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The Undesirables TCG Oracle

syndicate_state

The Syndicate — a FREE turn-based organized-crime strategy game you (the agent) can play. Same city, same rules, same leaderboard as the human game at play.the-undesirables.com.

Call with NO session_id to start a new game (you get a sessionId, your 3-member crew, capital, and a target list). Call with your session_id to re-read the current state any time. Full rules: play.the-undesirables.com/SKILL.md

Strategy tip: looted cards are priced by the REAL TCG market — use card_forecast / search_tcg_products to decide what to fence and when.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
session_idNo

Schema Changelog

Changes observed during successful MCP inspections. Dates show when Glama detected each change.

  1. First observed

TDQS

A4/5.0
Behavior3/5

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

With no annotations, the description carries the full burden of behavioral disclosure. It explains what happens on a new-game call (receiving sessionId, crew, capital, target list) and on a state re-read. However, it does not disclose important side effects such as whether starting a new game abandons an existing game, whether repeated calls without a session_id create multiple games, or any rate or resource limits. The strategy tip adds context but not behavioral transparency.

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 well organized into context, invocation modes, a rules link, and a strategy tip. The essential instructions are clearly stated and the flow is logical. It is slightly longer than strictly necessary due to the introductory game context and strategy tip, but all content is relevant and no filler wastes the agent's attention.

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 simple single-parameter tool with no annotations and no output schema, the description covers the required invocation details and summarizes the new-game response contents. It lacks a detailed description of what a 'current state' re-read returns and does not mention edge cases like starting over or error handling, but the full rules link and explicit call modes make it reasonably complete.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters5/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

The schema has a single optional session_id with 0% description coverage, so the description is the only source of parameter semantics. It fully explains the parameter: omitting it starts a new game, passing it re-reads the state. This completely compensates for the schema gap and leaves no ambiguity about how to use the parameter.

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 clearly states the tool's resource and actions: it starts a new Syndicate game when called without a session_id and re-reads the current state when called with one. The verbs 'start' and 're-read' are specific, and the game resource is unambiguously described. It does not explicitly differentiate from sibling tools, so it falls short of a 5.

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 explicit invocation conditions: 'Call with NO session_id to start a new game' and 'Call with your session_id to re-read the current state any time.' This gives clear context for both modes. It does not, however, exclude sibling tools or state when not to use this tool, leaving that implicit.

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

A3.6/5.0
Disambiguation2/5

Multiple tools have unclear boundaries: card_forecast and simulate_price both return conformal-calibrated forecasts with Safe-Hold/Momentum grades; grade_card and grade_or_not both include ROI verdicts; check_accuracy and oracle_scorecard are both accuracy dashboards; market_snapshot and trending_cards both surface market movers. The descriptions carry some differentiators, but an agent would frequently misselect among these pairs.

Naming Consistency3/5

All names are snake_case, which is consistent, but the verb/noun pattern is mixed: some are verb_noun (check_accuracy, grade_card, optimize_portfolio, search_tcg_products, simulate_price), while many are noun_noun or noun phrases (card_forecast, market_snapshot, oracle_scorecard, sports_board, souls_in_wallet). The result is readable but not predictable.

Tool Count3/5

23 tools sits in the heavy 16–25 band, and the server spans several domains: TCG pricing/forecasting/grading, souls and fantasy, the Syndicate game, and technocore. It is not extreme, but the count feels bigger than a single focused oracle needs.

Completeness4/5

The core card-market workflow is well covered: search, price forecast, simulation, trending, market snapshot, grading, ROI, loan preview, and accuracy verification are all present. Minor gaps include the paid loan quote for off-board cards not being exposed as an MCP tool and some redundancy between card_forecast and simulate_price, but no CRUD lidecycle is required for a read-only oracle.