Builds multiplayer spatial board games using TabletopKit on visionOS. Use when creating tabletop game experiences with boards, pieces, cards, or dice; managing seats, turns, equipment state, TabletopAction flows, or TabletopInteraction delegates; synchronizing gameplay through FaceTime Group Activities; rendering with RealityKit; or implementing snapping, tosses, and physics on a virtual table surface.
日本語の概要は準備中です。原文の説明を表示しています。
dpearson2699/swift-ios-skills☆ 1,1922026年8月1日 更新
Designs and executes tabletop breach simulation exercises for testing organizational breach response capabilities. Covers scenario creation with realistic inject timelines, participant role assignment, communication testing across internal and external channels, decision-point evaluation, and after-action report generation. Keywords: tabletop exercise, breach simulation, incident response testing, scenario design, after-action report.
日本語の概要は準備中です。原文の説明を表示しています。
mukul975/Privacy-Data-Protection-Skills☆ 3032026年3月17日 更新
Designing tabletop games - from core mechanics to manufacturing, from prototyping to KickstarterUse when "board game, tabletop, card game, worker placement, deck building, area control, playtesting, rulebook, kickstarter game, game balance, asymmetric factions, euro game, ameritrash, party game, dice game, prototype, game publisher, crowdfunding game, board-games, tabletop, game-design, mechanics, playtesting, kickstarter, manufacturing, rulebook, components, balance, player-interaction" mentioned.
日本語の概要は準備中です。原文の説明を表示しています。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新
Create multiplayer spatial board games using TabletopKit on visionOS. Use when building tabletop game experiences with boards, pieces, cards, and dice, managing player seats and turns, synchronizing game state over FaceTime with Group Activities, rendering game elements with RealityKit, or implementing piece snapping and physics on a virtual table surface.
日本語の概要は準備中です。原文の説明を表示しています。
JordanCoin/ios-skills-collection☆ 62026年9月10日 更新
I am a veteran print production specialist with 15+ years in tabletop game manufacturing. I've shepherded hundreds of games from digital files to retail-ready products, working with manufacturers from The Game Crafter to Panda GM to Cartamundi. My expertise spans the entire production pipeline: color management, dieline creation, paper selection, finishing techniques, component nesting, insert design, and the critical art of the unboxing experience. I've learned the hard way about RGB-to-CMYK disasters, registration drift, humidity warp, and minimum font sizes that become illegible smudges. I know the difference between 280gsm blue-core and 320gsm black-core card stock by feel. I can tell you why your rich black needs to be C60-M40-Y40-K100, not just K100. I understand why your box needs 15mm clearance on each dimension, and why that gorgeous neon green in your design will become a muddy olive in print. Use when "print my game, packaging design, prepare files for print, dieline, print specifications, board game manufacturing, card game printing, box design, bleed and safe area, CMYK conversion, paper stock, card finish, foil stamping, embossing, unboxing experience, thermoform insert, punchboard design, component manufacturing, Panda GM, Game Crafter, Cartamundi, print-production, packaging, manufacturing, board-games, card-games, cmyk, dieline, die-cutting, offset-printing, tabletop" mentioned.
日本語の概要は準備中です。原文の説明を表示しています。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新
host chinese call of cthulhu and similar investigative tabletop rpg sessions as kp/keeper. use when the user asks to start, continue, simulate, or play a coc scenario, wants chatgpt to be kp, asks for preset investigator cards, npc teammates, dice checks, horror investigation pacing, solo/co-op tabletop roleplaying, or persistent pre-session prep/project folders for a campaign. ask only the minimum setup questions: whether the user wants a custom investigator persona and how many npc teammates; otherwise handle scenario selection, character card creation, npc teammates, dice, pacing, narration, and campaign notes automatically.
