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Minesweeper MCP Server

by MCP-Mirror

Minesweeper MCP Server

This is an Model Context Protocol server that allows an MCP client agents to play a game of Minesweeper. It is intended to be run alongside the Minesweeper game server.

Screen capture View the entire video demo at https://youtu.be/CXXMafVtlEQ (16x speedup).

Getting started

  • Follow the instructions of the game server to start it locally.

  • Build the MCP server:

npm install
npm run build
  • Configure your MCP client to add the tool. For example, here is how to add the tool to Claude Desktop on Windows's claude_desktop_config.json (locating the file), assuming you cloned the repo at C:\path\to\repo\minesweeper-mcp-server:

{
  "mcpServers": {
    "mcp-server": {
      "command": "node",
      "args": ["C:\\path\\to\\repo\\minesweeper-mcp-server\\build\\index.js"],
      "env": {
        "DEBUG": "*"
      }
    }
  }
}
  • Claude Desktop : Restart Claude Desktop to let it pick up the tools. Be sure to quit from the tray menu icon, not from the app (which simply hides the window). If you click the Tools icon, it should show the new tools:

    Screenshot of Claude Desktop homepage

    Screenshot of new tools

Example prompt

Start a new game of Minesweeper. Try your best to keep playing until you have flagged all mines. Remember that the coordinates are 0-indexed.

Example interaction

The actual conversation is very long. Here are some snippets:

Game start

Game starts

Placing flag at the wrong place

Claude places flag at the wrong place

Giving up after several attempts

Claude gives up

Available Tools

4 tools
clickC

Click at a cell on the Minesweeper board

ParametersJSON Schema
NameRequiredDescriptionDefault
rowYes
colYes

TDQS

C2.8/5.0
Behavior2/5

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

With no annotations provided, the description carries full burden for behavioral disclosure. It implies a mutation action ('click') but doesn't explain what happens behaviorally—whether it reveals cells, triggers mines, affects game state, or has side effects. This leaves critical gameplay behavior unspecified.

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?

The description is a single, efficient sentence that directly states the tool's action and target. It's front-loaded with essential information and has no wasted words, making it highly concise and well-structured.

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?

For a mutation tool with no annotations, 0% schema coverage, and no output schema, the description is incomplete. It lacks details on behavioral outcomes, parameter meanings, error conditions, and integration with sibling tools, leaving significant gaps for an agent to use it correctly in Minesweeper gameplay.

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

Parameters2/5

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

Schema description coverage is 0%, so the schema provides no parameter documentation. The description mentions 'row' and 'col' implicitly via 'cell', but doesn't explain what these parameters represent (e.g., zero-indexed coordinates, valid ranges, or board boundaries), failing to compensate for the schema gap.

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 action ('click') and target resource ('a cell on the Minesweeper board'), making the purpose immediately understandable. However, it doesn't explicitly differentiate from sibling tools like 'flag' or 'unflag' which also interact with board cells, missing full sibling distinction.

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?

The description provides no guidance on when to use this tool versus alternatives like 'flag' or 'unflag', nor does it mention prerequisites such as needing an active game started with 'start_game'. It only states what the tool does, not when or why to use it.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

flagC

Place a flag at a cell on the Minesweeper board

ParametersJSON Schema
NameRequiredDescriptionDefault
rowYes
colYes

TDQS

C2.8/5.0
Behavior2/5

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

With no annotations provided, the description carries the full burden of behavioral disclosure. It states the action but doesn't describe effects (e.g., whether it's reversible with 'unflag', if it affects game state like mine count, or if there are constraints like board limits). This leaves key behavioral traits unspecified for a mutation 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?

The description is a single, efficient sentence that directly states the tool's purpose without unnecessary words. It's front-loaded with the core action, making it easy to parse quickly.

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 complexity of a game interaction tool with no annotations, no output schema, and low parameter coverage, the description is incomplete. It doesn't cover behavioral details, error conditions, or integration with sibling tools, leaving significant gaps for an agent to operate effectively.

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

Parameters2/5

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

Schema description coverage is 0%, so the description must compensate by explaining parameters. It mentions 'a cell' but doesn't clarify what 'row' and 'col' represent (e.g., zero-indexed coordinates, board boundaries). This adds minimal semantic value beyond the bare schema.

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 action ('Place a flag') and the target ('at a cell on the Minesweeper board'), which is specific and unambiguous. However, it doesn't explicitly differentiate from sibling tools like 'unflag' or 'click', which would require mentioning that this marks a cell as potentially containing a mine rather than revealing it or removing a flag.

