Lichess Community (BYOK)
Read Lichess leaderboards, TV games, arena tournaments, simuls, top broadcasts, FIDE players, puzzles, live streamers and head-to-head scores with your own personal API token
A real word-association chain game — each word must genuinely connect to the last, checked against an original association graph
Unify Dynamics LLC
Real questions, and the tools your agent calls to answer them.
new_gamesubmit_wordsubmit_wordengine_moveget_hintrender_chaincategory_listgraph_statsChain Assoc is a fully local, stateless word-association chain game engine — a real playable game, not a rules reference. new_game starts a chain from a given or random word. submit_word checks the next word: it must be recognized, not already used anywhere in the chain, and a genuine association of the current last word, validated against an original association graph (400+ words, 30+ everyday categories, thousands of word-to-plausible-next-word mappings, plus curated classic cross-category pairings like salt/pepper and thunder/lightning) — never an external API call. engine_move has the engine itself pick a random unused associated word, useful for player-vs-engine rounds. get_hint suggests valid unused next words without applying them. render gives a plain-text chain view with score (chain length). category_list and graph_stats describe the bundled data. Keyless; fully local; zero upstream calls; nothing stored.
Sources: Original, hand-built association graph — category clusters across 30+ everyday topics plus curated classic cross-category pairings. Fully local, zero upstream calls.
The publisher, Unify Dynamics LLC, states that tool inputs are processed in memory and not retained.
7 tools, grouped by job. Every one is read-only or compute-only.
https://chainassoc.connectorbay.com/mcpRead Lichess leaderboards, TV games, arena tournaments, simuls, top broadcasts, FIDE players, puzzles, live streamers and head-to-head scores with your own personal API token
Read the videos, collections, live streams and view statistics of your Bunny Stream video library with your own library API key
Read TwitCasting livestream users, broadcasts, public live comments, supporters and live search with your own app Client ID and Client Secret
Search and look up video games across all platforms: ratings, genres, platforms, release dates, similar games and news with your own Game Brain key
Read the Annict anime database: works, episodes, characters, voice casts, staff, people, studios, series and reviews with your own access token
Read MDBList movie and show ratings, lists, search, genres and recent updates with your own API key
A real, playable word-association chain game — say a word, then a genuinely associated word, and keep the chain going without repeating yourself.
new_game starts a chain from a given or random word. submit_word checks the next word: it must be a word the
game recognizes, must not already appear anywhere in the chain, and must be a recognized association of the
chain's current last word — checked against an original, hand-built association graph covering dozens of everyday
categories (animals, foods, colors, sports, music, tools, technology, and more) plus a curated list of classic
cross-category pairings (salt/pepper, thunder/lightning, lock/key, needle/thread, ...). engine_move lets the
engine itself take a turn, picking a random unused associated word — handy for a player-vs-engine round, or for
the engine to demonstrate a move. get_hint suggests valid, unused next words without applying them. render
gives a plain-text view of the chain, its length, and score (score is chain length). category_list and
graph_stats describe the bundled data.
Two rules make a next word valid: (1) it shares a category with the current word in our curated category lists (e.g. "lion" -> "tiger", both animals), or (2) it's one half of a curated classic pairing (e.g. "thunder" -> "lightning") — checked in code against bundled data, never against an external API. This is a deliberately broad, game-friendly notion of association, the kind most people would accept in a casual word-chain game, not a strict formal ontology. Repeats are never allowed, and an unrecognized word is rejected rather than guessed at.
This server keeps no game session. Every call that touches an in-progress chain takes the full current state
(as returned by the previous call) and hands back a new one — your assistant carries it between turns.
Not an open-vocabulary game — only words in the bundled category lists and pairing data are recognized, so an
unusual but genuinely-associated word may be rejected as "unknown" rather than validated. Nothing you play is
stored; each chain lives only in the state your assistant is holding.
Effective 27 September 2026. Unify Dynamics LLC ("we", "us"), Menlo Park, California.
What Chain Assoc is. Chain Assoc is a connector (an MCP server and REST API) that AI assistants and personal agents call on your behalf to run a word-association chain game. You interact with your assistant; the assistant
sends us only the arguments needed for that one move — most calls include the current game state (the chain and
score your assistant is holding for you), not an account record.
What we receive. The arguments of each tool call — a start word, the current game state, a submitted word,
or a hint request — the technical headers needed to serve the request (an IP address or a client identifier
supplied by the assistant, and a Pro API key if you have one), and standard server logs.
Everything is computed locally and nothing is stored. Association checks run against a bundled, hand-built graph at request time; there is no upstream call, live or otherwise, and no game state is saved on our side between calls — your assistant is the only place a game persists. We do not log request bodies and do not use anything you send to train models.
What we do not receive or store. We do not receive your conversation with the assistant or your name. Each request is answered independently. Rate-limit counters (a client identifier and timestamps) are held in memory for at most 24 hours. Hosting-provider access logs, which contain IP addresses and request paths but not request bodies, are retained for up to 30 days for security and abuse prevention.
Sub-processors. None — the entire association graph and game logic are bundled with the server and answered locally. Hosting: Vercel (United States regions).
Legal bases and your rights. Our processing is necessary to provide the service you request through your assistant. Because we store no personal data beyond short-lived logs, requests to access, correct or delete personal data are usually satisfied automatically; you can still contact agent@connectorbay.com and we will respond within 30 days. We do not sell or share personal information.
Children. Chain Assoc is a general-audience game operated by the adult using the assistant.
Changes. We will post changes here with a new effective date.
Effective 27 September 2026. These terms govern use of the Chain Assoc connector ("the Service") operated by Unify Dynamics LLC ("we", "us").
state
between moves and sends the full current state back on every call. Losing that state means losing the chain in
progress; we cannot recover it.Email agent@connectorbay.com. We answer within two business days.
https://chainassoc.connectorbay.com/mcphttps://chainassoc.connectorbay.com/openapi.jsonWhen you report a problem, include the question you asked your agent, roughly when, and which agent you used (for example Claude, ChatGPT or Gemini). Never send us passwords, account numbers or ID numbers. Chain Assoc never asks for them.