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Glama

Moddable Games Tools

play_create_game

Create a new game instance for a given family. Returns initial state to pass to subsequent calls. Variant can include flags like "grand+random" or "standard+drops".

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
familyYesGame family name (chess, draughts, go, reversi, shogi, xiangqi, mancala, morris, hex, landlords-game)
rngSeedNoOptional RNG seed for deterministic games
variantNoVariant slug, optionally with flags (e.g. "grand", "grand+random", "standard+drops")

Schema Changelog

Changes observed during successful MCP inspections. Dates show when Glama detected each change.

  1. Changed1 schema field changed
    • changedInput schema / properties / family / description
      Previous value: -"Game family name (chess, draughts, go, reversi, shogi, xiangqi)"New value: +"Game family name (chess, draughts, go, reversi, shogi, xiangqi, mancala, morris, hex, landlords-game)"
  2. Changed1 schema field changed
    • changedInput schema / properties / variant / description
      Previous value: -"Optional variant (e.g. 9x9 for go)"New value: +"Variant slug, optionally with flags (e.g. \"grand\", \"grand+random\", \"standard+drops\")"
  3. Added

TDQS

A4/5.0
Behavior3/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations, the description carries the full burden. It discloses that this is a creation operation and that it returns initial state, but it does not mention side effects, persistence, or error behavior. It gives some useful behavioral context but leaves room for ambiguity about what 'create' implies server-side.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Two concise sentences: the first states the primary purpose and output, the second clarifies variant formatting with examples. Every sentence earns its place with no filler.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

The description covers the essential workflow for a create tool: what it does, what it returns, and how variants work. Although there is no output schema, it tells the agent that the return value is initial state for subsequent calls, which is sufficient for an agent to proceed. Minor gaps around state persistence and error handling are not critical given the simplicity and sibling context.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so the baseline is 3. The description adds concrete variant examples ('grand+random', 'standard+drops'), which helps clarify the variant parameter beyond the schema's generic description, but it does not add meaning for family or rngSeed beyond what the schema already provides.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description uses a specific verb ('Create') and resource ('game instance for a given family'), clearly distinguishing it from sibling tools like play_apply_move and play_check_status. It also states the key output (initial state), so an agent knows what this tool accomplishes.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description implies a workflow: create a new game instance first, then pass the returned initial state to subsequent calls. This is clear enough context for when to use it, though it doesn't explicitly name alternatives or state when not to use it.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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TDQS

B3.1/5.0
Disambiguation3/5

Most tools have clear prefixes (chess_, play_, hex_, oracle_, rpg_, ti4_) that separate concerns, but overlap exists between deprecated chess_* tools and the newer play_* equivalents, plus rpg_random_encounter and oracle_encounter both generate encounters. Descriptions help disambiguate, but the redundancy could mislead agents.

Naming Consistency2/5

Many tools follow a domain_verb_noun pattern (hex_generate_map, play_get_moves, rpg_search_entities), but there are notable exceptions like dice_roll, game_deck_create, jam_status, and random_player_order that mix noun-first and verb-last conventions. The inconsistent ordering makes it harder to predict tool names.

Tool Count2/5

81 tools is excessive even for a broad games toolkit; the deprecated chess_* tools alone add unnecessary bulk. While the scope is wide, the count exceeds practical limits and could be consolidated into fewer, more focused tools.

Completeness4/5

The toolkit covers a wide variety of game needs: dice, cards, hex maps, chess, RPGs, TI4, jam management, and galleries. Minor gaps like the score tracker lacking a retrieval method and the absence of some lifecycle operations keep it from being perfect, but core workflows are well covered.