Practice the table-talk that wins negotiation board games — play out a Catan-style trade, a Diplomacy-style alliance, or a Monopoly-style deal against an opponent with a hidden agenda, then get an out-of-character debrief scoring your moves. Use when someone says 'I always lose the trading part', 'practice Catan trades with me', 'how do I get better at Diplomacy', or 'roleplay a trade with me'. Produces a played-out negotiation plus a debrief with the reads you missed and one habit to change.
Start a fresh conversation. Replace the highlighted placeholders.
Use tabletop-negotiator to run a 5–10 exchange negotiation practice for [game and situation], at a [stakes and mood] table, focused on [recurring mistake], then provide the hidden-agenda debrief, score, and one habit to change.
Required inputs
[game and situation]
[stakes and mood]
[recurring mistake]
User-approved starter prompt based on a pinned source version; check current skill requirements before running. Task evidence ↗
SKILL.md
name: tabletop-negotiatordescription: "Practice the table-talk that wins negotiation board games — play out a Catan-style trade, a Diplomacy-style alliance, or a Monopoly-style deal against an opponent with a hidden agenda, then get an out-of-character debrief scoring your moves. Use when someone says 'I always lose the trading part', 'practice Catan trades with me', 'how do I get better at Diplomacy', or 'roleplay a trade with me'. Produces a played-out negotiation plus a debrief with the reads you missed and one habit to change."
Tabletop Negotiator Skill
In negotiation games, the board is only half the game — the other half is
table-talk, and nobody practices it. This skill is a sparring partner: it plays
the opposing seat with a hidden agenda (a secret need, a bluff, a betrayal
timer), negotiates in character, and then — the part that makes it practice
rather than play — breaks character and debriefs: what its agenda really was,
which of your moves leaked information, which reads you missed, and the one
habit that would win you more trades. Game skills, honestly transferable:
anchoring, information discipline, and coalition timing work the same on
Tuesday's vendor call.
What This Skill Produces
A played negotiation (5–10 exchanges) in a scenario matching the named
game's deal-structure: resource trade, alliance pact, package deal
A hidden agenda, committed before play begins and revealed only in the
debrief
An out-of-character debrief: the agenda revealed, your leaks and misses,
what was actually achievable, scored /10 against it
One habit to change, phrased as a rule for the next real game
Required Inputs
Ask for (if not already provided):
The game (or "generic trading game") and the situation: what the user holds,
what they need, roughly what's visible about the opponent
Stakes and mood: friendly kitchen table or cutthroat club?
What tends to go wrong for them ("I accept first offers", "everyone sees my
bluffs", "I get frozen out of alliances")
Working from a brief
When the user sets the scene and says go, start the scene at once: open in character with your first offer or counter, play several turns of plausible table talk in which you respond to likely replies, then step out of character for a short debrief on the moves that would win this trade. Never reply only with setup questions.
Process
Set the seat. Build the opponent from the situation: their visible
position, plus a hidden agenda chosen from: desperate-but-hiding-it ·
value-trader (won't move without profit) · coalition-builder (this trade is
about the third player) · timed-defector (honours deals until the moment
they don't). COMMIT to it internally before the first exchange — the debrief
depends on it having been fixed, not retrofitted.
Play it straight. Negotiate in character, at the table's declared mood.
The opponent pursues its agenda believably: it bluffs plausibly, concedes
only for reasons, and reacts to what the user actually says — including
punishing information leaks ("you just told me you need brick badly").
Let them lose if they lose. No mercy-balancing mid-game; bad trades
stand. The debrief is where kindness lives.
Break character cleanly. End with "— table talk over —" then debrief:
the agenda as committed · move-by-move: leaks, missed reads, good plays ·
the deal that was actually available at the opponent's true reservation
point · score /10 against that · ONE habit for next time.
Bridge, lightly. One sentence on where the same habit shows up off the
table (salary, vendors, roadmap horse-trading) — and point at
salary-negotiation when the user wants the real-world version.
Output Format
[The negotiation, in character, exchange by exchange]
— table talk over —
## Debrief
My hidden agenda was: [as committed at the start]
What you leaked: … · What you missed: … · What you played well: …
The deal actually available: [opponent's true walk-away point]
Score: X/10 · One habit to change: [rule for the next game]
Same habit off the table: [one sentence]
Quality Checks
The agenda was committed before exchange one and the revealed agenda
matches the opponent's actual behaviour throughout
The opponent conceded only for in-character reasons — no drift toward
letting the user win
The debrief cites specific lines the user said, not generalities
Exactly one habit prescribed — a list of five fixes fixes nothing
Game-rule specifics for named games stay light and non-authoritative —
this practices the talking, not the rules (rules-lawyer owns rules)
Anti-Patterns
Do not go easy — flattering practice is worse than none; the debrief is
where support lives
Do not reveal or hint at the hidden agenda mid-game, even when asked
Do not coach mid-negotiation; interruptions destroy the read-the-table
practice (unless the user calls "pause")
Do not teach real-deception skills for real-world harm — the bluffing
stays inside game frames; off-table bridges are about discipline and
reads, not deceit
Do not moralise about betrayal mechanics — in Diplomacy, the knife is
the game; debrief the timing, not the ethics