Borrowing it
Nothing to install: this file belongs to fredzannarbor/wargame-cartographer. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/fredzannarbor/wargame-cartographer/main/CLAUDE.mdgit clone --depth 1 https://github.com/fredzannarbor/wargame-cartographerWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/instructions/fredzannarbor/wargame-cartographer/claude-md)<a href="https://agentmods.dev/instructions/fredzannarbor/wargame-cartographer/claude-md"><img src="https://agentmods.dev/badge/instructions/fredzannarbor/wargame-cartographer/claude-md/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/instructions/fredzannarbor/wargame-cartographer/claude-md"><img src="https://agentmods.dev/badge/instructions/fredzannarbor/wargame-cartographer/claude-md.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.01570 | $0.01570 |
| Opus 5 | $0.00785 | $0.00785 |
| Sonnet 5 | $0.00314 | $0.00314 |
| Haiku 4.5 | $0.00157 | $0.00157 |
Grade A, and why
wargame-cartographer CLAUDE.md scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 12d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 156 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Wargame Cartographer
Generate historically accurate, playable wargame-style hex maps from real geographic data.
Quick Start
uv sync
uv run wargame-map generate configs/examples/normandy_hex.yaml
uv run wargame-map quick --name "Gettysburg" --bbox "-77.30,39.78,-77.20,39.86" --hex-size 1
Architecture
src/wargame_cartographer/
├── cli.py # Click CLI: generate, quick, styles, validate, terrain-effects
├── pipeline.py # Orchestrates: spec → data → grid → classify → render → export
├── config/
│ ├── map_spec.py # Pydantic MapSpec + BoundingBox models
│ └── defaults.py # Default values
├── geo/
│ ├── elevation.py # SRTM tile download + hillshade (30-day cache)
│ ├── vector.py # Natural Earth coastlines/rivers/cities + OSM Overpass
│ ├── downloader.py # HTTP with caching to ~/.wargame-cartographer/cache/
│ └── projection.py # UTM auto-projection from bbox center
├── hex/
│ ├── grid.py # Flat-top hex grid generation in projected CRS
│ ├── sampler.py # Sample elevation/land-use per hex → terrain type
│ └── geojson.py # GeoJSON export of hex grid
├── terrain/
│ ├── types.py # 8 terrain types with movement costs + defense modifiers
│ ├── classifier.py # Elevation + land-use → terrain classification
│ └── palette.py # Per-style color palettes
├── rendering/
│ ├── renderer.py # Layer compositor (matplotlib)
│ ├── terrain_layer.py # Hex fill colors + patterns (forest hatching, etc.)
│ ├── grid_layer.py # Hex outlines + numbering
│ ├── elevation_layer.py # Hillshade overlay
│ ├── vector_layer.py # Coastlines, rivers, roads
│ ├── label_layer.py # City/town labels
│ ├── nato_layer.py # NATO unit symbols (counters)
│ ├── symbol_layer.py # Map symbols
│ ├── cartouche_layer.py # Title block / cartouche
│ └── styles.py # 3 designer style definitions
└── output/
├── static_exporter.py # PNG + PDF (matplotlib savefig)
├── html_exporter.py # Interactive Folium/Leaflet map
└── game_data_exporter.py # JSON with hex IDs, terrain, movement costs
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 12d ago First seen · 156 lines · 1,570 tokens per session scan A 03a1640ccb71
wargame-cartographer CLAUDE.md is an instructions file published in the GitHub repository fredzannarbor/wargame-cartographer (2 stars, last pushed 5mo ago), licensed MIT. It adds 1,570 tokens to every session, about $0.0078 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
Other instructions, from other repositories
spec-kit AGENTS.md
AGENTS.md instructions for github/spec-kit, covering agents.md, about spec kit and specify, quickstart — add a new integration in 5 steps, integration architecture and integrationmanifest — file tracking.
next.js AGENTS.md
AGENTS.md instructions for vercel/next.js, covering next.js development guide, codebase structure, monorepo overview, core package: packages/next and other important packages.
codex AGENTS.md
AGENTS.md instructions for openai/codex, covering rust/codex-rs, the codex-core crate, code review rules, crate api surface and model visible context.
vscode buildNext.instructions.md
Working notes and architecture documentation for the new esbuild-based build system in build/next. Use when making changes to the new build pipeline (transpile/bundle commands, NLS plugin, source-map handling, resource copying, or self-hosting watch tasks).
langchain AGENTS.md
AGENTS.md instructions for langchain-ai/langchain, covering global development guidelines for the langchain monorepo, corridor security analysis, project architecture and context, monorepo structure and development tools & commands.
vscode oss-third-party-notices.instructions.md
Instructions for microsoft/vscode, covering vs code oss third-party-notices pipeline, architecture, pipeline flow in ci, applying the notice (cutover) and fallback chain (never fail the build).