phase: Skill for Claude Code

.claude/skills/add-engine-effect/SKILL.md

add-engine-effect is a skill for Claude Code from phase-rs/phase. It costs 39 tokens per session (5,871 once invoked), scanned A, original, Apache-2.0.

A complete checklist for adding a new effect, game mechanic, or parser feature to a game engine. It follows the change from reading the rules text through execution, targeting, display, computer-player behavior, and tests.

In plain words
What is it for?
Use it when adding an effect or mechanic that must work across the engine and its connected parts.
Why use it?
It reduces the risk of a feature being recognized but not carried out, targeted, shown, or tested correctly.

Skill for Claude Code

Written for Claude Code: installed under .claude/. Also seen: mentions CLAUDE.md; $skill-name invocation.

This is phase-rs/phase's own configuration. It tells Claude Code how to work on phase itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything phase configures →

Reuse

Borrowing it

Nothing to install: this file belongs to phase-rs/phase. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/phase-rs/phase/main/.claude/skills/add-engine-effect/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/phase-rs/phase

Made for: Claude Code.

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 add-engine-effect

README.md
[![agentmods](https://agentmods.dev/badge/skills/phase-rs/phase/add-engine-effect/github.svg)](https://agentmods.dev/skills/phase-rs/phase/add-engine-effect)
Your own site
<a href="https://agentmods.dev/skills/phase-rs/phase/add-engine-effect"><img src="https://agentmods.dev/badge/skills/phase-rs/phase/add-engine-effect/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 add-engine-effect

Your own site · 80×15
<a href="https://agentmods.dev/skills/phase-rs/phase/add-engine-effect"><img src="https://agentmods.dev/badge/skills/phase-rs/phase/add-engine-effect.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 39 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,871 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found 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 $0.00039 $0.05871
Opus 5.5 $0.00016 $0.02348
Sonnet 5.5 $0.00008 $0.01174
Haiku 4.5 $0.00004 $0.00587

Measured today against content hash f79cb68a8b08, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

add-engine-effect 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 today.

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.

.claude/skills/add-engine-effect/SKILL.md · 349 lines

How it starts

The opening of the file, as written. The whole thing — 349 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Adding a New Effect to the Engine

This is the authoritative checklist for adding a new effect (mechanic, keyword action, etc.) to the phase.rs engine. Every step has a file path and a what to do. Missing any step causes silent failures — effects parse but don't resolve, resolve but don't target, target but don't animate, etc.

Before you start: Read the existing effect most similar to yours. Trace it through every file below. This is how you learn the patterns — not by guessing.

CR Verification Rule: Every CR number in annotations MUST be verified by grepping docs/MagicCompRules.txt before writing. Do NOT rely on memory — 701.x and 702.x numbers are arbitrary sequential assignments that LLMs consistently hallucinate. Run grep -n "^701.21" docs/MagicCompRules.txt (etc.) for every number. If you cannot find it, do not write the annotation.


Design Philosophy — Composability Over Completeness

The single most important principle: An effect should do ONE thing. Multi-step card abilities are composed from chains of single-purpose effects linked by sub_ability.

Compose, don't monolith

When a card says "Search your library for a creature card, reveal it, put it into your hand, then shuffle your library," that's four effects composed:

  1. SearchLibrary { filter, count, reveal } — find the card
  2. ChangeZone { destination: Hand } — put it into hand (injected as sub_ability)
  3. Shuffle {} — shuffle library (parsed from ", then shuffle")

Each is a reusable building block. SearchLibrary works for tutors, ChangeZone works for bounce/exile/reanimate, Shuffle works independently. The composition unlocks hundreds of cards, not just one.

Anti-pattern: Creating Effect::SearchAndPutInHandAndShuffle — handles exactly one card template, can't be recomposed.

Building blocks unlock future cards

Before implementing a specific card's text, ask: "What is the general pattern here?" Recent examples from this codebase:

Read the full file on GitHub · 349 lines

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. today Changed f79cb68a8b08
  2. 9d ago Changed 6ff716a3c2d5
  3. 2mo ago First seen · 349 lines · 39 tokens per session scan A 49b8caa366a2

Subscribe to this mod's changes

add-engine-effect is a skill published in the GitHub repository phase-rs/phase (312 stars, last pushed today), licensed Apache-2.0. It adds 39 tokens to every session and 5,871 once invoked, about $0.0002 per session on Opus 5.5. 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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