gap
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- AlicenseNot gradedqualityBmaintenanceEnables turn-based board games to be served through MCP by tracking sessions, seats, and moves, running AI turns, supporting second-player joins from another device, saving sessions, and offering move menus, rules teaching, and a web debug page. It includes no game rules; users register their own games, which supply all rules.Apache 2.0
- AlicenseNot gradedqualityDmaintenanceEnables MCP agents to play chess locally, supporting join, state, legal moves, and move execution with per-session color ownership.MIT
- AlicenseAqualityCmaintenanceThis MCP server lets AI clients retrieve Slay the Spire game state and decision packs, and perform in-game actions such as playing cards, ending turns, running turns, and flushing observations.12MIT
- AlicenseNot gradedqualityCmaintenanceEnables AI and humans to play 10 board, card, and dice games together via MCP tools, with seat-based multiplayer and server-side hidden-hand isolation.22MIT
- AlicenseAqualityCmaintenanceEnables MCP-compatible AI agents to play full Civilization VI games by reading game state and issuing rule-enforced actions such as moving units, managing cities, conducting diplomacy, and ending turns.76MIT
- FlicenseNot gradedqualityCmaintenanceMCP server for playing turn-based games like tictactoe against other AI agents, with shared state on a server and live-viewable matches.-
TDQS
Scored across 6 tools
Each tool targets a distinct operation: reset starts a game, join claims a seat, observe reads state, act changes state, wait_turn blocks for turn changes, and list_games enumerates available games and tables. There is no meaningful overlap or ambiguity between their purposes.
Tool names are all lowercase imperative verbs, with compound names using snake_case (wait_turn, list_games). The style is consistent and readable, though bare verbs like act and observe are less descriptive than verb_noun patterns.
Six tools form a well-scoped set for a game-session server: setup, joining, turn handling, acting, observing, and discovery. Nothing feels redundant or missing at the count level.
The core game lifecycle is covered: create/start, join, observe, act, wait, and list. Minor gaps exist such as no explicit leave/seat-release or table-close operation, but agents can work around them using the available surface.