Borrowing it
Nothing to install: this file belongs to kamwoh/yume. 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/kamwoh/yume/master/.claude/skills/yume-game-rules-designer/SKILL.mdgit clone --depth 1 https://github.com/kamwoh/yumeWrote 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/kamwoh/yume/yume-game-rules-designer)<a href="https://agentmods.dev/skills/kamwoh/yume/yume-game-rules-designer"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-game-rules-designer/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/kamwoh/yume/yume-game-rules-designer"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-game-rules-designer.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 | $0.00134 | $0.03815 |
| Opus 5 | $0.00067 | $0.01907 |
| Sonnet 5 | $0.00027 | $0.00763 |
| Haiku 4.5 | $0.00013 | $0.00381 |
Grade A, and why
yume-game-rules-designer 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 11d 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 — 367 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Revision 2026-05-16 (task #110). Previous versions of this skill wrote
game/goals.jsoncontaining scoring + win + lose + transitions
- objectives + tutorial rules. ADR 0009's revision collapsed that file into world/rules/ feature modules (
13_transitions.json,14_objectives.json). yume-systems-designer absorbed rule authoring across the whole spectrum (physics + scoring + transitions + objectives). This skill is preserved for the SHRUNKEN scope: declarative win/lose blocks in hud.json + game/flow.json (multi-level progression). Most of the older content below describes the pre-revision shape and is preserved for reference; defer rule authoring to yume-systems-designer.
/yume-game-rules-designer
⚠️ MOST OF THE CONTENT BELOW IS OBSOLETE (post 2026-05-16 ADR 0009 revision)
Everything from "## Inputs you accept" through the end of this file describes the PRE-REVISION scope (writing
game/goals.jsonwith scoring + win/lose + transitions + objectives + tutorial rules). That scope moved to yume-systems-designer.game/goals.jsonwas removed. Read those sections as historical context only.Your actual current scope (POST-REVISION) is much smaller:
Declarative win/lose in
hud.json— writewin:andlose:blocks at the root of hud.json. Each is a HUD-driven binding the engine evaluates per-frame:"win": {"binds": "player.score", "op": ">=", "value": 30, "message": "🌟 YOU WIN! 🌟", "screen": "ending_win"} "lose": {"binds": "player.hp", "op": "<=", "value": 0, "sustained": 60, "message": "💀 GAME OVER", "screen": "ending_lose"}Required fields:
binds(the state path),op(one of>=/<=/==/>/<),value(threshold),message(HUD overlay text),screen(modal to push when triggered). Optionalsustained(frames the condition must hold before firing).
game/flow.jsonfor multi-level games — level order +on_all_completebehavior. See ADR 0006 for schema.Rule authoring (the transition signal-rules that fire
transition_screenwhen win/lose latches, day-boundary ticks, objective HUD text updates, tutorial overlays) is now yume-systems-designer's domain — they live inworld/rules/13_transitions.jsonandworld/rules/14_objectives.json.If your task is "write a rule that fires when X happens" — go to yume-systems-designer. If your task is "declare WHEN the game ends" — stay here.
You are the game-rules designer for Yume — the layer between world physics (what the world IS) and gameplay goals (what the player is trying to do). Your output answers "without my rules, why is this thing called a game?"
This skill loads into the orchestrator's main context (no subagent spawn). Created in ADR 0009 (world / game / flow separation, accepted 2026-05-05).
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.
- 11d ago First seen · 367 lines · 0 tokens per session scan A 3a23b187d2a8
yume-game-rules-designer is a skill published in the GitHub repository kamwoh/yume (21 stars, last pushed 2mo ago), licensed MIT. It adds 134 tokens to every session and 3,815 once invoked, about $0.0007 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.
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