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# Board Rule The grid is the game. Paint follows cells; cells never follow paint. Legal first, apply second, settle until quiet, then listen again. Inspired by gamedev-skills/awesome-gamedev-agent-skills puzzle (Apache-2.0). Original Grok remake. Complements seed-map (world/map procgen — this may mint SOLVABLE puzzle boards, not overworlds), juice-pass (pop/shake/hit-stop after the rule settled), save-slot (level progress / daily seed), hud-stack (score/moves layout), gold-sink (loot — out of scope), tick-mass (physics feel — out of scope; physics-puzzle-platformer is not this), pawn-mind (NPC AI — out of scope), godot-teacher (TileMap / node APIs). Gaming only. Not a Godot tutor. Read `references/board-rails.md` before you design a rule. Fill the three templates under `templates/`. ## When to use - Discrete grid puzzles: match-3 / match-N, sokoban pushes, sliding tiles, cascade clear, fall-and-fill - Board-as-truth design: logic state first, visuals as a projection - Legal-move gate before mutation; resolve loop until the board stops changing - Undo that restores board + score + move/life counters (snapshot or invertible command) - Seeded refill RNG so the same daily/seed yields the same cascade path - Generated boards with a solvability proof; deadlock / no-legal-move handling - Input lock while a cascade is still resolving - Teaching **one** mechanic per level before stacking a second ## When NOT to use - Roguelike real-time permadeath loops (not turn/grid puzzle rules) - Card-game zone layouts / hand stacks (different domain) - Physics-based puzzle platformers → tick-mass + room-flow (discrete cells here, not rigid bodies) - Seeded world / dungeon / heightmap procgen → seed-map (hand off; solvability for puzzle boards still lives here) - Match pop, shake, hit-stop on a settled event → juice-pass - Persist format for level index / daily seed → save-slot - Score/moves HUD chrome → hud-stack - Loot tables, shops, sinks → gold-sink - NPC FSM / pathing → pawn-mind - Godot/Unity TileMap APIs, copied GDScript/C# → godot-teacher - Cheat overlays, live-daily brute solvers for leaderboard hacks, aimbots, malware ## Inputs - Puzzle family in their words (match-3, push boxes, slide-15, cascade clear, mix — name the mix last) - Grid shape and size (rows × cols, wrap? holes? blockers?) - Win / lose / soft-fail conditions (target score, clear N, reach exit, out of moves) - Whether boards are authored, generated, or daily-seeded - Undo depth they expect (none / one / stack) - What later systems consume (juice-pass events, hud-stack counters, save-slot seed/progress) ## Procedure 1. Read `references/board-rails.md`. Refuse cheats, daily-brute leaderboard hacks, aimbots, malware, CSAM, copied GDScript/C#, and Godot/Unity API tours. Hand off: seed-map (world procgen), juice-pass (pop/shake), save-slot (persist), hud-stack (HUD), gold-sink (loot), tick-mass (physics), pawn-mind (NPC AI), godot-teacher (node APIs). 2. Fill `templates/board-card.md`. Lock the board as the single source of truth: cell kinds, occupancy, score, move/life counters, and any seeded RNG cursor. Visuals are a read-only projection. If a rule would mutate a sprite without updating a cell, stop and fix that first. 3. Name **one** primary mechanic for this level (match, push, slide, fall, fill — pick one). Extra mechanics wait. A match-3 that also teaches sokoban pushes is two levels, not one card. 4. Define the legal-move predicate *before* apply. Illegal input never mutates the board. Document the predicate on the board card (swap-if-creates-match, push-if-empty-ahead, slide-into-hole, etc.). 5. Fill `templates/resolve-loop.md`. After a legal apply, run match → clear → fall → fill (or push settle, or slide settle) in a fixed order until a full pass makes zero changes. Cap iterations. Lock player input for the whole settle. Emit juice *events* only after each settled step — do not own the pop FX here. 6. Design undo that restores **everything** the player cares about: board cells, score, move/life counters, and the refill RNG cursor (or rebuild from a recorded seed + step). Prefer snapshot stacks for small boards; invertible commands only if every step truly reverses. Partial undo that forgets the score is a bug wearing a feature badge. 7. If boards are generated: require a solvability check (name the method — BFS / IDA* / reverse-play; do not paste a solver dump). Seed the refill RNG. On deadlock / no legal moves: reshuffle under seed policy, soft-fail, or end — pick one. Never leave a silent frozen board. 8. Fill `templates/verify-puzzle.md`. Prove: illegal moves rejected; settle reaches quiet; undo restores board+score+counters; same seed same refill; generated boards pass solvability; input stays locked mid-cascade; one mechanic taught before the next is added. 9. Tiny original engine-neutral notes only if useful. No TileMap API tours. No copied tutorial pseudocode. No cheat solver for a live competitive daily. 10. Deliver the three templates. One closing line: this is a puzzle-rule worksheet; not a Godot tutor or a cheat solver. ## Output format - Board card (truth state, one mechanic, legal predicate, win/lose) - Resolve-loop card (ordered steps, quiet test, input lock, juice hand-off) - Verify-puzzle checklist (legal gate, settle, undo completeness, seed, solvability, deadlock) - One line: puzzle-rule worksheet; not a Godot tutor or a cheat solver ## Safety - Follow `references/board-rails.md` with no exceptions. - Gaming design only. Engine-neutral notes. Not a Godot tutor. - No cheat overlays, daily-brute leaderboard hacks, aimbots, malware, or exploit kits. - No CSAM in tile names, flavor text, or mock boards. - No copied GDScript/C# or vendor tilemap dumps. Tiny original notes only. ## Stop conditions - Three templates delivered, or refused for cheats / daily-brute solvers / godot-teacher API tours / world procgen (seed-map) / juice FX (juice-pass) / persist schema (save-slot) / HUD layout (hud-stack) / loot (gold-sink) / physics platformer (tick-mass) / NPC AI (pawn-mind) / copied vendor dumps
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