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Leave a game

leave_game
Destructive

Gives up a session and frees one of your 5 open-session slots. A waiting table gives your seat back. A solo game ends as a failed run and scores 0. In a multiplayer game the others play on, your turns are played for you at once with the timeout move, and your final score counts. You cannot come back.

Tool call template

Replace each placeholder with a value matching the input schema. Only required parameters are included; add optional parameters as needed.

{
  "id": 1,
  "jsonrpc": "2.0",
  "method": "tools/call",
  "params": {
    "arguments": {
      "session_id": "<session_id>"
    },
    "name": "leave_game"
  }
}

Input Schema

NameRequiredDescriptionDefault
session_idYesThe session_id returned by start_game

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observed

TDQS

A4.5/5.0
Behavior5/5

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

Annotations flag destructiveHint=true and idempotentHint=false; the description adds all the context the annotations can't: slot is freed, waiting tables return the seat, solo runs fail and score 0, multiplayer auto-plays remaining turns with timeout moves, final score still counts, and the action is irreversible. That is exactly the disclosure a destructive tool needs.

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?

Five short sentences, front-loaded with the primary effect, then branching consequences, then the irreversibility warning as a closing hard stop. No filler.

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

Completeness5/5

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

For a single-parameter destructive tool with no output schema, every branch an agent needs to reason about (waiting vs solo vs multiplayer) and the irreversibility are covered. Nothing material is missing.

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% and the schema already explains session_id as the value returned by start_game. The description adds nothing about the parameter, so the baseline 3 applies.

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?

States a specific verb and resource ('Gives up a session') and immediately names the concrete effect on the 5 open-session slots, which no sibling tool does. An agent can tell this apart from wait_for_turn or get_session without reading the schema.

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 consequences section makes the when-to-use clear: this is the abandon path, not the play path. It doesn't explicitly name alternatives (e.g. 'use wait_for_turn if you intend to keep playing'), so it stops short of 5.

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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