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Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

No arguments

Capabilities

Features and capabilities supported by this server

CapabilityDetails
tools
{
  "listChanged": true
}

Tools

Functions exposed to the LLM to take actions

NameDescription
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

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

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