rules_random
Get a random game suggestion from the library
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| players | No | Number of players available | |
| maxDuration | No | Maximum game duration in minutes |
Get a random game suggestion from the library
| Name | Required | Description | Default |
|---|---|---|---|
| players | No | Number of players available | |
| maxDuration | No | Maximum game duration in minutes |
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
With no annotations, the description carries the full burden of disclosing behavioral traits. It only states the action (get random suggestion) without explaining return format, how parameters affect the randomness, or whether it is a read-only operation. For a tool with no annotation coverage, this is minimal disclosure.
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 a single concise sentence with no filler, front-loading the purpose. It is appropriately sized for the tool's simplicity.
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?
While simple and with good schema coverage, the description omits details about return value and parameter interplay (e.g., are players/duration filters?). Without annotations or output schema, these gaps make it only minimally complete.
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?
Schema description coverage is 100%: both 'players' and 'maxDuration' have clear descriptions. The tool description adds no additional parameter context, so it scores baseline 3 per the rubric.
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 'Get a random game suggestion from the library' uses a specific verb ('get') and clarifies the resource (random game suggestion). It clearly distinguishes itself from sibling tools like rules_search and rules_get_game by emphasizing randomness.
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?
No when-to-use guidance is provided. It does not mention alternatives for structured search (e.g., rules_search) or listing games (rules_list_games), nor does it explain under what circumstances a random suggestion is preferred. The intended use case is only implied by the word 'random'.
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.