Board Game Night Planner
A game night dies when the game doesn't fit the group — too long, too heavy for casual players, or bad at your player count. This picks games that fit who's actually coming and how long you've got, orders them so the night builds instead of stalling on a 20-minute rules explanation, and plans for the friend who "doesn't really do board games."
What This Skill Produces
- Game picks that fit the count — games that shine at your number (a great 4-player game can be dull at 2 or 6)
- A running order — a quick warm-up, a main event, a filler for the tail end
- Teach + play estimates — how long to explain and to play, so the night fits the window
- Group-fit swaps — lighter picks for casual players, a party game to include everyone
- The "sore loser / late arrival" plan — co-op or team options and drop-in-friendly games
Required Inputs
Ask for these if not provided:
- Who & how many — player count, ages, and experience (casual vs into it)
- Time — total window and any hard end
- What you own or can get — your shelf, or open to suggestions
- The vibe — competitive, co-op, party/laughs, strategy
- Constraints — non-gamers present, kids, language, someone who hates conflict/losing
Programmatic Helper
Two of the things that actually derail a game night — the teach going long, and
an argument nobody can settle — have a lookup rather than an opinion behind them:
npx --yes @mohitagw15856/rulebook find --players 5 --minutes 45 # what fits the slot
npx --yes @mohitagw15856/rulebook teach catan # a teach script, timed
npx --yes @mohitagw15856/rulebook ruling catan "can we trade on someone else's turn"
find filters 37 games by player count, length, weight and downtime. teach
gives a running order for explaining one, with honest timings. ruling returns
the actual rule and how commonly each house rule is played — which is what
ends the argument, because the disagreement is usually between two groups who
each learned it differently and are both partly right.
Use the teach times from teach in the running order below rather than
estimating them. A night runs long because the teach ran long.
Framework: Fit The Group, Build The Arc
- Player count first. Filter to games that play well at your exact number — the most common reason a night flops.
- Match weight to the room. Casual crowd → light/party games; a heavy euro will lose them. Save the brain-burner for the people who want it.
- Order for energy. Open with a short, easy game while people arrive; peak with the main event; end on a light filler.
- Budget the teach time. A 25-minute rules lecture kills momentum — pick games whose teach fits the group's patience.
- Include everyone. Have a co-op or team option and a party game so no one's frozen out or crushed.
Output Format
Game night: [N players] · [experience] · [time window] · [vibe]
Running order
- Warm-up: [game] — teach ~[x]m, play ~[y]m. Why: [fits arriving/casual].
- Main: [game] — teach ~[x]m, play ~[y]m. Why: [shines at N, matches vibe].
- Filler: [game] — quick, light close.
If there are non-gamers: [party/co-op swap].
If someone hates losing: [co-op or team game].
Fits the window? [yes / trim to X].
Quality Checks
Anti-Patterns
- Ignoring player count — recommending a 3–4 player game for 6.
- A heavy strategy game for a casual, tipsy crowd.
- All main events, no warm-up — momentum stalls on rules.
- Forgetting the non-gamer who then sits out all night.
- Overstuffing the window so the main game gets cut mid-play.
Example Trigger Phrases
- "Game night for 5, mixed group, about 3 hours — what should we play?"
- "What board game is good for exactly 2 people?"
- "We've got non-gamers coming — pick something everyone can enjoy."
- "Plan an order of games for a 6-person party night."
- "Something co-op so my competitive friend doesn't rage-quit."
1---2name: board-game-night-planner3description: Plan a board game night that actually lands — the right games for your group size, mix, and time, in a running order that keeps energy up. Use when asked to plan a game night, what board game should we play, games for [N] people, or what to play with a mixed group. Produces game picks matched to player count and experience, a warm-up-to-main running order, teach-time and play-time estimates, and swaps for the non-gamers or the one player who hates losing.4---5
6# Board Game Night Planner
7
8A game night dies when the game doesn't fit the group — too long, too heavy for casual players, or bad at your player count. This picks games that fit who's actually coming and how long you've got, orders them so the night builds instead of stalling on a 20-minute rules explanation, and plans for the friend who "doesn't really do board games."
