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Glama

Moddable Games Tools

play_get_definition

Get the full engine definition (topology, render config, pieces, setup FEN) for a game variant. Returns the resolved frontmatter used to render and play the game.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
familyYesGame family (chess, draughts, go, reversi, shogi, xiangqi, mancala, morris, hex, landlords-game)
variantNoVariant slug (default: standard)

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 (chess, draughts, go, reversi, shogi, xiangqi)"New value: +"Game family (chess, draughts, go, reversi, shogi, xiangqi, mancala, morris, hex, landlords-game)"
  2. Added

TDQS

A4/5.0
Behavior4/5

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

With no annotations, the description carries the behavioral transparency burden. It clearly signals a read-only lookup through 'Get' and 'Returns', and discloses what the response contains: engine definition, resolved frontmatter, and specific components. It does not discuss errors or invalid variant behavior, but the core behavior is transparent.

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 sentences, both informative and waste-free. The main action and resource are front-loaded, followed by a clarifying parenthetical and a concise statement about the return value.

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?

There is no output schema, so the description appropriately explains what is returned (full engine definition, resolved frontmatter, topology, render config, pieces, setup FEN). It is mostly complete for a config-fetching tool, though it could mention edge cases like invalid family or unknown variant.

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 description coverage is 100%, so the parameters are already well documented. The description adds general context about 'game variant' but does not provide additional per-parameter meaning, so the baseline score of 3 is appropriate.

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 ('Get') and resource ('full engine definition'), and enumerates the contents (topology, render config, pieces, setup FEN). This clearly distinguishes it from sibling play_* tools that handle moves, status, and game creation.

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

Usage Guidelines3/5

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

The phrase 'used to render and play the game' implies when this tool is relevant, but the description does not explicitly state when to use it over alternatives or when not to use it. No exclusions or alternative tool references are provided.

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.