wargame

Generates adversarial pre-mortem plans with ranked failure modes, kill criteria, and verified checks.

Updated Jun 2, 2026
One-click install
npx skills add https://github.com/line7works/tony-skills --skill wargame-line7works
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: wargame
Source: https://github.com/line7works/tony-skills/tree/main/plugins/wargame/skills/wargame
Command: npx skills add https://github.com/line7works/tony-skills --skill wargame-line7works

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Plans and code changes often fail because nobody stress-tested the assumptions before building. This Skill runs a structured adversarial pre-mortem on any target — a new project, an existing feature, or a planned change — and converts the top failure modes into verified code checks, named tests, or spike experiments instead of leaving them as a list of worries. ## Core Features & Use Cases - Three analysis modes: GREENFIELD (nothing built yet), EXISTING (verify failures against real source with file:line evidence), and CHANGE (map the terrain, then war-game the modification). - Two depths: QUICK solo passes for single features, or FULL fan-outs that launch 4–6 parallel adversary agents with distinct lenses (security, races, data, cost-limits, failure-ux, terrain) via the readers plugin. - Anti-theater enforcement: every HIGH-ranked failure must convert into a verified check, a named test, or a spike — or be explicitly marked as accepted risk. - Use Case: Before migrating a production database, run a full war game to produce a canonical doc with a terrain map, phased plan with kill criteria and take budgets, a ranked failure table, and plain-language decision questions for the team. ## Quick Start Ask the AI to war game your planned database migration and produce a failure-first plan with kill criteria.

Frequently Asked Questions about wargame

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

FAQPage Schema
How do I run an adversarial pre-mortem on a project plan?

Ask the AI to war game your target — a project, feature, or planned change. The skill restates the target, picks a mode (GREENFIELD, EXISTING, or CHANGE), ranks failure modes by likelihood and blast radius, and converts the top ones into verified checks, tests, or spikes.

What is the difference between QUICK and FULL war game depth?

QUICK is a solo pass producing a terrain map, ranked failure list, and verification of the top 3–5 failures, suited to single features. FULL launches 4–6 parallel adversary agents with distinct lenses like security, races, and cost-limits, then hand-verifies their findings.

Does the war game skill work on existing codebases?

Yes. In EXISTING mode every claimed failure mode is checked against real source code and stamped CONFIRMED, PLAUSIBLE, or REFUTED with file:line evidence. CHANGE mode maps the existing terrain first, then war-games the planned modification against it.

Why does the war game skill refuse to run on some models?

The skill enforces a hard model floor requiring Opus-class reasoning or better. On weaker models like Haiku or Sonnet it stops and offers a lightweight failure checklist instead, rather than running the full methodology at reduced quality.

What are the limitations of an adversarial pre-mortem?

The war game produces a plan and assessment only — it never writes code or fixes. Findings from adversary agents are fallible and must be hand-verified, and checks blocked by sandbox restrictions are logged as unverified rather than confirmed.