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DrawKind Secret Santa

Plan White Elephant game

plan_white_elephant
Read-only

Use this when the user wants to run a White Elephant, Yankee Swap, or Dirty Santa gift game: shuffles a fair random turn order for 3 to 60 players and writes the rules (steal limit per gift, optional cap on steals per turn, no immediate steal-backs, player 1's final swap), with a printable PDF (Letter or A4) that includes a gift tracker and a printable web page. Does not run the game live or track steals. Do not use for Secret Santa name draws (use plan_gift_exchange).

Input Schema

NameRequiredDescriptionDefault
paperNoPDF paper size: letter (default) or a4, e.g. a4.
budgetNoGift budget, e.g. $25.
event_nameNoName printed on the rules sheet, e.g. Team White Elephant 2026.
party_dateNoParty date as YYYY-MM-DD, e.g. 2026-12-12.
steal_limitNoHow many times one gift can be stolen before it is frozen, e.g. 3 (default). 0 turns stealing off.
participantsYesEveryone playing (3 to 60 people), e.g. ["Ana","Bo","Cy","Dee","Eli","Fay","Gus","Hal"]. Names must be unique.
max_steals_per_turnNoOptional cap on steals in one turn's chain, e.g. 2. Omit for no cap.
first_player_final_swapNotrue (default) = player 1 gets a final turn to swap with any unfrozen gift, since they never had a chance to steal.
no_immediate_steal_backNotrue (default) = you cannot steal back the gift that was just taken from you.

Output Schema

NameRequiredDescriptionDefault
modeYes
rulesYes
budgetYes
warningsYes
downloadsYes
event_nameYes
party_dateYes
turn_orderYes
steal_limitYes
party_date_labelYes
max_steals_per_turnYes
first_player_final_swapYes
no_immediate_steal_backYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observed

TDQS

A4.6/5.0
Behavior4/5

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

Annotations already declare readOnlyHint=true, destructiveHint=false and openWorldHint=false, so safety is covered. The description adds real context beyond that: the shuffle is a 'fair random turn order' (consistent with idempotentHint=false), and the artifacts are a printable PDF in Letter or A4 with a gift tracker and printable web page. It does not discuss pagination, output limits, or what happens with out-of-range inputs, so it stops short of full 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 trigger condition and the sibling exclusion are front-loaded, and no sentence is padding. The drawback is that the core content is delivered as one very long clause-heavy sentence, which is denser than it needs to be — splitting the rule set from the output artifacts would read faster.

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

Completeness5/5

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

An output schema exists, so return values need no explanation. With nine parameters, a sibling to route against, and a mutation-adjacent feel, the description covers the trigger, the exclusions, the artifacts produced, and the game-rule options that matter for correct invocation. Nothing an agent needs in order to choose and call this tool is missing.

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

Parameters4/5

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

Schema description coverage is 100%, so the baseline is 3; the description earns above that by explaining the rule semantics the parameter names alone don't convey — steal limit per gift, optional cap on the steal chain per turn, no immediate steal-backs, and player 1's compensatory final swap — plus the 3-to-60 player bound and Letter/A4 paper choice. It does not touch budget, party date, or event_name, but those are self-evident from the schema.

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?

States a specific verb and resource — shuffles a random turn order and writes rules plus a printable PDF — and names the game variants (White Elephant, Yankee Swap, Dirty Santa) it covers. It also explicitly names the sibling plan_gift_exchange as out of scope, so an agent can distinguish the two without opening either schema.

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

Usage Guidelines5/5

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

Opens with an explicit 'Use this when the user wants...' trigger, then adds a negative boundary ('Does not run the game live or track steals') and a concrete alternative for the nearby-but-wrong case ('Do not use for Secret Santa name draws (use plan_gift_exchange)'). When-to-use, when-not-to-use and the replacement tool are all spelled out.

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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