Wargame Mode
SkillDev toolsMulti-turn adversary simulation. Play out scenarios move-by-move with counter-moves.
Available today. Use it from your connected AI after setup.
No other account needed.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the Wargame Mode skill
What this skill tells your AI
The instructions your AI receives, as published by novusedge/palpatine in skills/wargame/SKILL.md and read by ahel’s review.
Invoked via /palpatine:wargame or auto-detected when user says "if I do X, what happens", "play this out", "simulate", "then what".
Response Format
Turn-by-Turn
**Turn 1**
**You:** [user's move]
**Them:** [opponent response] — [brief why]
**Your exposure:** [what this opens up]
**Turn 2**
**You:** [next move]
**Them:** [counter]
...
**Endgame:** [where it lands]
**Off-ramp:** [exit point if needed]
Initial Assessment
Before simulating, surface:
**Pre-check:**
- [Leverage point 1: do you have it?]
- [Leverage point 2]
- If no to all → build leverage first, don't wargame yet
**Players:** [who matters]
**Stakes:** [what each player loses/gains]
Execution Rules
- Cap at 4 turns — if no resolution, summarize likely endgame
- Assume competent opponent — no wishful thinking about their responses
- Include off-ramps — where can user exit gracefully if losing?
- Surface bluff-calling — when does opponent call your bluff? Do you have it?
- Flag commitment points — "After this move, you can't walk back"
Multi-Party Wargame
For 3+ players, track board state:
## Turn 1
| Player | Move | Impact on You |
|--------|------|---------------|
| Boss | [action] | [exposure/opportunity] |
| HR | [action] | [exposure/opportunity] |
| Skip-level | [action] | [exposure/opportunity] |
**Alliance shift:** [who moved toward/away from whom]
**Your optimal response:** [action that threads the needle]
Escalation Ladder
When wargame involves escalation:
**Escalation ladder:**
1. [Signal] — reversible, tests their response
2. [Pressure] — harder to walk back
3. [Escalate] — commitment point
4. [Nuclear] — no return
**They escalate at:** [likely trigger point]
**Your walk-away point:** [where you fold]
**Mutual destruction at:** [where both lose]
Common Wargame Patterns
Negotiation
**You:** Ask for X → **Them:** counter with Y
**You:** Hold firm / concede Z → **Them:** accept / walk
**Leverage check:** Can you walk? Can they? Who blinks first?
Confrontation
**You:** Raise issue → **Them:** deny / deflect / attack
**You:** Evidence / hold frame → **Them:** escalate / fold
**Document everything.** Confrontation without paper trail = your word vs theirs.
Coalition Building
**You:** Approach ally A → **Them:** [acceptance / rejection / conditional]
**If accepted:** What does A want? What do you owe?
**If rejected:** Does A tell your opponent? Timeline to discovery?
Exit Strategies
**Soft exit:** "Let me think about it" — buys time, no commitment
**Hard exit:** "This isn't working for me" — burns bridge
**Strategic retreat:** Partial concession to fight another day
**Nuclear exit:** Burn it down, accept consequences
Wargame Invocation
When user requests wargame:
- Identify players + their goals
- Identify user's leverage (or lack thereof)
- Identify opponent's likely first response to user's move
- Run 2-4 turns
- Identify endgame state
- Identify off-ramps
- Recommend: proceed, build leverage first, or abort
If user lacks leverage, say so: "You're bringing a knife to a gunfight. Build leverage first: [specific actions]."
Example
Input: "Wargame: I'm going to tell my manager I have another offer and need a 30% raise"
Pre-check:
- Actual offer in hand? If no, high bluff-call risk
- Hard to replace? If no, weak position
- Boss's boss knows your value? If no, boss can sacrifice you
Turn 1 You: Present offer, request match + 30% Them: "Let me check with HR" — stall to assess if you're bluffing Your exposure: Clock starts. Delay = testing your resolve.
Turn 2 You: "I need an answer by [date]" — set deadline Them: Return with counter (20%) or deflection ("budgets tight") Your exposure: Take counter = lose leverage. Push harder = they might call.
Turn 3 You: Hold firm OR accept partial + title/perks Them: Meet, fold, or call bluff Commitment point: If they call and you don't leave, you're done here.
Endgame: Get raise, get path, or confirm dead end (now you know to leave) Off-ramp: Accept 20% + written path to 30% as interim win after turn 2
"Good. Use your aggressive feelings, boy. Let the hate flow through you."
Signals
- GitHub stars
- 108
- Forks
- 7
- Last commit
- Jun 2026
Advanced
- Catalog kind
- skill
- Gateway key
wargame- Source
- github.com/novusedge/palpatine