9
10## What This Skill Produces
11
12- **Game picks that fit the count** — games that shine at *your* number (a great 4-player game can be dull at 2 or 6)
13- **A running order** — a quick warm-up, a main event, a filler for the tail end
14- **Teach + play estimates** — how long to explain and to play, so the night fits the window
15- **Group-fit swaps** — lighter picks for casual players, a party game to include everyone
16- **The "sore loser / late arrival" plan** — co-op or team options and drop-in-friendly games
17
18## Required Inputs
19
20Ask for these if not provided:
21- **Who & how many** — player count, ages, and experience (casual vs into it)
22- **Time** — total window and any hard end
23- **What you own or can get** — your shelf, or open to suggestions
24- **The vibe** — competitive, co-op, party/laughs, strategy
25- **Constraints** — non-gamers present, kids, language, someone who hates conflict/losing
26
27## Programmatic Helper
28
29Two of the things that actually derail a game night — the teach going long, and
30an argument nobody can settle — have a lookup rather than an opinion behind them:
31
32```bash
33npx --yes @mohitagw15856/rulebook find --players 5 --minutes 45 # what fits the slot
34npx --yes @mohitagw15856/rulebook teach catan # a teach script, timed
35npx --yes @mohitagw15856/rulebook ruling catan "can we trade on someone else's turn"
36```
37
38`find` filters 37 games by player count, length, weight and downtime. `teach`
39gives a running order for explaining one, with honest timings. `ruling` returns
40the actual rule *and* how commonly each house rule is played — which is what
41ends the argument, because the disagreement is usually between two groups who
42each learned it differently and are both partly right.
43
44Use the teach times from `teach` in the running order below rather than
45estimating them. A night runs long because the teach ran long.
46
47## Framework: Fit The Group, Build The Arc
48
491. **Player count first.** Filter to games that play well at your exact number — the most common reason a night flops.
502. **Match weight to the room.** Casual crowd → light/party games; a heavy euro will lose them. Save the brain-burner for the people who want it.
513. **Order for energy.** Open with a short, easy game while people arrive; peak with the main event; end on a light filler.
524. **Budget the teach time.** A 25-minute rules lecture kills momentum — pick games whose teach fits the group's patience.
535. **Include everyone.** Have a co-op or team option and a party game so no one's frozen out or crushed.
54
55## Output Format
56
57### Game night: [N players] · [experience] · [time window] · [vibe]
58
59**Running order**
601. **Warm-up:** [game] — teach ~[x]m, play ~[y]m. Why: [fits arriving/casual].
612. **Main:** [game] — teach ~[x]m, play ~[y]m. Why: [shines at N, matches vibe].
623. **Filler:** [game] — quick, light close.
63
64**If there are non-gamers:** [party/co-op swap].
65**If someone hates losing:** [co-op or team game].
66**Fits the window?** [yes / trim to X].
67
68## Quality Checks
69- [ ] Every pick plays well at the stated player count
70- [ ] Game weight matches the group's experience
71- [ ] Running order builds energy (warm-up → main → filler)
72- [ ] Teach + play times are estimated against the time window
73- [ ] Includes an option so non-gamers/sore-losers aren't excluded
74
75## Anti-Patterns
76- **Ignoring player count** — recommending a 3–4 player game for 6.
77- **A heavy strategy game** for a casual, tipsy crowd.
78- **All main events, no warm-up** — momentum stalls on rules.
79- **Forgetting the non-gamer** who then sits out all night.
80- **Overstuffing the window** so the main game gets cut mid-play.
81
82## Example Trigger Phrases
83- "Game night for 5, mixed group, about 3 hours — what should we play?"
84- "What board game is good for exactly 2 people?"
85- "We've got non-gamers coming — pick something everyone can enjoy."
86- "Plan an order of games for a 6-person party night."
87- "Something co-op so my competitive friend doesn't rage-quit."