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game_flag

Mark potential mine locations on the Minesweeper board to prevent accidental detonation and track suspected bombs during gameplay.

Instructions

Toggle a flag on a cell.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
public_idYes
xYes
yYes

Implementation Reference

  • Handler function for the 'game_flag' tool, which processes input and calls rails.flagCell.
    async (input) => {
      const publicId = requireString(
        (input as { public_id?: unknown })?.public_id,
        "public_id"
      );
      const { x, y } = requireCoordinates(input);
      return rails.flagCell(publicId, x, y);
    }
  • Definition and registration of the 'game_flag' tool.
    {
      name: "game_flag",
      description: "Toggle a flag on a cell.",
      inputSchema: {
        type: "object",
        properties: {
          public_id: { type: "string" },
          x: { type: "integer" },
          y: { type: "integer" },
        },
        required: ["public_id", "x", "y"],
      },
    },
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. While 'toggle' correctly implies the action is reversible, it fails to disclose error conditions, return values, or whether flagging affects game completion state.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness3/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The four-word sentence is efficient but under-delivers given the complete lack of schema documentation. It is appropriately front-loaded but sacrifices necessary detail for brevity.

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?

Inadequate for a 3-parameter mutation tool with no annotations or output schema. Missing critical context: what flagging represents (mine marking), valid coordinate ranges, and the meaning of public_id.

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 coverage is 0%, requiring the description to compensate. While 'cell' implies x and y are coordinates, it doesn't explain the public_id parameter (likely game session ID) or coordinate system origin (0-indexed vs 1-indexed).

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 provides a specific verb (toggle) and clear resource (flag on a cell), making the core action understandable. However, it assumes familiarity with grid-based games and doesn't explicitly distinguish this from the 'game_open' sibling tool (which likely reveals cells).

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?

Provides no guidance on when to use flagging versus opening cells, or prerequisites like game state. In the context of sibling tools like 'game_open' and 'game_chord', the absence of usage differentiation is a significant gap.

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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