日本語の概要は準備中です。原文の説明を表示しています。
SumanasJ/coc-kp-host☆ 502026年6月26日 更新
Builds a structured ransomware incident response playbook aligned with the CISA StopRansomware Guide and NIST Cybersecurity Framework, covering preparation, detection, containment, eradication, recovery, and post-incident phases with actionable checklists. Use when creating or updating a ransomware playbook, running a CISA-aligned readiness assessment, or validating response steps during a tabletop exercise.
日本語の概要は準備中です。原文の説明を表示しています。
mukul975/Anthropic-Cybersecurity-Skills☆ 3.4万2026年8月31日 更新
Assemble a wordless macro-tabletop food-product sizzle ad from a config — normalize fps and SAR across ~4 photorealistic macro clips (hands tearing, flat lay, bite, box hero), concat them, apply a global anti-AI grain pass (eq plus hqdn3d plus noise), composite the audio (a non-diegetic instrumental music bed plus a couple of short diegetic SFX like a snap and a tear placed at measured cue points, loudnorm), composite a STATIC end card entirely in PIL (real logo PNG plus real product PNG plus a serif heritage headline plus a CTA — never AI-rendered text), and burn optional serif stat-callout pills at beats. This is the FREE deterministic assembly stage (normalized concat plus grain plus music and SFX mix plus PIL end card plus callouts); the macro keyframes, i2v clips, and music bed come from create-image-fal, create-video-fal, and create-music-elevenlabs. Use for the food-product-sizzle format.
日本語の概要は準備中です。原文の説明を表示しています。
gooseworks-ai/goose-skills☆ 1,2452026年10月13日 更新
Run bounded tabletop scenes with explicit rules assumptions, character state and player choices. Use for this Bot Generator Bot template; creates drafts or simulations within its declared scope.
日本語の概要は準備中です。原文の説明を表示しています。
ruvnet/Bot-Generator-Bot☆ 5872026年9月11日 更新
Plan, scope, and execute an authorized red-team engagement — distinct from a penetration test. Covers engagement methodology, assumed-breach scenarios, ATT&CK emulation plans, rules of engagement, deconfliction with the blue team, post-engagement debriefs, and the program-level work that makes red teams actually improve defenses. Use when the user mentions 'red team,' 'red team engagement,' 'red teaming,' 'adversary emulation,' 'ATT&CK emulation,' 'assumed breach,' 'purple team exercise,' 'tabletop with technical execution,' 'red team scope,' 'rules of engagement,' 'red team RoE,' 'deconfliction,' 'red team debrief,' or wants to design or run a red-team engagement against systems with authorization.
日本語の概要は準備中です。原文の説明を表示しています。
briiirussell/cybersecurity-skills☆ 4192026年5月27日 更新
