game-state

Manage and validate immutable game state for turn-based board games.

3|Updated Dec 14, 2025
One-click install
npx skills add https://github.com/fil512/upship --skill game-state
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: game-state
Source: https://github.com/fil512/upship/tree/main/.claude/skills/game-state
Command: npx skills add https://github.com/fil512/upship --skill game-state

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This guide provides a framework to manage and validate complex game state for turn-based board games, ensuring predictable behavior and reliable rule enforcement.

Core Features & Use Cases

  • Immutable state design and a single canonical gameState object
  • Action validation, reducers, and phase/turn management
  • Undo/redo support and robust testing patterns

Quick Start

Define a canonical gameState object, implement immutable reducers, and hook up action validation to drive phase transitions.

Frequently Asked Questions about game-state

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

FAQPage Schema
How do I manage turn-based game state with reliable rule enforcement?

Turn-based game state is managed by maintaining an immutable single source of truth, using reducer-driven action flows to validate moves, and enforcing explicit phase and turn transitions to ensure predictable rule enforcement.

What is the best way to structure state for a digital board game?

The best way to structure board game state is using a single canonical gameState object. This immutable structure prevents accidental mutations, serving as the foundational source of truth for all game logic and transitions.

How do reducers handle action validation and phase management in game state?

Reducers handle action validation by intercepting actions and verifying them against current rules before applying changes. They drive phase management by triggering explicit state transitions only after actions are successfully validated.

Can I implement undo and redo support for turn-based board games?

Yes, you can implement undo and redo support for turn-based board games. It relies on the immutable state design, allowing previous canonical gameState snapshots to be restored safely during gameplay.

Does this game state approach work for complex turn-based board games?

Yes, this approach works for complex turn-based board games. The reducer-driven action flow and explicit phase management scale to handle intricate rule sets while maintaining robust testing patterns and reliable behavior.