army-and-battle-mechanics-rule

army-and-battle-mechanics-rule is a cursor rule for Cursor from toptalentcoder/Cursor-AwesomeRules. It costs 0 tokens per session (276 once invoked), scanned A, a copy of army-and-battle-mechanics-rule, CC0-1.0.

A game rule set for armies, battles, resources, land development, and territorial control between nations.

In plain words
What is it for?
Implementing battle results, army levels, resource costs, upkeep, castles, land development, attacks, defenses, and conquest.
Why use it?
It defines how the game's military and economic systems should behave, reducing ambiguity when those features are built or changed.

Cursor rule for Cursor

Written for Cursor: a Cursor rule (.mdc).

Good fit Implementing battle results, army levels, resource costs, upkeep, castles, land development, attacks, defenses, and conquest.

Compare 6 cursor rules from other repositories ↓
Install with agentmods
npx agentmods add rules/toptalentcoder/cursor-awesomerules/army-and-battle-mechanics-rule
Install

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.

Clone the repo
git clone --depth 1 https://github.com/toptalentcoder/Cursor-AwesomeRules

Made for: Cursor.

Wrote 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.

agentmods badge for army-and-battle-mechanics-rule

README.md
[![agentmods](https://agentmods.dev/badge/rules/toptalentcoder/cursor-awesomerules/army-and-battle-mechanics-rule/github.svg)](https://agentmods.dev/rules/toptalentcoder/cursor-awesomerules/army-and-battle-mechanics-rule)
Your own site
<a href="https://agentmods.dev/rules/toptalentcoder/cursor-awesomerules/army-and-battle-mechanics-rule"><img src="https://agentmods.dev/badge/rules/toptalentcoder/cursor-awesomerules/army-and-battle-mechanics-rule/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.

agentmods 80×15 button for army-and-battle-mechanics-rule

Your own site · 80×15
<a href="https://agentmods.dev/rules/toptalentcoder/cursor-awesomerules/army-and-battle-mechanics-rule"><img src="https://agentmods.dev/badge/rules/toptalentcoder/cursor-awesomerules/army-and-battle-mechanics-rule.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 0 Nothing until a file matches its globs; then the whole rule loads.
When invoked 276 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 100% copy Near-identical to another mod in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00000 $0.00276
Opus 5 $0.00000 $0.00138
Sonnet 5 $0.00000 $0.00055
Haiku 4.5 $0.00000 $0.00028

Measured 12d ago against content hash c29545b7f103, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

army-and-battle-mechanics-rule 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.

Origin

This is a copy

100% identical to army-and-battle-mechanics-rule — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

rules/ascii-simulation-game-cursorrules-prompt-file/army-and-battle-mechanics-rule.mdc · 20 lines

What it actually says

  • 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 affected 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.
  • Armies can be used to attack other nations' squares.
  • Armies can be used to attack neutral squares.
  • Nations should start with the same amount of gold and land.
Changes

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.

  1. 12d ago First seen · 20 lines · 0 tokens per session scan A c29545b7f103

Subscribe to this mod's changes

army-and-battle-mechanics-rule is a cursor rule published in the GitHub repository toptalentcoder/Cursor-AwesomeRules (6 stars, last pushed 1y ago), licensed CC0-1.0. It costs nothing until one of its globs matches a file; then it loads 276 tokens. A static security scan graded it A with 0 findings. It is 100% identical to army-and-battle-mechanics-rule, differing in 0 lines, and is treated as a copy.