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Rulebook Editor
Diagnoses and fixes the seven specific ways rulebooks confuse players, then rewrites to match. Board games, wargames, TTRPGs.
$5
Rulebook Editor
Example session with this skill installed
I have a draft for my skirmish wargame, but players say the combat section is confusing. Can you review it and fix the terminology for units?
- Read your context and instructions
- Compiled the rulebook editor
- Generated the UI component
I have performed a Terminology Pass. I collapsed 'model', 'figure', and 'piece' into the canonical term 'Unit'.
Edited Section 4.2:
A
Unit attacks from the flank if it is positioned behind the target's facing line. A flanking attack deals double damage.
Should I generate a FAQ?
rulebook-editor.tsx
TSX · React component
Example file from a real run - the skill writes it into your workspace.
Connects securely to your tools. The creator never sees your data.
What you get
About this skill
Most rulebook problems aren't rules problems. They're writing problems wearing a rules costume.
This skill runs your draft through a fixed diagnostic (the same seven failure modes, every time) before it touches a word of your text:
Terminology drift. Is your "token" the same thing as your "marker," and does the reader know that? Forward reference without foundation. Does rule 12 assume the reader already understands rule 30? Phantom conditions. Rules that say "if X happens, do Y" without ever saying what triggers X. Implicit permission gaps. The rulebook never actually says whether a thing is allowed. Exception burial. The one exception that matters is sitting mid-paragraph where nobody will find it until it costs them a game. Setup/teardown gaps. Could a stranger set up your game correctly using only the setup section? RAW/RAI divergence. What the rule says versus what you obviously meant when you wrote it.
You get a diagnostic report before anything gets rewritten, sorted into critical / major / minor / missing, so you can see what's actually broken instead of getting a wall of edits with no context. Nothing gets silently changed. Anywhere the fix would alter what a rule means, you get both versions side by side and a reason, and you decide.
From there it runs structural passes (is your rulebook in the order a player needs to read it, not the order you designed it in), a line-level clarity pass, a terminology audit that catches every synonym you didn't notice you were using, and can generate a glossary or a one-page player reference card from the finished text.
Built separately for board games, wargames, and RPGs, because a wargame rulebook and a TTRPG rulebook have almost nothing in common structurally. This skill knows the difference and asks which one you're working on before it starts.
What it won't do: design your game mechanics for you, or lay the thing out as a print-ready PDF. It's an editor, not a designer or a typesetter. If the rule itself is broken, it'll flag that as a design question rather than quietly rewriting around it.
Good for: designers with a first draft that playtesters keep getting confused by, anyone splitting a rulebook into player-facing and GM-facing documents, and anyone who's been told "the rules are fine, I just don't understand them" one too many times.
How to install
Works the same in every agent - Claude, Cursor, Codex, Copilot and 20+ more.
- 1
Download the ZIP
Free skills download straight away. Paid skills unlock right after purchase.
- 2
Unzip into your skills folder
Every agent reads skills from one folder on your machine. Drop the unzipped folder in there.
- 3
Ask your agent to use it
Restart the agent if it was already running. It picks the skill up automatically - no config needed.
Skills folder by agent
Click the path to copy it. Create the folder if it does not exist yet.
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