Minesweeper MCP Server
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
Instructions
Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.
This server publishes no instructions, or was last inspected before Glama recorded them.
Capabilities
Server capabilities have not been inspected yet.
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| create_boardB | Create a new Minesweeper board with specified dimensions and mine count |
| reveal_cellC | Reveal a cell on the Minesweeper board |
| flag_cellC | Flag or unflag a cell on the Minesweeper board |
| get_boardC | Get the current state and visual representation of a Minesweeper board |
| list_boardsB | List all active Minesweeper boards |
| delete_boardC | Delete a Minesweeper board |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 6 tools
Each tool has a clearly distinct purpose with no overlap: create_board for initialization, delete_board for removal, flag_cell for marking, get_board for state retrieval, list_boards for enumeration, and reveal_cell for uncovering. The actions and targets are unambiguous, preventing agent misselection.
All tools follow a consistent verb_noun pattern with snake_case (e.g., create_board, flag_cell, get_board). The verbs are clear and descriptive, and there are no deviations in style or convention throughout the set.
With 6 tools, the count is well-scoped for a Minesweeper game server. It covers core operations without bloat, and each tool earns its place by addressing a specific aspect of board management and gameplay.
The toolset provides complete CRUD/lifecycle coverage for the Minesweeper domain: create, list, get, and delete for boards, plus reveal and flag for cell interactions. There are no obvious gaps, enabling agents to handle all essential gameplay workflows without dead ends.