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 zhuanggenhua/BoardGame --skill game-ui-designgit clone --depth 1 https://github.com/zhuanggenhua/BoardGameWrote 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/zhuanggenhua/boardgame/game-ui-design)<a href="https://agentmods.dev/skills/zhuanggenhua/boardgame/game-ui-design"><img src="https://agentmods.dev/badge/skills/zhuanggenhua/boardgame/game-ui-design/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/zhuanggenhua/boardgame/game-ui-design"><img src="https://agentmods.dev/badge/skills/zhuanggenhua/boardgame/game-ui-design.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00102 | $0.03337 |
| Opus 5 | $0.00051 | $0.01669 |
| Sonnet 5 | $0.00020 | $0.00667 |
| Haiku 4.5 | $0.00010 | $0.00334 |
Grade A, and why
game-ui-design 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 7d 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 — 101 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game UI Design
本 skill 是项目内游戏 UI 设计 workflow 与路由入口。长期通用 UI/UX 原则以 ui-ux 为 canonical-source,可执行改动门禁以 ui-change-gates 为 canonical-source;本 skill 只负责把规则、玩家任务、素材对象和饱和状态组织成设计与验收步骤。
使用顺序
- 先锁四项前提:问题对象、真相来源、目标入口/环境、验收口径。
- 先读当前项目
AGENTS.md、项目 UI/素材 skill、规则书/状态机/脚本/素材合同,再读本 skill。 - 若 UI 依赖规则、卡牌、棋盘、token、骰子、TTS/Workshop、旧平台或物理配件,先读
references/rule-to-ui-design.md。 - 进入布局和交互前,读
references/layout-interaction-patterns.md。 - 用户点名已有游戏、旧实现或成熟产品作为参考时,先读取该参考的真实实现与当前截图,提炼可迁移不变量;参考截图必须处在同类任务的实际操作态,例如组牌要进入真实编辑页、地图要进入真实对局页,入口页、导入页、选角色页、营销页或空态不能冒充参考依据;不得只凭印象复制视觉,也不得跳过参考直接改目标游戏。若参考已具备卡牌放大、分类筛选、地图拖拽缩放、详情层、视角切换等基础交互,目标游戏必须复用、抽共享或写出不采用理由。
- 送设计稿、截图或实现验收前,读
references/quality-gates.md,并回到上位ui-ux与ui-change-gates对照通用门禁。 - 若用户明确指定 Open Design,走 Open Design artifact 设计稿;不得改走图片模型生图。若用户要求位图视觉稿,则按项目位图设计交付规则执行。
- 教程与 UI 同时变更,或用户连续指出同类教程 / UI 问题时,先回到
tutorial-design的教程-UI 联合过账与ui-change-gates的整族审查,再继续实现;本 skill 不复制这两处正文。
核心流程
0. 设计模式,不是固定版式
本 skill 输出的是可迁移的设计模式语言,不是把某个游戏、某张截图或某轮用户裁定固化成所有游戏的版式模板。
- 通用层只写不变量:玩家任务、对象职责、信息权重、隐藏边界、实体锚点、层级、可读性、输入路径和验收方法。
- 具体位置、皮肤、构图比例和素材落点是设计裁定:必须由当前游戏规则、素材、玩家任务、用户标注和当前候选稿共同决定。
- 用户反复纠正的内容先拆成两类:
可迁移原则和本游戏基线裁定。可迁移原则进入本 skill;本游戏基线裁定进入项目 skill、设计合同或用户故事。 - 禁止把“这次这张图这样放才对”改写成“以后所有游戏都必须这样放”。正确写法是“这个对象承担什么职责;哪些条件下适合放在 HUD / 场地 / 牌区 / 弹层;当前项目采用哪一种,并说明理由”。
- 硬失败只针对职责错、对象漏、隐藏信息错、玩家不知道下一步、关键对象不可读、结算层脱离来源/目标、素材语义误用等不变量;不针对某个固定坐标或单一布局答案,除非用户或项目合同已经明确批准为当前基线。
1. 规则到对象
先证明自己理解了游戏,而不是只找到了素材。
- 写
真相源账本:规则页、状态机、TTS/Workshop、atlas、素材路径、现有截图或项目合同。 - 写
对象职责表:每个规则对象是什么、玩家何时操作/检视、是否隐藏、是否公开归档、是否只是提示或规则参考。 - 拆相似对象:角色实体、角色头像、角色规则卡、提示卡、token、状态牌、日志和归档堆不能凭名字或图像相似合并。
- 为相似对象写
职责 -> 可选承载模式,例如身份提示可以是头像、规则卡缩略、座位牌、状态板或角色模型旁标签;战场实体可以是 mini、standee、人物卡、token 或卡牌本体。先比较职责和玩家任务,再选落位。 - 用规则术语命名 UI。用户口语可以映射,但上屏、审计和实现命名不能引入规则里不存在的默认概念。
What ships with it
4 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.
- 7d ago Changed · -7 lines 03b44fb7eb8a
- 12d ago First seen · 108 lines · 102 tokens per session scan A 117b143bad1a
game-ui-design is a skill published in the GitHub repository zhuanggenhua/BoardGame (23 stars, last pushed yesterday), licensed MIT. It adds 102 tokens to every session and 3,337 once invoked, about $0.0005 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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