add-interactive-effect

Pause MTG engine resolution for player input and resume with chosen outcomes.

212|148|Updated Mar 10, 2026
One-click install
npx skills add https://github.com/phase-rs/phase --skill add-interactive-effect
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: add-interactive-effect
Source: https://github.com/phase-rs/phase/tree/main/.claude/skills/add-interactive-effect
Command: npx skills add https://github.com/phase-rs/phase --skill add-interactive-effect

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Interactive effects pause game resolution to wait for player input, then resume. The core mechanism is the continuation pattern, which allows a waiting state to stash remaining sub-abilities and resume after a response, enabling complex card interactions like Scry, Dig, Surveil, and Search.

Core Features & Use Cases

  • Continuation-driven waiting states (WaitingFor) and pending_continuation to pause and resume ability chains.
  • Engine wiring that propagates targets, resumes on GameAction responses, and handles subsequent waiting states.
  • AI support and multiplayer routing patterns to generate and validate legal actions for interactive decisions.
  • Frontend UI integration with modals and card/option selections to collect player input.

Quick Start

Create a new interactive effect by implementing a resolver that sets a WaitingFor state, stores a continuation, handles the player's response to resume the chain, and integrates AI, multiplayer, and frontend UI patterns.

Frequently Asked Questions about add-interactive-effect

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I pause game resolution to wait for player input in a multiplayer engine?

Pausing game resolution for player input uses a continuation pattern that sets a WaitingFor state and stashes pending_continuation to pause ability chains, enabling interactive effects like Scry or Search to resume after the player responds.

How do I implement interactive card effects like Scry and Surveil in a game engine?

Implementing interactive card effects requires a resolver that sets a waiting state, stores a continuation, handles GameAction responses to resume the chain, and integrates AI, multiplayer routing, and frontend UI for option selection.

What is the continuation pattern for interactive game effects?

The continuation pattern for interactive effects allows a waiting state to stash remaining sub-abilities and resume with the chosen outcome, enabling complex card interactions like Dig, Surveil, and Reveal+Choose.

Can I generate legal actions for interactive decisions with AI support?

Yes, interactive effects include AI support patterns that generate and validate legal actions for interactive decisions, ensuring AI agents can properly handle choices required by effects like Search and Reveal+Choose.

Does implementing interactive effects require frontend UI integration?

Yes, interactive effects require frontend UI integration with modals and card or option selections to collect player input, ensuring the chosen outcome is routed back through the multiplayer session to resume resolution.

What's the best way to handle multiplayer routing for interactive card effects?

Handling multiplayer routing for interactive effects involves propagating targets through the engine's resolver, routing player responses via the multiplayer session, and resuming the pending continuation with the chosen GameAction outcome.