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.
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Use game-night-planner to make a sequenced game-night lineup with honest teach/play times, guest-count contingencies, and logistics for [guests and experience mix], [vibe and time limits], and [games available to borrow or own].
Required inputs
[guests and experience mix]
[vibe and time limits]
[games available to borrow or own]
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SKILL.md
name: game-night-plannerdescription: "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."
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
Every pick names who at the table it serves — a lineup with no named
beneficiary is a list, not a plan
Times include teach + setup, and the total fits the stated window without
wishful compression
Player-count edge cases flagged (games that break at exactly this N±1)
Shelf games considered before purchases; buys capped at three and marked
"check availability"
The weight ceiling respects the least-enthusiastic guest, not the host
Anti-Patterns
Do not build the host's dream lineup — the guest who came reluctantly
decides whether there's a next game night
Do not schedule a heavy teach late in the evening
Do not recommend obscure games as if universally available, and never
state prices as fact
Do not plan zero slack — the gap between games is where game night
actually happens