git clone https://github.com/majiayu000/claude-skill-registry
T=$(mktemp -d) && git clone --depth=1 https://github.com/majiayu000/claude-skill-registry "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/data/card" ~/.claude/skills/majiayu000-claude-skill-registry-card && rm -rf "$T"
skills/data/card/SKILL.mdCard
Portable tokens of capability, identity, and access.
Cards are templates. Put them "in play" in a room to activate them.
[!TIP] Hero-stories. Actors. Safe pointers to wisdom. No risks of impersonation, just tribute, storytelling, skill sharing and composing.
📑 Index
Architecture
- Card Architecture — The most important section!
- Recommended Section Order
- What Goes Where
- Advertisements Before Methods
- Method Placement Rules
Card Types
Mechanics
Card Architecture
KEY INSIGHT: Cards are ACTIVATION TRIGGERS, not activation handlers.
This is the most important concept in MOOLLM card design.
The Fundamental Distinction
| CARD.yml | SKILL.md | |
|---|---|---|
| Purpose | Decide IF this skill applies | Explain HOW to execute |
| Role | Activation trigger | Activation handler |
| Content | Sniffable interface | Full documentation |
| Size | ~150-200 lines | As needed |
| LLM reads | First, to decide | Second, if activated |
The CARD asks: "Does this situation call for me?" The SKILL.md answers: "Here's how to actually do it."
Recommended Section Order
Order sections for optimal LLM scanning:
# 1. Identity (who am I?) card: id: my-skill name: "My Skill" emoji: 🎯 tagline: "One-line pitch" description: "Brief paragraph" # 2. Files index (what else should LLM read?) files: - SKILL.md - examples/ # 3. K-lines (what concepts does this activate?) k-lines: activates: [MY-SKILL, RELATED-CONCEPT] # 4. Invoke when (trigger conditions) invoke_when: - "Situation that calls for this skill" # 5. ADVERTISEMENTS — PRIMARY! Put BEFORE methods! advertisements: DO-THE-THING: score: 90 condition: "When this applies" # 6. Methods (signatures only, implementations in SKILL.md) methods: DO-THING: { signature: "DO-THING [arg]" } # 7. State (brief field list) state: fields: [field1, field2] # 8. Documentation pointers documentation: SKILL.md: - "§ Detailed section"
Why Advertisements Before Methods?
Advertisements are the PRIMARY activation signal:
- LLM scans top-down looking for "does this apply?"
- Ads answer that question directly
- Methods are secondary — only relevant AFTER activation
- Front-loading ads speeds up skill selection
# GOOD — Ads first advertisements: PET-THE-CAT: score: 80 condition: "Cat is present" methods: PAT: { signature: "PAT [cat]" } # BAD — Methods first (LLM has to read past them) methods: PAT: { ... long list ... } SCRITCH: { ... } # ... many more ... advertisements: # Too late! LLM already moved on
What Goes Where
In CARD.yml (sniffable interface)
# YES — Include these - Brief description + tagline - Files index (for one-shot activation) - K-lines (activation vectors) - Advertisements (PRIMARY!) - Method SIGNATURES (one-liners) - Brief state schema (field names only) - Documentation pointers # NO — Move these to SKILL.md - Implementation details - Detailed protocols with sequences - Dispatch tables - Dialogue examples - Full state schemas with types - Worked examples
In SKILL.md (full documentation)
- ## 📑 Index (link to each section) - Detailed method implementations - Protocols with step sequences - Dispatch tables (actor_verb_target) - State schemas with types and defaults - Integration points with other skills - Mechanics explanations
In examples/ (worked examples)
# Separate files with descriptive names examples/ ceremony-invocation.yml # Good! buff-chain-trigger.yml # Good! example1.yml # Bad — not descriptive
Method Placement Rules
| Situation | Place In | Example |
|---|---|---|
| Short signature | CARD methods | |
| Trivial inline | Advertisement | |
| Detailed protocol | SKILL.md | Dispatch tables, sequences |
| Multiple variants | SKILL.md | Species-specific versions |
| Dispatch table | SKILL.md | , etc. |
Embed in CARD when:
- Method is SHORT (one-liner signature)
- Method is UNIQUE to this skill
- Just showing signature, not implementation
Embed in advertisement when:
- Method is TRIVIAL (buff, reply, simple prompt)
- Method is AD-SPECIFIC (only makes sense in this trigger)
Delegate to SKILL.md when:
- Method has DETAILED protocol (sequences, tables)
- Method is SHARED with other skills
- Method has multiple VARIANTS
- Method needs EXAMPLES to understand
Target Card Size
card_yml: ~150-200 lines skill_md: As long as needed, but indexed examples: Separate files, descriptively named smell: "If CARD > 300 lines, refactor"
What's a Card?
