ttt-mcp
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
Capabilities
Features and capabilities supported by this server
| Capability | Details |
|---|---|
| tools | {
"listChanged": true
} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| ttt_new_gameA | Start a fresh Tic-Tac-Toe game. X always moves first. Optionally name the players so roles are explicit in every response. |
| ttt_get_stateA | Get the current Tic-Tac-Toe board, status, player names, and legal moves. |
| ttt_make_moveA | Place the current player's mark at (row, col). Rows and columns are 0–2; top-left is row 0, col 0. The server alternates turns automatically. Returns updated board, status, and legal moves in one response. |
| ttt_get_legal_movesA | Returns all empty squares as (row, col) pairs. Legal moves are already included in every ttt_new_game/ttt_make_move response — only call this standalone if you need them in isolation. |
| ms_new_gameA | Start a new Fluffling minefield crossing. 9×9 field, 10 hidden mines. The first step is always safe — mines are placed after it. Call ms_reveal_cell to send the first scout. |
| ms_reveal_cellA | Send a Fluffling scout to a square at (row, col). If it's clear of nearby mines, the surrounding area cascades open automatically. Counts as one step this turn. |
| ms_flag_cellA | Plant or remove a warning post (P) on a square to mark a suspected mine. Flufflings won't accidentally wander into posted squares. Counts as one step. |
| ms_next_turnA | The Flufflings catch their breath and check in with the player. Resets the step counter and gives 8 fresh steps. Must be called after reaching the turn limit — chat first, then call this to continue the crossing. |
| ms_get_stateA | Survey the current state of the minefield. Free — does not cost a step. |
| bs_new_gameA | Start a new Battleship game: Pirates vs the Royal Navy. Both fleets are placed secretly. Each ship carries hidden cargo revealed only when sunk. Pirates fire first. |
| bs_human_fireA | Fire the pirate cannons at the given coordinates on the Navy's grid. Call this when the human gives their shot. Returns hit/miss/sunk — and if sunk, reveals what that Navy ship was carrying. |
| bs_claude_fireA | Fire the Navy cannons at the given coordinates on the pirate fleet. Claude chooses the target — reason about it in chat first, then call this. Returns hit/miss/sunk — and if sunk, reveals what the pirate ship was carrying. |
| bs_get_stateA | Get the current battle map — both attack grids and fleet status. Free, does not count as a shot. |
| ot_new_gameA | Begin the journey to the Well at Eldenmoor. Provide the human player's name — Claude names its own character, and a pet is assigned at random. The trail is generated fresh each run — stops, NPCs, and scenery will differ. Read the full intro to the human before asking what they want to do. |
| ot_travelB | Hit the trail for 3 days. Always costs food and may affect health — plan supplies before calling. Costs: easy=-6 food, +9hp each; steady=-9 food, 0hp change; hard=-12 food, -21hp each, -12hp pet. Random events add further gains/losses on top. Narrate what happens to the human dramatically. |
| ot_huntA | Stop to hunt for food. Takes half a day, uses ammo, and the results are unpredictable. Narrate the hunt to the human. |
| ot_restA | Make camp and rest for 1–3 days. Recovers health for everyone but costs food and time. Worth it when someone is struggling. |
| ot_buyA | Buy supplies at a trading post or fort. Only available at stops where trading is possible. Prices: food=$2/day, medicine=$6/dose, ammo=$1/round, parts=$10, oxen=$20. |
| ot_sellA | Sell surplus supplies at a trading post or fort. You'll take a loss — traders know you're desperate — but cash in hand beats dead weight in the wagon. Only available where trading is possible. Ammo isn't worth selling. Sell prices: food=$1/day (buy $2), medicine=$4/dose (buy $6), parts=$6 (buy $10), oxen=$12 (buy $20). You must keep at least 1 ox. |
| ot_cross_riverA | Choose how to cross the current river. Ford=fast but risky. Caulk=float the wagon, medium risk. Ferry=safe but costs $15. Wait=lose 2 days and food but calmer water. Narrate the crossing dramatically. |
| ot_use_medicineA | Use one dose of medicine on a party member. Restores significant health. Use it when someone is struggling or worse. |
| ot_statusA | Check the current state of the journey — party health, supplies, location, and recent events. Free, no cost. |
| ot_make_wishA | Make your wish at the Well at Eldenmoor. Only available after reaching the Well. The outcome is uncertain. State your wish clearly. Narrate the ending based on the outcome returned. |
| ot_clear_gameA | Abandon the current journey and clear all game state. Use this to start fresh — especially useful if a stale game from a previous session is still loaded. After calling this, use ot_new_game to begin a new journey. |
| cc_new_gameA | Begin a new Critter Catch adventure. Places you in Millhaven and introduces the quest. |
| cc_moveA | Move to an adjacent area by direction. Moving resets the explore counter for the new area. Available directions are always shown in the PATHS section of the current view. |
| cc_exploreA | Search the current area for wild creatures. May trigger an encounter or a near-miss. Can be called up to 10 times per visit; the counter resets when you leave and return. |
| cc_catchA | Attempt to catch the creature currently encountered. Only usable when a creature has appeared during cc_explore. Catching is not guaranteed — difficulty and party bond both matter. |
| cc_releaseB | Release a creature from your party. This cannot be undone. |
| cc_nameB | Give a creature in your party a new nickname. |
| cc_new_turnA | Reset the action counter to begin a new turn. ONLY call this after you have summarized the previous turn for the player in plain text AND received their reply. Pass their reply as player_message. Do not call this before the player has responded. |
| cc_retireA | Send a creature home to Millhaven to rest. Only available once their bond reaches 70. They are not lost — use cc_recall when you return to Millhaven to bring them back. |
| cc_recallA | Invite a retired creature back into your party. Only available in Millhaven. |
| cc_partyA | View your full party — bond levels, moods, personalities, and any discovered traits. |
| cc_statusA | View your current location, party summary, rare observations, and recent event log. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
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