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prepaser

llm-chess-mcp

by prepaser

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

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

Features and capabilities supported by this server

Protocol revision2025-11-25

CapabilityDetails
tools
{
  "listChanged": true
}

Tools

Functions exposed to the LLM to take actions

NameDescription
create_gameA

Create a new chess game and return its game_id. The server is the authoritative source of board state — never track the board yourself. Optionally pass a FEN to start from a custom position.

delete_gameC

Delete a game and free its session.

game_stateA

Return the authoritative state of a game: FEN, turn, revision, check/mate/draw flags, move history, last move, castling rights. Use this instead of remembering the board. Set include_ascii=true to also get a board diagram.

game_play_moveA

Play a move (SAN like 'e4' or UCI like 'e2e4') and return the resulting state. This is the ONLY tool that mutates the game. expected_revision is required: pass the revision from your most recent game_state/move_candidates read. If the game has advanced since then, the move is rejected with STALE_POSITION.

game_legal_movesA

List all legal moves in the current position (SAN, UCI, piece, capture, promotion).

game_pgnB

Export the current game as PGN.

game_import_pgnA

Import a PGN into a new game. Returns a new game_id with the position after all PGN moves. Rejects malformed or illegal PGN.

position_analyzeA

Run Stockfish on the current position and return the top engine lines (multipv). Scores are from the side-to-move perspective: positive cp = side to move is better; mate N = side to move mates in N. wdl is [win, draw, loss] in permille for the side to move. Use analysis_level (fast/normal/deep) or explicit depth/multipv. Does NOT mutate the game.

human_move_distributionA

Return the Maia3 human-like move probability distribution for the current position, conditioned on a target Elo. Higher probability = more human-typical at that rating. This is NOT move quality — a high-probability move can still be objectively bad.

move_evaluateA

Evaluate one or more moves with Stockfish without mutating the game. Pass a single move string or an array of moves to compare. Returns, for each move, the score after the move (from the mover's perspective), cpLoss vs the best move, and a classification (best/excellent/good/inaccuracy/mistake/blunder).

move_candidatesA

The primary move-selection tool. Combine Stockfish objective evaluation (moverCp, whiteCp, cpLoss, mate, WDL), Maia3 human probability, and Lichess real-game statistics into a unified candidate list. moverCp is from the mover's perspective: higher = better for the player choosing the move. Use this before choosing a move; the final choice is yours.

move_candidates_by_intentA

Convenience layer over move_candidates: rank candidates for a strategic intent. This tool RANKS candidates but does NOT choose a move — use the returned signals and conversation context to make the final decision. Do not map user skill mechanically to an intent. intents: best (strongest engine move), strong (engine-strong but human-plausible), natural (most human-typical), balanced (blend of strength and human-likeness), ease_off (human-plausible moves that modestly reduce advantage without changing the expected result), give_chance (human-plausible inaccuracies that meaningfully improve the opponent's chances).

opening_explorerB

Query the Lichess opening explorer for real human game statistics in the current position (requires LICHESS_TOKEN).

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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