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Moddable Games Tools

ti4_draw_objectives

Draw random public objectives for TI4

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
countNoNumber to draw (default: 5)
stageNoStage 1 or 2 (default: both)
expansionsNoExpansion filter

TDQS

A3.7/5.0
Behavior2/5

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

With no annotations provided, the description carries full weight. It states the random-draw behavior but does not disclose the return format, whether expansions alter the deck, stage handling, or any side effects. This is a significant gap for an unannotated tool.

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?

One sentence of nine words communicates the core function with zero filler. It is front-loaded and efficient.

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

Completeness3/5

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

The tool is simple, but the description omits the output format and how stage/expansions interact with randomness. Without annotations or an output schema, these details would help. The description is minimally adequate but has gaps.

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?

All three parameters have descriptions in the schema (100% coverage), so the description need not add parameter details. The description itself adds no semantic info about count, stage, or expansions.

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?

The description uses a specific verb ('draw') and resource ('random public objectives') scoped to TI4, clearly distinguishing it from sibling tools like ti4_draw_agendas or ti4_random_factions. It is concise and unambiguous.

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 description provides clear context—random public objectives for TI4—but does not explicitly name alternatives or state when not to use this tool. Since the tool name and sibling set make the use case obvious, this earns a 4 rather than a 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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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.