chess_render_svg
[DEPRECATED — use play_render_board] Render a chess position as SVG. Removal: v1.0.0.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| fen | No | FEN position string | |
| variant | No | ||
| highlights | No | Squares to highlight (e.g. ["e2","e4"]) |
[DEPRECATED — use play_render_board] Render a chess position as SVG. Removal: v1.0.0.
| Name | Required | Description | Default |
|---|---|---|---|
| fen | No | FEN position string | |
| variant | No | ||
| highlights | No | Squares to highlight (e.g. ["e2","e4"]) |
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the burden of behavioral disclosure. It reveals the tool is deprecated and will be removed in v1.0.0, which is important context. It doesn't discuss return format or side effects, but for a rendering tool this is a minor gap.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is exceptionally concise, using two sentences to convey function, deprecation, and replacement. It is front-loaded with the deprecation warning, making it highly efficient.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a simple, deprecated rendering tool, the description covers the essential context: what it does, that it's deprecated, and what to use instead. Lack of output format details is acceptable given the tool's simplicity and deprecation.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
The description adds no parameter semantics beyond the schema. Schema coverage is 67%, leaving 'variant' undocumented, and the description does not clarify it. The deprecation notice reduces the need for param details, but the description itself contributes nothing.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly identifies the tool's function: 'Render a chess position as SVG.' It also names the replacement tool, play_render_board, which distinguishes it from siblings and provides immediate context.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The deprecation notice explicitly says 'use play_render_board,' giving clear when-not-to-use guidance and naming the alternative. This is the strongest form of usage guidance.
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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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.
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.
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.
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.