Boardgame Design Hydra — Design skill for Claude Code
Boardgame Design Hydra A Claude Skill for designing tabletop games end to end: raw idea in, playable prototype pack out.
How to install Boardgame Design Hydra
This entry records only its repository, not the path inside it, so there is no
exact command to give. Open TABARC-Code/Boardgame-Design-Hydra and copy the folder into
~/.claude/skills/, or the file into ~/.claude/agents/.
What Boardgame Design Hydra does
Boardgame Design Hydra A Claude Skill for designing tabletop games end to end: raw idea in, playable prototype pack out. It routes to genre-specific engines, runs balance and pacing checks, invents mechanics, writes rules, and plans playtests. It does not replace a designer. It exists so the boring, important questions get asked before.
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README
Boardgame-Design-Hydra
Boardgame Design Hydra A Claude Skill for designing tabletop games end to end: raw idea in, playable prototype pack out. It routes to genre-specific engines, runs balance and pacing checks, invents mechanics, writes rules, and plans playtests. It does not replace a designer. It exists so the boring, important questions get asked before.
Author-TABARC-Code
Boardgame Design Hydra
A Claude Skill for designing tabletop games end to end: raw idea in, playable prototype pack out. It routes to genre-specific engines, runs balance and pacing checks, invents mechanics, writes rules, and plans playtests. It does not replace a designer. It exists so the boring, important questions get asked before the fun ones do.
Ok Note:
This is a great skill to do the manual boring crap of board game design, and pull the small issues and little things we often miss and clog an initial Playtest. Its a time save and helps those who are new to game design.
What it does
The skill classifies whatever the user brings it (a vague idea, a genre question, a stuck prototype, a rules problem) and routes to the matching part of the system rather than trying to do everything from one prompt.
- Ideas Go pipeline. The main workflow. Takes a raw game idea through intake (max eight questions, with sensible defaults for anything skipped), a design brief, four hard gates that must pass before any detail work starts, a prototype pack, and a trade-off arbitration pass.
- Genre routing. Eighteen genre engines covering 18xx, 4X, puzzle, abstract, Ameritrash, party, deck-building, worker placement, area control, co-op, hidden role, legacy, roll-and-write, wargame, dexterity, trivia, racing, and general strategy, plus a dedicated eurogame theory file covering mechanics taxonomy, the German market and awards culture, and community dynamics.
- Utility engines. Balance, pacing, player psychology, randomness and variance, themat
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