Cangjie Skill is a system that turns methods from books, long videos, podcasts, and other source material into executable skills for AI agents. It helps users package knowledge into callable workflows, using the repository's code, methods, and templates; catalogue add-ons relate to these agent skills.
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 kangarooking/cangjie-skill --skill game-selectiongit clone --depth 1 https://github.com/kangarooking/cangjie-skillWrote 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/kangarooking/cangjie-skill/game-selection)<a href="https://agentmods.dev/skills/kangarooking/cangjie-skill/game-selection"><img src="https://agentmods.dev/badge/skills/kangarooking/cangjie-skill/game-selection.svg" alt="Measured on agentmods" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.01602 |
| Opus 5 | $0.00067 | $0.00801 |
| Sonnet 5 | $0.00027 | $0.00320 |
| Haiku 4.5 | $0.00013 | $0.00160 |
Grade A, and why
game-selection 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 8d 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 — 120 lines — stays where its author put it; the contents beside it link to each section on GitHub.
游戏选择:识别地位游戏与单人游戏
R — 原文 (Reading)
财富创造是最近进化出来的正和游戏。地位争夺是古老的零和游戏。那些攻击财富创造的人通常只是在追求地位。……事实上,人生就是一场单人游戏。你是独自一个人来到世界的。也将独自死去。
— 纳瓦尔·拉维坎特, 《纳瓦尔宝典》 第一章·财富 / 第二章·幸福
I — 方法论骨架 (Interpretation)
人在一生中同时被卷入三种游戏,关键是识别自己在玩哪一种: ① 地位游戏(零和)——等级排名,赢家必须击倒别人,政治/体育/学术排名属此类;参与它会让人愤怒好斗; ② 财富游戏(正和)——把饼做大,人人可赢,是近现代才出现的新游戏; ③ 单人游戏(内在)——幸福、平静、自我成长,没有外部进度条和外部验证,所有真正的记分卡都在内在。 使用方法:被攻击时先问「他在玩什么游戏」(攻击创造财富者的人多在追求地位); 被攀比/妒忌困扰时,用巴菲特的内在/外在记分卡测试,并用妒忌消解法——「如果我不愿与他完全交换身份,妒忌就无意义」。
A1 — 书中的应用 (Past Application)
案例 1: 巴菲特的内在记分卡
- 问题: 用外部名声还是内在标准评价自己
- 方法论的使用: 问「你想成为名声最差但最好的情人,还是名声最好但最糟糕的情人」
- 结论: 所有真正的记分卡是内在的
- 结果: 作者转向修炼内在自我
案例 2: 妒忌消解实验
- 问题: 年轻时妒忌心重
- 方法论的使用: 意识到「我不能只选他人生活的某几个片段,要么完全交换身份要么不妒忌」
- 结论: 「一旦我意识到这一点,妒忌就会消失,因为我不想成为别人」
- 结果: 妒忌不再主导情绪
A2 — 触发场景 (Future Trigger) ★
用户会在什么情境下需要这个 skill?
- 被攻击/被比较:「为什么有人针对我/贬低我」
- 内卷倦怠:「大家都这么卷有意义吗」
- 妒忌:「看到别人成功我好难受」
- 意义校准:「我做这件事到底为了什么」
语言信号
- "别人在玩什么游戏/为什么都针对我"
- "我很妒忌/很在意别人看法"
- "内卷/攀比/面子"
- "status / zero-sum / why do people attack me / envy"
与相邻 skill 的区分
- 与
long-term-compounding的区别: 本 skill 识别博弈结构;复利 skill 处理时间尺度 - 与
happiness-skill的区别: 本 skill 是博弈分类,幸福 skill 是状态训练
E — 可执行步骤 (Execution)
-
识别游戏类型
- 完成标准: 对当前处境回答「这是零和、正和、还是单人游戏?」
- 判停条件: 若确认是零和地位游戏且非必要,直接标记「不值得赢」,跳到步骤 3
-
测试记分卡
- 完成标准: 问自己「如果把外部评价全部移除,这件事我还做吗?」——区分内在/外在动机
-
跑妒忌消解
- 完成标准: 对每个妒忌对象问「我愿意与他完全交换身份(包括所有反应/家庭/自我形象)吗?」;不愿→放下
-
回到单人游戏投入
- 完成标准: 把本周至少 1 项行动改为「只为自己的内在标准」执行
B — 边界 (Boundary) ★
不要在以下情况使用此 skill
- 用户需要在竞争里赢(体育/职场晋升)——此时应给竞争策略而非「退出游戏」
- 地位游戏无法避免的场合(政治/组织内),本书立场是识别而非硬刚
作者在书中警告的失败模式
- 玩地位游戏会让你变成愤怒好斗的人: 「你总是在窝里斗,损人利己」
- 用外部进度条训练内在能力: 瑜伽/冥想难坚持是因为没有外在价值
作者的盲点 / 时代局限
- 「完全不玩地位游戏」在组织生存中并不现实;作者有资本网络作为退路
- 单人游戏叙事可能滑向回避现实竞争
容易混淆的邻近方法论
long-term-compounding: 长期正和游戏 vs 零和地位游戏是两类判据,先分类再选
相关 skills (阶段 3 定稿)
- contrasts-with:
long-term-compounding(正和/零和 vs 长期/短期) - composes-with:
happiness-skill(单人游戏是幸福的地基)
What ships with it
2 files 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.
- 8d ago First seen · 120 lines · 134 tokens per session scan A 929bae136ce3
game-selection is a skill published in the GitHub repository kangarooking/cangjie-skill (9,602 stars, last pushed yesterday), licensed MIT. It adds 134 tokens to every session and 1,602 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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