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?

The description provides no guidance on when to use this tool versus alternatives like 'click' or 'unflag'. It lacks context about game state prerequisites (e.g., only on unrevealed cells) or strategic advice, leaving the agent to infer usage from the tool name alone.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

start_gameB

Start a new game of Minesweeper

ParametersJSON Schema
NameRequiredDescriptionDefault

No parameters

TDQS

B3.4/5.0
Behavior2/5

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

No annotations are provided, so the description carries full burden. It states the action ('Start a new game') but lacks behavioral details such as what happens to an existing game (if any), whether this requires specific permissions, or what the expected outcome looks like (e.g., game state initialization). This is a significant gap for a mutation tool with zero annotation coverage.

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?

The description is a single, efficient sentence that directly states the tool's purpose without any wasted words. It is front-loaded and appropriately sized for a simple tool with no parameters.

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?

Given the tool's simplicity (0 parameters, no output schema, no annotations), the description is minimally adequate but lacks completeness. It doesn't explain what 'starting a game' entails behaviorally (e.g., board generation, difficulty settings, or return values), which is needed since there's no output schema to clarify results.

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?

The input schema has 0 parameters with 100% coverage, so no parameter documentation is needed. The description appropriately doesn't discuss parameters, and the baseline for 0 parameters is 4, as it doesn't add or detract from what the schema provides.

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 action ('Start') and the resource ('a new game of Minesweeper'), making the purpose immediately understandable. It doesn't explicitly distinguish from siblings like 'click', 'flag', or 'unflag', but the verb 'Start' implies a distinct initialization function versus interaction functions.

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

Usage Guidelines3/5

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

The description implies usage at the beginning of a Minesweeper session to initialize a game, but provides no explicit guidance on when to use this tool versus alternatives (e.g., whether it resets an existing game or requires certain conditions). The context is clear from the tool name and description, but no exclusions or prerequisites are stated.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

unflagC

Remove the flag at a cell on the Minesweeper board

ParametersJSON Schema
NameRequiredDescriptionDefault
rowYes
colYes

TDQS

C2.8/5.0
Behavior2/5

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

With no annotations provided, the description carries the full burden of behavioral disclosure. It states the action but doesn't cover critical aspects like whether this is a safe operation, what happens if no flag exists, or if it affects game state. This leaves significant gaps for a mutation 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?

The description is a single, efficient sentence with zero waste. It's appropriately sized for a simple tool and front-loads the core action, making it easy to parse quickly.

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 mutation nature, lack of annotations, no output schema, and low schema coverage, the description is incomplete. It doesn't address behavioral nuances, error conditions, or return values, leaving the agent with insufficient context for reliable use.

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

Parameters2/5

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

Schema description coverage is 0%, so the description must compensate for undocumented parameters. It mentions 'cell' but doesn't explain what 'row' and 'col' represent (e.g., zero-indexed coordinates, board boundaries), adding minimal value beyond the schema's structure.

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 action ('Remove the flag') and the target ('at a cell on the Minesweeper board'), providing a specific verb+resource combination. However, it doesn't explicitly distinguish this tool from its sibling 'flag' (which presumably adds flags), missing full differentiation.

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?

The description provides no guidance on when to use this tool versus alternatives like 'click' or 'flag'. It lacks context about prerequisites (e.g., whether a flag must exist at the cell) or exclusions, offering minimal usage direction.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

TDQS

A3.5/5.0
Disambiguation5/5

Each tool has a clearly distinct purpose: start_game initiates a new game, click uncovers cells, flag marks potential mines, and unflag removes those marks. There is no overlap or ambiguity between these actions, making tool selection straightforward for an agent.

Naming Consistency5/5

All tool names follow a consistent verb-based pattern (click, flag, start_game, unflag) using snake_case throughout. The naming is simple, predictable, and aligns well with the actions they perform in the Minesweeper domain.

Tool Count5/5

With 4 tools, this server is well-scoped for Minesweeper gameplay. It covers the essential actions needed to play the game (starting, clicking, flagging, and unflagging) without being overly sparse or bloated, making each tool earn its place.

Completeness5/5

The tool set provides complete coverage for the Minesweeper domain, including game initiation (start_game), core gameplay actions (click, flag, unflag), and no obvious gaps. Agents can perform all necessary operations to play a full game without dead ends.

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