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Moddable Games Tools

ti4_draft_factions

Milty-style TI4 draft with pick pools per player

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
choicesNoFactions per player to choose from (default: 3)
playersNoNumber of players (3-8, default: 6)
expansionsNoExpansion filter (e.g. ["base","pok"]). Default: all

TDQS

C2.9/5.0
Behavior2/5

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

With no annotations, the description must carry the full burden of behavioral disclosure. It mentions 'draft' and 'pick pools' but does not explain what the tool actually does—whether it returns a list, modifies state, is random, or how expansions affect the draft. This is a significant gap.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is a single concise sentence that is easily parsed. It is not bloated, but it is so short that it omits necessary detail, so it does not fully earn its place.

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

Completeness2/5

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

Given the tool's simplicity, the description is too vague. It does not explain what the output is, what 'pick pools' look like, or any behavioral details. Since there is no output schema, the description needs to provide more context to be usable.

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?

The schema has 100% coverage for the three parameters, so the baseline is 3. The description does not add extra meaning beyond the schema, but it does contextually frame the parameters ('per player') without explaining relationships or intended use.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description identifies the tool as a Milty-style TI4 draft with pick pools per player, which is specific and distinguishes it from generic random faction selection. However, it lacks an explicit verb like 'generate' or 'run', so the clarity is good but not perfect.

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

Usage Guidelines2/5

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

There is no guidance on when to use this tool versus alternatives such as ti4_random_factions or ti4_list_factions. The description gives no context for choosing this tool over siblings.

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.