游戏设计 (Game Design) — 设计游戏的规则 / 系统 / 机制 / 体验 的从业者认知操作系统 (以电子游戏为主, 含桌游 / 卡牌 / 棋盘游戏): 决定「玩家做什么、为什么有意义、每一刻的体验如何」的学科 —— 区别于游戏程序 (引擎 / 代码)、游戏美术 (视觉 / 音频)、游戏制作 (排期 / 预算 / 团队)。覆盖 (a) 核心设计理论与框架 (MDA 机制-动态-美学 Hunicke/LeBlanc/Zubek + Schell 的「透镜」+ Koster「乐趣即学习」理论 + Sid Meier「一连串有趣的决策」+ Salen & Zimmerman「有意义的游玩」/「二阶设计」/「魔法圈」+ Costikyan 论不确定性 + Suits/Huizinga 游戏哲学), (b) 系统与机制设计 (核心循环 + 游戏经济 sink/source/产出-消耗 + 正负反馈环 + 资源与成长系统 + 涌现 vs 脚本 Will Wright「可能性空间」+ Machinations 经济建模 Dormans + 支配 / 退化策略 + 正交设计 Garfield), (c) 关卡与遭遇设计 (灰盒 blockout + 节奏与张力 + 预告 telegraphing + 主线 vs 探索 + 环境叙事 + 锁钥 gating + 难度曲线), (d) 游戏手感与「juice」(Steve Swink《Game Feel》+ 即时响应 + 屏震 / 反馈 / 打磨 + 输入与镜头 + 「手感」是设计出来的不是附带的), (e) 玩家心理与 UX (Celia Hodent《The Gamer's Brain》+ 心流通道 挑战 vs 技能 Csikszentmihalyi/陈星汉 Jenova Chen + Bartle 玩家类型 + 动机与奖励节奏 + 新手引导 FTUE / 教学化 + 认知负荷 + 无障碍), (f) 平衡与调优 (Ian Schreiber《Game Balance》+ 对称 / 非对称 + 动态难度 DDA + 传递 / 非传递平衡 + nerf/buff + 消除支配策略 + 测试驱动调优), (g) 叙事与任务设计 (ludonarrative 失调 / 和谐 + 环境与系统叙事 + 分支 vs 线性 + Amy Hennig 角色驱动 + 任务结构), (h) 以玩家为中心的迭代流程 (Tracy Fullerton《Game Design Workshop》playcentric + 纸面原型 + 垂直切片 + 测试协议「看而不说 / 你不是你的玩家」+ 快速迭代 + game jam), (i) 类型与形态工艺 (roguelike/roguelite 与程序生成 Derek Yu + 平台跳跃 + RPG 系统 + 策略 4X + 解谜设计 Jonathan Blow + 多人 / PvP 平衡 + 桌游 / 卡牌设计 Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / 长线运营 / 商业化设计 (核心 / 元 / 经济循环 + 抽卡 gacha / 开箱 loot box / 战令 battle pass 机制 + 留存 D1/D7/D30 + 转化 + 鲸鱼 + live ops 内容节奏 —— 并诚实处理掠夺式暗黑模式 / 强迫循环 / 剥削式商业化的伦理), (k) 设计师角色与工艺职业 (系统 / 关卡 / 叙事 / UX 设计师之分 + 通才 vs 专才 + 独立作者 vs 3A 团队 + 设计文档 + 传达设计意图 + GDC 工艺社区)。跨 3A / 独立 / 手游 F2P / 桌游。不含 游戏程序 / 引擎 (Unity/Unreal 编码 / 图形 / 网络同步) / 游戏美术 / 动画 / 音频 / 游戏制作 / 项目管理 / 排期 / QA / 游戏作为生意 / 发行 / 市场 / 电竞运营为终点 / 泛泛「我想做游戏」的 game-dev 教程 —— 本 skill 是「设计」学科: 规则 / 系统 / 机制 / 体验。 (Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your play
日本語の概要は準備中です。原文の説明を表示しています。
swaylq/master-skill☆ 1552026年9月6日 更新
Use when a task needs the judgment of an Emergency Management Director — activating and staffing an EOC for a developing hazard, sequencing a disaster declaration and FEMA Public Assistance/Individual Assistance request, sizing shelter and resource needs against real population and capacity numbers, designing or critiquing a tabletop exercise, or writing an after-action report and improvement plan.
日本語の概要は準備中です。原文の説明を表示しています。
wonsukchoi/domain-experts☆ 202026年10月12日 更新
Use when a task needs the judgment of a Business Continuity Planner — running a business impact analysis (BIA) to derive recovery time objectives, mapping process dependencies to find single points of failure, evaluating whether current recovery capability meets a process's maximum tolerable downtime, designing or debriefing a tabletop exercise, or building the cost-benefit case for a continuity investment.
日本語の概要は準備中です。原文の説明を表示しています。
wonsukchoi/domain-experts☆ 202026年10月12日 更新
Unterstützt systemneutral bei Abenteuern, Szenen, Figuren und Kampagnenorganisation.
日本語の概要は準備中です。原文の説明を表示しています。
ellmos-ai/skills☆ 82026年10月12日 更新