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 skills add AmariahAK/atlarix-skills --skill acr-ascii-simulation-game-cursorrules-prompt-filegit clone --depth 1 https://github.com/AmariahAK/atlarix-skillsWrote 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/skills/amariahak/atlarix-skills/acr-ascii-simulation-game-cursorrules-prompt-file)<a href="https://agentmods.dev/skills/amariahak/atlarix-skills/acr-ascii-simulation-game-cursorrules-prompt-file"><img src="https://agentmods.dev/badge/skills/amariahak/atlarix-skills/acr-ascii-simulation-game-cursorrules-prompt-file/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/skills/amariahak/atlarix-skills/acr-ascii-simulation-game-cursorrules-prompt-file"><img src="https://agentmods.dev/badge/skills/amariahak/atlarix-skills/acr-ascii-simulation-game-cursorrules-prompt-file.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 | $0.00007 | $0.01098 |
| Opus 5 | $0.00003 | $0.00549 |
| Sonnet 5 | $0.00001 | $0.00220 |
| Haiku 4.5 | $0.00001 | $0.00110 |
Grade A, and why
Cursor rules for ASCII simulation game development 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 — 129 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Cursor rules for ASCII simulation game development
When to use this skill
Cursor rules for ASCII simulation game development.
Source
Synced from https://github.com/PatrickJS/awesome-cursorrules/tree/main/rules/ascii-simulation-game-cursorrules-prompt-file.mdc.
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
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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 · 129 lines · 7 tokens per session scan A 196a03d9b862
Cursor rules for ASCII simulation game development is a skill published in the GitHub repository AmariahAK/atlarix-skills (2 stars, last pushed 5d ago), licensed Apache-2.0. It adds 7 tokens to every session and 1,098 once invoked, about $0.0000 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.
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