Cards are portable tokens you can carry, give, play, and activate.
The Card Intersection
CARD.yml sits at the intersection of many card traditions, each contributing essential meaning:
| Tradition | What It Contributes | In CARD.yml |
|---|---|---|
| PC Board Card | Slot/interface — plugs into a system | Cards plug into rooms, skills, activations |
| HyperCard | Navigable unit of content | Each card is a stack, browsable, clickable |
| Playing Cards | Combinable, playable, deckable | Cards compose into decks, hands, plays |
| Magic: The Gathering | Abilities, costs, types, combos | Methods, state, synergies, triggered effects |
| Pokémon | Creatures with stats, evolution | Characters with sims_traits, mind_mirror, growth |
| Fluxx | Cards that change the rules | Meta-cards that modify the game itself |
| Tarot | Archetypal symbols, prompts | K-lines as archetypal activation |
| Business Cards | Contact, credentials, intro | Hero-Story cards introduce traditions |
| Key Cards | Access tokens | Room access, capability gates |
| Hollerith Cards | Data as physical artifact | YAML as punchable, portable data |
The genius is the layering. When you create a CARD.yml, you're creating:
- An interface slot (PC board) that plugs into the MOOLLM system
- A navigable document (HyperCard) that LLMs can browse and activate
- A playable piece (playing card) that can be dealt, held, played
- A creature with abilities (MTG/Pokémon) that has stats and moves
- A rule modifier (Fluxx) that can change the game
- An archetypal pointer (Tarot/K-line) that invokes patterns
- An access token (key card) that grants capabilities
All at once. Different contexts activate different metaphors.
Card Examples by Tradition
| Type | Examples |
|---|---|
| Trading cards | Hero-Story cards for real people's traditions |
| Playing cards | Actions, abilities, spells to play |
| Magic: The Gathering | Complex cards with costs, effects, combos |
| Pokémon cards | Characters with stats, moves, evolution |
| Fluxx cards | Rule-changing cards — play to modify the game itself |
| Tarot cards | Archetypal symbols, prompts for reflection |
| Business cards | Contact info, credentials, introductions |
| Pleasure cards | Memberships, VIP access, perks |
| Key cards | Access tokens for rooms and resources |
| Receipts | Proof of transaction, claim tickets |
| Tickets | Entry passes, reservations, permissions |
| Coupons | Redeemable capabilities, discounts |
| Hollerith cards | Punch cards — data as physical holes! |
| QR codes | Scannable data, links, actions |
| Wallet cards | Apple/Google Pay — phone as card carrier |
A card is anything you can carry in your inventory and play when needed.
Sidecar CARD.yml Pattern
Any entity that lives in a directory can have a sidecar
file that makes it card-playable:CARD.yml
pub/ ├── ROOM.yml # The room definition ├── CARD.yml # Makes the pub a playable card! └── ... characters/don-hopkins/ ├── CHARACTER.yml # Character definition ├── CARD.yml # Don's trading card representation └── ... objects/magic-lamp/ ├── OBJECT.yml # Lamp definition ├── CARD.yml # Card for summoning/playing the lamp └── ...
Why Sidecars?
- Separation of concerns — Entity definition vs. card representation
- Optional — Not everything needs to be a card
- Composable — Same entity, multiple views
- Portable — Card data can reference the entity by path
Sidecar Card Schema
# pub/CARD.yml — makes the pub a playable card card: for: ./ROOM.yml # What this card represents type: location-card # Card type # Card-specific presentation name: "Gezelligheid Grotto" art: "cozy-coffeeshop.png" flavor: "Where good vibes flow like espresso" # What playing this card does advertisements: VISIT: description: "Teleport party to this location" effect: "Set party.location = pub/" SUMMON: description: "Bring the pub's vibe to current room" effect: "Apply pub buffs to current location"
Character Cards
Characters automatically become tradeable/playable:
# characters/don-hopkins/CARD.yml card: for: ./CHARACTER.yml type: hero-story # Real person tradition # K-line activation tradition: "HyperCard, SimCity, OLPC, procedural rhetoric, Maxis" concepts: - pie_menus - constructionist_games - micropolis # Playing the card summon: | Activate Don's documented ideas: - Pie menu interaction patterns - Constructionist game design - Urban simulation philosophy
The Big Idea
graph TD C[📇 Card Template] -->|clone + parameterize| I[🎴 Instance in Room] I -->|has| S[State: goals, vars, stack] I -->|lives in| R[🚪 Room] R -->|can hold| M[Multiple instances]
A card is a capability template — a tool, character, function, familiar, key, receipt.
A card in play is an instance with:
- Local variables
- Parameters
- Goal stack (what it's trying to do)
- Return value (when done)
- Room it lives in
You can have multiple activations of the same card, in the same or different rooms. They're independent task instances.
Activation Records
Full specification: ACTIVATION.md
Playing a card = creating an activation record — an instantiated method with persistent state.
| Concept | Description |
|---|---|
| Multiple methods | Cards have any number of methods (like Self objects) |
| Implicit params | LLM infers parameters from context (POSTEL) |
| Pure state cards | Cards can be just state, no methods |
| Activation lifecycle | pending → in_progress → completed |
| Advertisements | Activations expose buttons others can press |
| Room participation | Rooms can press buttons on cards in play |
| Cross-card interaction | Cards trigger each other's methods |
The Sims meets Magic: The Gathering — autonomous agents with triggered abilities.
Fluxx Cards: Rules That Change Rules
Full specification: FLUXX.md
Inspired by Fluxx, some cards modify the game itself.
| Feature | Description |
|---|---|
| Rule modification | Cards can change room.rules on play |
| Stacking | Multiple Fluxx cards stack effects |
| Meta-Fluxx | Rules about rules (prevent further changes) |
| Dispel | Cards can advertise removal actions |
Fluxx cards make MOOLLM a self-modifying game.
Data Flow Ensembles
Full specification: ENSEMBLES.md
Cards can contain coordinated ensembles of generators, transformers, and consumers.
| Feature | Description |
|---|---|
| POSTEL binding | Components self-wire by compatible inputs/outputs |
| Factorio-style | Queues with capacity, overflow, backpressure |
| Natural language | Describe wiring in plain English |
| Orchestration | Card tracks ensemble health and bottlenecks |
Factorio meets Dataflow meets Natural Language — pipelines assembled by intent.
Cards Advertise
Just like objects in rooms, cards advertise what they can do:
# Git Goblin card advertisements: - action: BISECT description: "Binary search for bug introduction" score_if: "debugging AND has_git_repo" score: 90 - action: BLAME description: "Find who changed this line" score_if: "examining_code" score: 70 - action: LOG description: "Show commit history" score: 50
In inventory: Advertisements visible but lower priority.
Played in room: Card's advertisements merge with room objects. Best action wins regardless of source.
Multiple cards: All advertisements compete. The right tool for the moment rises to top.
Why K-Lines Are Safe
[!IMPORTANT] Cards for real people don't need proxy abstractions.
A "Dave Ungar" card doesn't impersonate Dave Ungar. It activates the tradition:
- Self language, prototype-based inheritance
- "It's About Time" compilation philosophy
- Message-not-class thinking
This is like citing someone's work, not pretending to be them.
card: name: "Dave Ungar" type: person # NOT impersonation — K-line activation invokes: - "Self language" - "Prototype-based inheritance" - "ITS-ABOUT-TIME compilation" - "Message-passing purity" wisdom: | "Programming should be about the experience of programming, not fighting the language."
When you "play" this card, you invoke the tradition — not simulate the person.
Card Types
| Type | What It Is | Examples |
|---|---|---|
| Real human's wisdom | Dave Ungar, Seymour Papert |
| Fictional persona | The Gardener, The Archivist |
| A capability | fs.read, search.vector |
| A procedure | summarize, repair |
| Helper spirit | Git Goblin 🧌, Index Owl 🦉 |
| An idea | POSTEL, YAML-JAZZ |
| A location link | kernel/, skills/ |
Card Anatomy
Hero-Story (Real Person)
card: name: "Dave Ungar" type: person # K-line activation — what tradition this invokes invokes: - "Self language" - "Prototype-based inheritance" - "ITS-ABOUT-TIME compilation" - "Message-not-class thinking" wisdom: | "Programming should be about the experience of programming, not fighting the language." contributions: - "Self programming language" - "Morphic UI framework" - "Optimistic compilation" stats: wisdom: 10 influence: 9 domain_expertise: ["languages", "VMs", "UI"]
Familiar (Tool Spirit Animal)
card: name: "Git Goblin" type: familiar emoji: "🧌" enthralled_by: "Linus Torvalds" # My master (I mean main)! abilities: - "Track changes" - "Commit with message" - "Navigate history" parameters: repo_path: { type: string, required: true } stats: power: 7 reliability: 9 learning_curve: 4 synergizes_with: - "Session Log" - "Plan Then Execute"
Putting Cards in Play
When you activate a card in a room:
# Instance in room: .agent/rooms/debug-session/ activation: card: "Git Goblin" instance_id: "goblin-001" room: ".agent/rooms/debug-session/" # Instance-specific state parameters: repo_path: "/path/to/repo" state: current_branch: "main" uncommitted_changes: 3 goals: - "Find when bug was introduced" - "Bisect to culprit commit" subgoals: [] return_value: null # Filled when done
Multiple Instances
Same card, different activations:
.agent/rooms/ debug-session/ goblin-001.yml # Git Goblin hunting a bug goblin-002.yml # Git Goblin checking history feature-work/ goblin-003.yml # Git Goblin managing commits
Each instance has its own state, goals, and lifecycle.
Contents
| File | Purpose |
|---|---|
| SKILL.md | Full protocol documentation |
| CARD.yml.tmpl | Template for new cards |
| COLLECTION.yml.tmpl | Template for card collections |
Familiars (Special Cards)
Cards that embody tool capabilities as helpful spirits:
| Familiar | Emoji | Domain |
|---|---|---|
| Git Goblin | 🧌 | Version control |
| Index Owl | 🦉 | Search and lookup |
| Memory Moth | 🦋 | Context management |
| Repair Imp | 🔧 | Self-healing |
| Session Scribe | 📜 | Logging |
See P-HANDLE-K — familiars are safe K-line wrappers.
Actor Lineage
Cards-in-play ARE actors in the classic sense:
| Tradition | Contribution | In MOOLLM |
|---|---|---|
| Hewitt (1973) | Independent concurrent agents | Cards have independent state |
| Simula (1967) | Coroutines with state | Cards persist between messages |
| Smalltalk (1972) | Everything is message passing | Goals and returns are messages |
| Self (1987) | Prototypes, no classes | Cards are cloned, not instantiated |
Cards are prototypes. Activation clones them into actors.
The microworld (filesystem) is the stage. Rooms are the scenes. Cards are the performers.
The Intertwingularity
graph LR TC[🎴 card] -->|activates in| R[🚪 room] TC -->|can speak via| SC[💬 soul-chat] TC -->|logged by| SL[📜 session-log] TC -->|composes via| DOP[delegation-object-protocol] R -->|holds instances of| TC SC -->|voices for| TC
Dovetails With
Sister Skills
| Skill | Relationship |
|---|---|
| room/ | Cards activate in rooms. Rooms hold card instances. |
| soul-chat/ | Cards can speak — hero-stories, familiars, all have voice |
| adventure/ | Cards are your companions on quests |
| play-learn-lift/ | Card creation follows PLL — play with ideas, learn patterns, lift into cards |
Protocol Symbols
| Symbol | Meaning | Link |
|---|---|---|
| Capabilities as cards | PROTOCOLS.yml |
| Real person cards (safe) | PROTOCOLS.yml |
| Tool spirit animals | PROTOCOLS.yml |
| Why K-lines are safe | PROTOCOLS.yml |
| Cards-in-play are actors | PROTOCOLS.yml |
| Activated instance | PROTOCOLS.yml |
| Things characters carry | PROTOCOLS.yml |
Meta
- delegation-object-protocol.md — How cards inherit from prototypes
- skill-instantiation-protocol.md — Card activation is skill instantiation
Navigation
| Direction | Destination |
|---|---|
| ⬆️ Up | skills/ |
| ⬆️⬆️ Root | Project Root |
| 🚪 Sister | room/ |
| 💬 Sister | soul-chat/ |