card

📁 simhacker/moollm 📅 Jan 26, 2026
9
总安装量
8
周安装量
#32043
全站排名
安装命令
npx skills add https://github.com/simhacker/moollm --skill card

Agent 安装分布

mcpjam 8
neovate 8
antigravity 8
qwen-code 8
windsurf 8
zencoder 8

Skill 文档

Card

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 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:

  1. LLM scans top-down looking for “does this apply?”
  2. Ads answer that question directly
  3. Methods are secondary — only relevant AFTER activation
  4. 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 PAT: { signature: "PAT [cat]" }
Trivial inline Advertisement method: "PAT [nearest-pet]"
Detailed protocol SKILL.md Dispatch tables, sequences
Multiple variants SKILL.md Species-specific versions
Dispatch table SKILL.md cat_sniffs_dog, 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 CARD.yml file that makes it card-playable:

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
person Real human’s wisdom Dave Ungar, Seymour Papert
character Fictional persona The Gardener, The Archivist
tool A capability fs.read, search.vector
function A procedure summarize, repair
familiar Helper spirit Git Goblin 🧌, Index Owl 🦉
concept An idea POSTEL, YAML-JAZZ
place 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
TRADING-CARD Capabilities as cards PROTOCOLS.yml
HERO-STORY Real person cards (safe) PROTOCOLS.yml
FAMILIAR Tool spirit animals PROTOCOLS.yml
P-HANDLE-K Why K-lines are safe PROTOCOLS.yml
ACTOR Cards-in-play are actors PROTOCOLS.yml
CARD-IN-PLAY Activated instance PROTOCOLS.yml
INVENTORY Things characters carry PROTOCOLS.yml

Meta

Navigation

Direction Destination
⬆️ Up skills/
⬆️⬆️ Root Project Root
🚪 Sister room/
💬 Sister soul-chat/