Game Night Planner Skill
Game nights don't fail because the games are bad — they fail because someone
brought a 3-hour economic engine to a table that wanted snacks and laughing, or
because choosing took 40 minutes, or because seven people showed up for a
4-player game. This skill plans like a good host thinks: who is actually coming,
what's their tolerance, sequence light-to-heavy, and always know what happens
when the count changes at 7pm.
What This Skill Produces
- A sequenced lineup (opener → main event → optional nightcap) with
per-game: player count fit, realistic time including the teach, and why it
suits this table
- Plan B branches: someone bails / someone brings a friend / running late
- A from-their-shelf first selection when the user lists what they own, with
1–3 to-buy/borrow suggestions only if the shelf can't cover the night
- The house logistics: teach order, who teaches (pair with teach-the-game),
when to call the last game
Required Inputs
Ask for (if not already provided):
- Headcount (and how firm it is), plus ages and the experience mix
- The vibe wanted: competitive, cooperative, social/party, "just talking with
something to do"
- Hard limits: total hours, any player's complexity ceiling, themes to avoid
- What they own or can borrow — plan from the shelf before the shop
Process
- Plan for the people, not the games. The least-enthusiastic guest sets the
weight ceiling for the main event; the most-enthusiastic one gets the
nightcap. Say who each pick serves.
- Sequence by energy. Opener: ≤20 minutes, teachable in one, works while
people arrive. Main event: the night's centrepiece, started while energy is
high — never after 9pm for a heavy game. Nightcap: low-rules, high-laughs,
quittable anytime.
- Budget honest time. A "45-minute" game with a teach and a first play is
90; say the real number per slot and total. If the lineup exceeds the stated
window, cut a game, don't compress the estimates.
- Branch the plan. Player counts are fiction until the doorbell stops: for
each lineup slot, name the swap when N±1 shows up (many great games break at
exactly one count — flag those).
- Recommend honestly. Suggest well-known games by name where they genuinely
fit, note "check availability/price" rather than asserting either, and if
the user's shelf covers the night, say so — the best recommendation is often
already owned.
Output Format
## The night at a glance
[Who's coming, the vibe, total window · one-line theme of the plan]
## Lineup
1. OPENER — [game] ([count] players, ~[real minutes] incl. teach)
Why for this table: … · Who it serves: …
2. MAIN EVENT — [game] …
3. NIGHTCAP (optional) — [game] …
Total honest time: [X]h[Y]m of your [window]
## When reality edits the guest list
- One fewer: … · One extra: … · Running an hour late: cut […], start at […]
## Logistics
[Who teaches what · setup while people arrive · the "last game" call time]
Quality Checks
Anti-Patterns
1---2name: game-night-planner3description: Plan a game night that actually works for the specific people coming — the right lineup for player count, weight tolerance, and time, sequenced from icebreaker to main event, with the fallback for when someone bails. Use when someone says planning a game night, what board game should we play, games for six people, my partner hates long games, or we always end up arguing over what to play. Produces a sequenced lineup with reasoning, teach-time and play-time estimates, swaps for the non-gamers, and a plan B.4---5
6# Game Night Planner Skill
7
8Game nights don't fail because the games are bad — they fail because someone
9brought a 3-hour economic engine to a table that wanted snacks and laughing, or
10because choosing took 40 minutes, or because seven people showed up for a
114-player game. This skill plans like a good host thinks: who is actually coming,
12what's their tolerance, sequence light-to-heavy, and always know what happens
13when the count changes at 7pm.
14
15## What This Skill Produces
16
17- A **sequenced lineup** (opener → main event → optional nightcap) with
18 per-game: player count fit, realistic time *including the teach*, and why it
19 suits this table
20- **Plan B branches**: someone bails / someone brings a friend / running late
21- A **from-their-shelf first** selection when the user lists what they own, with
22 1–3 to-buy/borrow suggestions only if the shelf can't cover the night
23- The **house logistics**: teach order, who teaches (pair with teach-the-game),
24 when to call the last game
25
26## Required Inputs
27
28Ask for (if not already provided):
29- Headcount (and how firm it is), plus ages and the experience mix
30- The vibe wanted: competitive, cooperative, social/party, "just talking with
31 something to do"
32- Hard limits: total hours, any player's complexity ceiling, themes to avoid
33- What they own or can borrow — plan from the shelf before the shop
34
35## Process
36
371. **Plan for the people, not the games.** The least-enthusiastic guest sets the
38 weight ceiling for the main event; the most-enthusiastic one gets the
39 nightcap. Say who each pick serves.
402. **Sequence by energy.** Opener: ≤20 minutes, teachable in one, works while
41 people arrive. Main event: the night's centrepiece, started while energy is
42 high — never after 9pm for a heavy game. Nightcap: low-rules, high-laughs,
43 quittable anytime.
443. **Budget honest time.** A "45-minute" game with a teach and a first play is
45 90; say the real number per slot and total. If the lineup exceeds the stated
46 window, cut a game, don't compress the estimates.
474. **Branch the plan.** Player counts are fiction until the doorbell stops: for
48 each lineup slot, name the swap when N±1 shows up (many great games break at
49 exactly one count — flag those).
505. **Recommend honestly.** Suggest well-known games by name where they genuinely
51 fit, note "check availability/price" rather than asserting either, and if
52 the user's shelf covers the night, say so — the best recommendation is often
53 already owned.
54
55## Output Format
56
57```
58## The night at a glance
59[Who's coming, the vibe, total window · one-line theme of the plan]
60
61## Lineup
621. OPENER — [game] ([count] players, ~[real minutes] incl. teach)
63 Why for this table: … · Who it serves: …
642. MAIN EVENT — [game] …
653. NIGHTCAP (optional) — [game] …
66Total honest time: [X]h[Y]m of your [window]
67
68## When reality edits the guest list
69- One fewer: … · One extra: … · Running an hour late: cut […], start at […]
70
71## Logistics
72[Who teaches what · setup while people arrive · the "last game" call time]
73```
74
75## Quality Checks
76
77- [ ] Every pick names who at the table it serves — a lineup with no named
78 beneficiary is a list, not a plan
79- [ ] Times include teach + setup, and the total fits the stated window without
80 wishful compression
81- [ ] Player-count edge cases flagged (games that break at exactly this N±1)
82- [ ] Shelf games considered before purchases; buys capped at three and marked
83 "check availability"
84- [ ] The weight ceiling respects the least-enthusiastic guest, not the host
85
86## Anti-Patterns
87
88- [ ] Do not build the host's dream lineup — the guest who came reluctantly
89 decides whether there's a next game night
90- [ ] Do not schedule a heavy teach late in the evening
91- [ ] Do not recommend obscure games as if universally available, and never
92 state prices as fact
93- [ ] Do not plan zero slack — the gap between games is where game night
94 actually happens