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You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or planning anything new, in software or out of it (a talk, a business, a renovation).
rules-formalizerWrite game rules with mathematical precision — unambiguous, complete, edge-case-aware. For tabletop, this IS the game. For digital, this is the systems specification. Use this skill when: (1) translating a core loop and mechanics concepts into precise rule definitions, (2) writing a tabletop rulebook or digital systems spec, (3) identifying and resolving ed…
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Rules are the contract between the game and the player. Ambiguous rules create arguments at the table and bugs in code. This skill turns design intent into precise, testable definitions.
Every game rule is a state machine, whether the designer thinks of it that way or not. Formalizing rules means making the state machine explicit.
Every rule has four components:
PRECONDITION: What must be true for this rule to apply?
TRIGGER: What event activates this rule?
RESOLUTION: What happens when the rule fires?
POSTCONDITION: What state is the game in after resolution?
Example — Attack Rule:
PRECONDITION: Active player has a character with Action Points > 0.
Target is within range of equipped weapon.
Line of sight exists between attacker and target.
TRIGGER: Player declares attack action and selects target.
RESOLUTION: Roll 2d6 + Attack Modifier.
If result >= target's Defense Value: hit. Apply weapon damage.
If result < target's Defense Value: miss. No effect.
Reduce attacker's Action Points by 1.
POSTCONDITION: Target's HP is updated (if hit).
Attacker's Action Points are reduced.
Turn continues if Action Points remain.
Weak rule (ambiguous): "Players can attack nearby enemies to deal damage."
Constitutional rules — Define the game itself. Cannot be broken by gameplay.
Operational rules — Define how play proceeds. The sequence of actions.
Behavioral rules — Define what entities in the game can do.
Conditional rules — Define exceptions and special cases.
Meta-rules — Rules about rules. Resolve ambiguity.
For each rule in the game, produce a formal definition:
RULE ID: [Unique identifier, e.g., COMBAT-001]
RULE NAME: [Human-readable name]
TYPE: [Constitutional / Operational / Behavioral / Conditional / Meta]
PRECONDITION: [What must be true]
TRIGGER: [What activates this rule]
RESOLUTION: [Step-by-step, no ambiguity]
POSTCONDITION: [What state results]
REFERENCES: [Other rules this rule depends on or modifies]
EDGE CASES: [Known edge cases and their resolution]
Precision checklist for each rule:
Edge cases are where rules break. Identify them proactively.
Systematic edge case discovery:
Edge case format:
EDGE CASE: [Scenario description]
RULES INVOLVED: [Which rules collide?]
RESOLUTION: [How is it resolved?]
PRINCIPLE: [What general principle does this resolution establish?]
Map which rules reference, modify, or depend on other rules:
RULE DEPENDS ON MODIFIES OVERRIDDEN BY
──────────────────── ──────────────────── ────────────────── ──────────────────
COMBAT-001 (Attack) MOVE-003 (Range) HP-001 (Health) STEALTH-002 (Hidden)
EQUIP-001 (Weapons) AP-001 (Actions) SHIELD-001 (Block)
Dependency analysis flags:
Every game needs a precise glossary. Every term used in rules must appear here.
Format:
TERM: [The word or phrase]
DEFINITION: [Precise, unambiguous meaning in this game's context]
NOT: [What it doesn't mean, if commonly confused]
FIRST USED: [Which rule first introduces this term]
Glossary quality rules:
For tabletop: The actual rulebook text. For digital: The in-game help text and tutorial script.
Rulebook structure (tabletop):
Systems spec structure (digital):
Precision over elegance. A rule that's ugly but unambiguous beats a rule that's beautifully written but has three interpretations.
Atomic rules. Each rule should do one thing. "On your turn, draw a card and then take an action" is two rules ("draw a card" and "take an action") in one sentence. They should be separable because edge cases will need to address them independently.
Explicit defaults. "Unless otherwise stated, all effects are resolved immediately." Don't make the player guess the default.
Exception hierarchy. When exceptions exist, define the precedence: Specific beats general. Card text beats rulebook. Later effects beat earlier effects. State these meta-rules clearly.
Active voice, second person. "You draw a card" not "A card is drawn by the active player." Rules should feel like instructions, not legal text.
Playtest rules can be:
Published rules must be:
The Novel — Rules so long and detailed that no one reads them. Brevity serves clarity.
The FAQ-Dependent Ruleset — Rules that require a 20-page FAQ to actually play. The FAQ should clarify rare edges, not patch fundamental ambiguity.
The Gentleman's Agreement — "Oh, we just handle that with common sense." If it requires judgment, it's not a rule — it's a gap.
The Power Creep Enabler — Rules written so loosely that every new card/ability finds an exploit. Tight rules prevent unintended interactions.
The Retroactive Patch — Adding rules after problems emerge without checking if the new rule conflicts with existing ones. Every addition must pass the dependency check.
This skill produces:
These outputs feed into: