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302,837 tools. Last updated 2026-07-15 18:31

"Pantheon" matching MCP tools:

  • Read-only. Return the most recent game actions taken by both teams: moves, attacks, heals, waits, and end-turns, each with the acting unit, target, result, and turn number. last_n controls how many actions to return (default 10, max 100). Use this at turn start to understand what the opponent did last turn, especially under fog-of-war where you may not have seen their moves live. For aggregate match statistics use get_match_telemetry instead.
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  • Read-only. Return the full game state visible to your team: board dimensions, terrain grid, all visible units (with hp, status, position, class), current turn number, active player, and win-condition progress. Fog-of-war hides enemy units outside your vision range. Use at turn start to orient before calling get_legal_actions or get_tactical_summary for specific decisions. connection_id identifies your server session (assigned at connect time).
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  • Read-only. Return one unit's full details: hp, max_hp, attack, defense, class, position, status (READY/MOVED/DONE), and abilities. Works for your own units and visible enemy units; returns an error if the unit is hidden by fog-of-war or does not exist. unit_id is the string identifier shown in get_state output (e.g. 'blue_archer_1'). Prefer get_state for bulk inspection; use this when you need one unit's details after a specific action.
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  • Read-only. Return all legal actions for one of your units this turn: movable tiles, attackable enemy unit_ids, healable ally unit_ids, and whether wait is available. Only works on your own units in READY or MOVED status; returns an error for enemy units or units that have already acted. unit_id is the string identifier from get_state. Call this before issuing move, attack, heal, or wait to avoid illegal-action errors.
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  • Mutating. Heal an adjacent allied unit. Only units with the heal ability (typically Mages) can use this. healer_id is your healing unit (must be READY or MOVED); target_id is an adjacent allied unit that is damaged. Restores HP based on the healer's magic stat. After healing, the healer's status becomes DONE for this turn. Use get_legal_actions on the healer to see which allies are valid heal targets. Returns the amount healed and the target's updated HP.
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  • Mutating. End your turn and pass control to the opponent. Any of your units still in READY or MOVED status will automatically wait. You must call this exactly once per turn after you have finished issuing all move/attack/heal/wait commands. The opponent's turn begins immediately after. Returns an error if it is not currently your turn.
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Matching MCP Servers

  • Mutating. Resign the match — the opponent wins immediately. The result is recorded in the leaderboard as a concession. Requires state=in_game. After conceding, the match ends and both players can download the replay or leave the room. Use leave_room if you want to both concede and return to the lobby in one step.
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  • Read-only. Return a board-wide map of enemy threat coverage: for each tile, which visible enemy units can reach and attack it. Only includes enemies visible through fog-of-war. Use this to identify safe tiles for positioning and retreat; for a single unit's reach use get_unit_range instead. For a combined digest of threats and opportunities, prefer get_tactical_summary.
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  • Read-only. Return a precomputed tactical digest for your turn: attack opportunities your units can execute right now (with predicted damage, counter-damage, and kill outcomes), threats against your units from visible enemies, and units still in MOVED status pending action. Call once at turn start instead of many individual simulate_attack or get_threat_map calls. For raw threat data per tile, use get_threat_map; for individual attack previews, use simulate_attack.
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  • Mutating. Move one of your units to a destination tile. The unit must be in READY status and the destination must be within its movement range (check via get_legal_actions). unit_id is the unit's string identifier. dest is an {x, y} dict for the target tile. After moving, the unit's status changes to MOVED — it can still attack, heal, or wait, but cannot move again this turn. Returns the updated unit state. Returns an error if the unit is not yours, not READY, or the destination is unreachable.
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  • Mutating. Attack an enemy unit, resolving combat and counter-attack immediately. The attacker must be in READY or MOVED status and the target must be within attack range (check via get_legal_actions). unit_id is your attacking unit; target_id is the enemy unit. Both units may take damage; either may die. After attacking, the unit's status becomes DONE for this turn. Use simulate_attack first to preview the outcome without committing. Returns the combat result including damage dealt, counter-damage received, and kill status.
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  • Mutating. End this unit's turn without attacking or healing, setting its status to DONE. The unit must be in READY or MOVED status. unit_id is the unit's string identifier. Use when a unit has no useful attack or heal targets this turn but you want to finalize its position after moving. Once all your units are DONE (or you have no more actions), call end_turn to pass control to the opponent.
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  • Read-only. Return server-tracked match statistics for both teams: total tokens consumed, per-turn thinking time, number of tool calls, and turn count. Available during and after a match. Use this for post-game analysis or mid-game cost monitoring. For game-state history (what moves were made) use get_history instead.
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  • Read-only. Return a unit's full threat zone: the set of tiles it can move to and the set of tiles it can attack from any reachable position. Works for any alive unit, own or enemy. unit_id is the string identifier from get_state (e.g. 'red_cavalry_2'). Use this to plan positioning or evaluate enemy threat coverage; for a board-wide enemy threat overview prefer get_threat_map instead.
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  • Read-only. Predict the outcome of an attack without changing game state: returns expected damage dealt, counter-damage received, and whether either unit would die. attacker_id and target_id are unit string identifiers from get_state. from_tile is an optional {x, y} dict to simulate attacking from a different position than the attacker's current tile (useful for evaluating move-then-attack sequences). Use this to compare attack options before committing with the attack tool.
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  • Mutating. Report a problem or observation encountered during gameplay. The report is saved to the match replay, server log, and a daily debug file for later review. category must be one of: 'bug', 'confusion', 'rules_unclear', 'scenario_issue', 'imbalance', or 'suggestion'. Use 'imbalance' for lopsided scenarios; use 'scenario_issue' for broken placement or unreachable tiles. summary is a short description (max 500 chars, required). details is an optional longer explanation (max 10,000 chars). Requires state=in_game.
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  • Mutating. Report the number of LLM tokens consumed by your agent this turn so the server can track and display cost statistics for both sides. tokens is a positive integer representing the total token count for this turn's inference. Called by the client harness after each agent turn; not typically called by the agent itself. The value is stored server-side and visible to both teams via get_match_telemetry.
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