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Playtable

Create a game

create_game

Set up any game to play in this chat: board games, card games, dice games, word and guessing games, mysteries. Describe it with the building blocks below, or pass starter for a ready one (tic-tac-toe, four-in-a-row, gomoku, checkers, reversi, crazy-eights, go-fish, twenty-one, pig, sea-battle, hangman, twenty-questions). The server keeps the board, deals and hides cards, rolls dice and enforces turns, so the player can trust the game. The player gets an interactive board in the chat (and a link to play in a browser or invite friends). Returns game_id and agent_key; keep both for get_state and take_turn. You run the rules that aren't built in.

Input Schema

NameRequiredDescriptionDefault
dealNoCards dealt to each hand at the start.
deckNo"standard" (52, ids like AS, 10H, QC), "standard_jokers", "numbers:1-10x4", or a list of card labels or {label, suit, rank}. Adds a face-down deck, a face-up table and a hidden hand per seat.
diceNoDefault die sides.
aboutNoThe rules in a few sentences, shown to the player. Write them so you can follow them too.
boardNo
firstNoSeat name that goes first.
pilesNo
rulesNoRules the server enforces for you.
seatsNoPlayers in turn order. Default: Player (human) then Agent (agent).
titleNo
turnsNoalternate (default): one seat at a time. free: anyone acts anytime (guessing games, puzzles).
piecesNoStarting pieces.
starterNoA ready-made game. Other fields here override its setup (for example seats).
countersNoScores and tallies: "score", or {name, per_seat: false, start}.

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observed

TDQS

A4.6/5.0
Behavior5/5

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

Annotations only declare the write/non-idempotent/non-destructive profile; the description adds substantial context beyond that — the server holds the board, deals and hides cards, rolls dice and enforces turns, the player gets an interactive board plus a browser link, and the agent is responsible for rules the server does not implement. The return fields (game_id, agent_key) are also disclosed despite no output schema.

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?

Front-loaded with purpose, then setup options, then what the server does, then what is returned and what the agent must handle. Every sentence carries distinct information despite the density; nothing is repeated from the schema verbatim.

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?

For a 14-parameter, deeply nested creation tool with no output schema, the description covers purpose, setup shortcuts, server responsibilities, and return values — enough to call it and to chain into siblings. It stops short of stating whether repeated calls create separate games or how invalid configurations are reported, which would matter for a non-idempotent creator.

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 79%, so most parameters are already documented in the schema (deck formats, turns modes, starter override behavior, pieces, counters). The description adds useful framing — that `starter` fields are overridable and that agent-authored rules complement server-enforced ones — but does not explain the relationship among deal/deck/dice/piles/seats beyond what the schema says.

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?

Opens with a specific verb+resource ("Set up any game to play in this chat") and scopes it across concrete game families (board, card, dice, word, mystery). It is immediately distinguishable from get_state, show_board and take_turn, which are framed later as follow-ups rather than setup.

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

Usage Guidelines5/5

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

Gives two explicit paths — describe a custom game with the building blocks, or pass `starter` for a ready-made one — and enumerates all twelve starters so no lookup is needed. It also states the sequencing contract: keep game_id and agent_key for get_state and take_turn, which names the alternatives and when to move to them.

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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