1 is implemented (cross-check the comment block)
  • [ ] Invalid moves are rejected with clear error messages (test at least 3 illegal moves)
  • [ ] Win/loss/draw conditions trigger correctly (play to completion at least once)
  • [ ] render_game_to_text() returns enough info to verify any rule without inspecting DOM
  • [ ] No console errors during a full game playthrough
  • [ ] Board looks intentional, not default/generic (check against [VISUAL.md](VISUAL.md))
  • [ ] Each multiplayer mode works independently
  • [ ] Hidden info is never leaked (check getPlayerView output for opponent data)

Golden rules

Hard mechanical rules. Never violate these.

  1. State is the only truth. UI reads from state, never the reverse. render(state) is a pure function of state. No game logic reads from the DOM.
  2. Rules engine is pure. applyMove(state, move) takes state + move, returns new state. No side effects. No randomness except where the game demands it (dice), and even then, the result is stored in state.
  3. Validate at boundaries. Every move entering the system — from UI clicks, performMove(), or network messages — passes through getValidMoves before applyMove. No shortcuts. No "trust the caller."
  4. Never expose hidden info. getPlayerView(state, playerId) is the ONLY way to derive what a player sees. The host never sends raw state to guests. render_game_to_text() returns the local player's view, not the full state.
  5. One change, one test. Never accumulate untested changes. After every meaningful edit: save → test → verify. If tests fail, fix before writing more code.
  6. Diagnose, don't retry. When a test fails, do not blindly change code and re-run. Read the error. Identify the root cause. Determine if the issue is in the rule logic, the UI wiring, or the test itself. Fix the specific problem.
  7. No magic numbers in game logic. Board dimensions, scoring values, player limits, and turn counts must come from named constants or config, never inline literals scattered through code.
  8. CSS variables for all visual theming. Colors, sizes, and spacing are defined as CSS custom properties on :root. Components reference variables, never hardcoded hex values. This is how you maintain visual consistency.
  9. Boring technology only. Vanilla JS, HTML, CSS. No frameworks, no build steps, no exotic dependencies. The one exception is PeerJS from CDN for online multiplayer. If you need functionality from a library, reimplement the needed subset directly.
  10. Centralize invariants. Extract shared logic into named functions. If the same validation or computation appears in two places, it must be one function called from both. Duplicated logic drifts.
  11. Error messages are remediation instructions. Every validation rejection must say what was wrong AND what was expected: "Invalid move: {row: 9, col: 0} — row must be 0-7" not "Invalid move". The agent (and the test runner) uses these messages to self-correct.

Reference files

| File | Contents | |------|----------| | [WORKFLOW.md](WORKFLOW.md) | Detailed step-by-step for each workflow phase, test API signatures, progress.md template | | [ARCHITECTURE.md](ARCHITECTURE.md) | State model, board patterns (grid/hex/card/path/territory), game mechanics, AI | | [MULTIPLAYER.md](MULTIPLAYER.md) | Host-authoritative model, hidden info, BroadcastChannel, PeerJS, message protocol, reconnection, turn timer, simultaneous actions, mode decision tree | | [VISUAL.md](VISUAL.md) | CSS variable system, typography, color palettes, animation standards, responsive design, data attributes | | [TESTING.md](TESTING.md) | Playwright test patterns for all modes, negative tests, visual verification checklist | | [scripts/testgame.js](scripts/testgame.js) | Playwright test template |

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

Reviews

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Versions

  • v0.1.0 Imported from the upstream source.