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生産性・共同作業 · SKILL.md

the-car-dealership

the-car-dealership

Simulate the car-buying gauntlet before you walk in — the four-square worksheet, the payment-question trap, the trade-in shuffle, and the finance office's second sales floor, all run against your actual deal. Use when asked practice negotiating at a dealership, simulate the finance office, what tricks will the dealer use, or prep me before I buy a car. Prod…

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name: the-car-dealership description: "Simulate the car-buying gauntlet before you walk in — the four-square worksheet, the payment-question trap, the trade-in shuffle, and the finance office's second sales floor, all run against your actual deal. Use when asked practice negotiating at a dealership, simulate the finance office, what tricks will the dealer use, or prep me before I buy a car. Produces the showroom and finance-office transcripts with the salesperson's playbook notes, the deal outcome vs your targets, and a debrief with the holds that would have worked."

The Car Dealership Skill

The dealership is two negotiations wearing one showroom: the car price out front, and the finance office in back — where the real margin often lives, sold to a buyer whose guard dropped the moment they heard "congratulations." This skill runs both rooms against your actual numbers: the four-square worksheet that blends price/trade/payment into fog, the "what payment works for you?" trap, the trade-in shuffle, and then the F&I gauntlet of add-ons and rate markup. Every move gets named in the dealer's private notes, and the debrief hands you the exact holds.

What This Skill Produces

  • The showroom transcript — 8–14 exchanges with the salesperson's playbook note after each move
  • The finance-office transcript — the second negotiation most buyers don't know they're in
  • The outcome — the deal reached vs. your targets, and what the dealer's notes say they'd have accepted
  • The debrief — every soften-point with the hold that was available, plus the one-page crib sheet to bring

Required Inputs

Ask for these if not provided:

  • The deal shape — the car (new/used), your researched target price (have one — the simulation exposes what happens without it), cash/finance/lease intent
  • The trade-in, if any — and its independently-checked value (no number = finding #1; the shuffle feeds on unpriced trades)
  • Financing reality — pre-approval rate in hand? (walking in without one hands the rate conversation to the F&I office)
  • Your tells — in love with the specific car? Need it this week? The simulation uses whatever leverage you hand it, realistically

Framework: The Two Rooms

Room one — the showroom moves: the payment question ("what monthly works for you?" — answering it surrenders the price; the counter is "let's settle the out-the-door price first") · the four-square (price, trade, down, payment on one sheet — fog by design; the counter is one number at a time, out-the-door) · the trade-in shuffle (great car price, terrible trade number, or vice versa — the counter is negotiating them as separate transactions) · the manager walk ("let me talk to my manager" — theater and a pacing device) · the today-only urgency (the deal that dies at midnight rarely does).

Room two — the finance office: the rate markup (the quoted APR may carry dealer reserve — the counter is your pre-approval on the desk: "beat this or use it") · the add-on cascade (VIN etching, paint protection, nitrogen, extended warranty, GAP — each priced at 3–10× cost; some, like GAP on a long loan, are legitimately worth pricing elsewhere) · the payment-packing move (add-ons quoted as "just $9 more a month" — ×72 months, out loud, every time) · the menu close (three columns of bundles, none labeled "none of these" — that column exists; ask for it).

Mechanics to honor: out-the-door price is the only number that can't be shuffled · everything is negotiable until signed, nothing after · the walk-out is a legitimate and often winning move, and one run should show it working · four hours in the building is a tactic, not bad luck.

Output Format

Dealership Run: [car, targets]

Simulation — a plausible adversarial reading, not a prediction.

Room One — The Showroom

[Transcript. Dealer's note: after each move, naming the play and reading you: "asked their payment — they answered. Working payment now, price is loose."]

Room Two — The Finance Office

[Transcript: rate, add-ons, menu — with the ×72 math shown wherever "per month" appears]

The Outcome

[Deal vs. targets · the dealer's notes on where you left money · the walk-out branch: what re-engagement looked like]

Debrief — out of character

Moment you softenedThe moveThe hold (exact words)
[Plus: the crib sheet — out-the-door only · trade separate · pre-approval on the desk · ×months every add-on · the none-column ask]

Quality Checks

  • Every dealer move comes from the named playbook, visible in their notes
  • The payment-question trap appears and its consequence is shown
  • The finance office gets its own act — not an epilogue
  • Add-ons are priced ×term aloud, and any genuinely-worth-considering one is flagged honestly (price it elsewhere)
  • The debrief's holds are verbatim words, not advice-shaped vibes

Anti-Patterns

  • Do not cartoon the salesperson — it's a professional running a standard playbook; naming the plays is the training
  • Do not let the simulation reward answering the payment question — that's the fail state it exists to train out
  • Do not treat all add-ons as scams — mark the price-it-elsewhere ones honestly; credibility is what makes the rest land
  • Do not skip the walk-out branch — buyers who've rehearsed leaving negotiate differently
  • Do not stay in character in the debrief

Example Trigger Phrases

  • "Practice negotiating at a dealership."
  • "Simulate the finance office."
  • "What tricks will the dealer use?"
  • "Prep me before I buy a car."
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