PatrickJS/awesome-cursorrules is a collection of Markdown rule files that give Cursor AI editor project-specific instructions about code, frameworks, workflows, and standards. Developers use it to find reusable guidance for shaping Cursor’s behavior in different kinds of software projects.
Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx agentmods add rules/patrickjs/awesome-cursorrules/ascii-simulation-game-cursorrules-prompt-filegit clone --depth 1 https://github.com/PatrickJS/awesome-cursorrulesWrote 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/rules/patrickjs/awesome-cursorrules/ascii-simulation-game-cursorrules-prompt-file)<a href="https://agentmods.dev/rules/patrickjs/awesome-cursorrules/ascii-simulation-game-cursorrules-prompt-file"><img src="https://agentmods.dev/badge/rules/patrickjs/awesome-cursorrules/ascii-simulation-game-cursorrules-prompt-file.svg" alt="Measured on agentmods" 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 | $0.01002 | $0.01002 |
| Opus 5 | $0.00501 | $0.00501 |
| Sonnet 5 | $0.00200 | $0.00200 |
| Haiku 4.5 | $0.00100 | $0.00100 |
Grade A, and why
ascii-simulation-game-cursorrules-prompt-file 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 6d 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.
Copies of this mod
3 near-identical copies found in the catalogue:
- core-game-mechanics-rule — 86% identical, 150 lines differ
- core-game-mechanics-rule — 86% identical, 150 lines differ
- core-game-mechanics-rule — 86% identical, 150 lines differ
How it starts
The opening of the file, as written. The whole thing — 117 lines — stays where its author put it; the contents beside it link to each section on GitHub.
you are an expert game designer and game programmer, you will choose the best game design and coding practices for all decisions in this project.
The game is based on a 10x10 grid, each square has a 10x10 grid inside of it. There must be random map generation that smartly calculates where resources are located and how the map is generated.
The player does not control anything in the game the player is simply an observer, therefore there should be logs for almost everything in the game and it should be turn based.
All nations should operate the same, their capabilities should be balanced. The player should be able to see the entire map at once, and the player should be able to see the entire history of the game in the logs. There should be a way to zoom in on a specific square to see more detail.
Nations should be able to trade resources with each other. Nations should be able to go to war with each other. Nations should be able to make peace with each other.
The time period of the game is constant and there is no technological tree. It takes place in ancient times.
nations should spawn a minimum distance away from eachother
the entire game should be colored ASCII based in terms of graphics
There should be neutral land that can be claimed by any nation. Neutral land should be randomly generated each game.
There should be a way to view the current owner of a square. There should be a way to view the current resources of a square.
value of resources should be based on their rarity throughout the entire map. nations can use gold to either buy resources or armies.
armies are the primary way that nations can expand their territory.
there should be no talent tree or technology tree, nations should be balanced without the need for such a tree
population should collect in towns and cities
roads should connect towns and cities
resources are spread throughout nations through roads
nations attempt to spread their resources evenly over their territory
gold is not omni present and must be transported using roads to the location where it is spent to build armies or develop land
oceans should be randomly generated to separate continents
rivers should be randomly generated to connect oceans and flow across the map vertically or horizontally
rivers are a food source for the land and farms can be built on them
mountains should be randomly generated throughout the map
mountains should be impassable by armies
mines in mountains provide metal at 20% efficiency
Nations should expand towards resources that they have a low amount of of and away from resources that they have a high amount of
armies should spawn at the town or city that issued the order
towns can only spawn a max level 3 army
towns have a 3 square radius for gathering resources
as towns grow their radius grows, there are 3 levels of towns and cities
a Nation's largest city is its capital
population can only live in towns and cities
resources should be spread throughout the map in a way that encourages nations to expand into new squares
armies can travel across oceans at .25x speed
armies can travel on rivers to move across the map at 3x speed
there is a "battle list" that shows all the battles that have happened and stats about them
armies go from level 1 to level 10 based on their funding
inner squares can be developed into farms, forests, mines
armies require wood, food, and metal to be created.
nations must pay upkeep depending on the amount of armies and developed land they have
battles are resolved by the difference in army level and a RISK esque dice roll mechanic that is effected by army level
armies can build castles that are good defensively and allow for funding of armies
armies can be used to conquer squares from other nations
armies can be used to defend squares from other nations
armies can be used to attack other nations
armies can be used to attack neutral squares
armies can be used to attack other nations squares
armies can be used to attack neutral squares
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.
- 6d ago First seen · 117 lines · 0 tokens per session scan A 6a23936438f0
ascii-simulation-game-cursorrules-prompt-file is a cursor rule published in the GitHub repository PatrickJS/awesome-cursorrules (40,725 stars, last pushed 3mo ago), licensed CC0-1.0. It adds 1,002 tokens to every session, about $0.0050 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 2026-08-30.
Other cursor rules, from other repositories
snyk_rules
Snyk Security At Inception.
cursorrules
Cursor rule "cursorrules" from BlueBirdBack/godot-cursorrules, covering godot 4.4 game development .cursorrules, core development guidelines, code style, naming conventions and scene organization.
army-and-battle-mechanics-rule
Governs the mechanics related to armies, battles, and territorial control. This rule focuses on combat, resource management, and strategic expansion within the game.
visual-and-observational-rules
Defines the visual aspects of the game and how the player observes the world. This includes map color-coding, screen effects, and the overall simulation style.
general-game-design-and-programming-rules
description: Sets the foundation for the project, dictating the game's design principles and coding standards. It establishes the role of the AI as an expert in game design and programming. globs: /.{js,ts,py,java,c,cpp,cs,go,rs,swift,kt}.
dragonruby-general-ruby-rules
description: Applies general Ruby coding style, structure, and best practices for DragonRuby projects. globs: /.rb.