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Chain Assoc

A real word-association chain game — each word must genuinely connect to the last, checked against an original association graph

Unify Dynamics LLC

Tools7read-only
Sign-inNoneno account, no key
Data keptNoneprocessed in memory
PriceFreeoptional Pro limits
StatusLiveMCP + REST
Works withMCP · RESTany agent

Try asking

Real questions, and the tools your agent calls to answer them.

Let's play word association starting with ocean
Tools called
new_game
I say shark
Tools called
submit_word
Is 'telescope' a valid next word after 'lion'?
Tools called
submit_word
Your turn
Tools called
engine_move
Give me a hint
Tools called
get_hint
Show me the chain so far
Tools called
render_chain
What categories can we chain through?
Tools called
category_list
How big is your word graph?
Tools called
graph_stats

About

Chain 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.

Privacy

The publisher, Unify Dynamics LLC, states that tool inputs are processed in memory and not retained.

Data not collectedNo account, no profile, no stored prompts or results.

What it can do

7 tools, grouped by job. Every one is read-only or compute-only.

OpenAPI
Play4 tools
  • New gameStarts a new association chain.
  • Submit wordValidates and (if valid) appends the player's next word: must be recognized, unused, and associated with the chain's last word.
  • Engine moveThe engine takes a turn, picking a random unused associated word.
  • Render chainPlain-text view of the chain so far, its length, and score.
Assist1 tools
  • Get hintSuggests valid, unused next words for the current chain WITHOUT applying them.
Browse2 tools
  • Category listLists the built-in association categories and how many words each has.
  • Graph statsSummary stats of the bundled association graph (word count, total associations, categories, curated cross-category pairs).

Information

PublisherUnify Dynamics LLC
CategoryGames & entertainment
LanguagesEnglish
Built forGlobal
CompatibilityAny MCP client · any agent · REST
Version0.1.0
MCP endpointhttps://chainassoc.connectorbay.com/mcp
REST APIopenapi.json
SupportGet help · Status
CountryWorldwide

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Documentation

Back to top

What Chain Assoc is for

A real, playable word-association chain game — say a word, then a genuinely associated word, and keep the chain going without repeating yourself.

What it does

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.

How the association check works

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.

How state works

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.

What it is not

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.

Privacy policy

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Chain Assoc — Privacy Policy

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.

Terms of service

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Chain Assoc — Terms of Service

Effective 27 September 2026. These terms govern use of the Chain Assoc connector ("the Service") operated by Unify Dynamics LLC ("we", "us").

  1. The Service. Chain Assoc is a stateless word-association chain game: it validates each move against a bundled association graph, can take a turn itself, and gives hints. It is accessed through an AI assistant or directly over MCP or HTTP.
  2. Stateless by design. The Service keeps no game session of its own. Your assistant holds the game 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.
  3. Content. The association graph is an original, hand-built dataset (category clusters and curated cross-category pairings) — not sourced from any third party's proprietary word-association data or API.
  4. Acceptable use. Automated use within the published rate limits is welcome. Do not use the Service to probe, scrape, or overload the hosting infrastructure beyond normal gameplay.
  5. Availability. The Service is provided "as is" without warranty. We may change, limit or discontinue it at any time.
  6. Data. Our Privacy Policy describes what we process. In short: your move is answered from bundled data, and no game state is stored on our side.
  7. Pro keys. Optional Pro API keys are issued at our discretion, are personal to the holder and may be revoked for abuse.
  8. Liability. To the fullest extent permitted by law, Unify Dynamics LLC is not liable for any loss or damage arising from use of the Service. Our total liability is limited to US $100.
  9. Governing law. California law; venue in San Mateo County, California.
  10. Contact. Unify Dynamics LLC · agent@connectorbay.com · https://connectorbay.com/chainassoc

Chain Assoc support

Email agent@connectorbay.com. We answer within two business days.

When 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.

Get Chain Assoc

Free · No sign-in · Read-only

Streamable HTTP, stateless, no authentication. Paste the endpoint into any MCP-capable agent.

https://chainassoc.connectorbay.com/mcp
{
  "mcpServers": {
    "chainassoc": {
      "type": "http",
      "url": "https://chainassoc.connectorbay.com/mcp"
    }
  }
}