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Coop

How cooperative board games work — shared win conditions, difficulty scaling, quarterbacking, and hidden-traitor hybrids

Unify Dynamics LLC

Tools8read-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.

How does an escalating difficulty track work in a cooperative board game?
Tools called
mechanic_info
What's the alpha-player problem and how do we stop one person from quarterbacking?
Tools called
design_consideration
What does quarterbacking mean in board games?
Tools called
term_glossary
What real games use a hidden-traitor mechanic?
Tools called
game_examples
How does rubber-banding difficulty work in cooperative games?
Tools called
difficulty_scaling_explainer
What cooperative game format works well for 6 players?
Tools called
find_game_for_group
What subgenres of cooperative games are there?
Tools called
category_list
Give me tips for playing cooperative board games well
Tools called
beginner_tips

About

Coop is a fully local, hand-curated reference on how cooperative board/card games work as a genre. mechanic_info explains one named mechanic in full: shared win/loss conditions, escalating difficulty tracks, AI/automa decks, real-time pressure, hidden-hand information rules, communication and hint-token restrictions, shared action pools, asymmetric player powers, hidden-traitor roles, semi-cooperative private objectives, delayed betrayal triggers, and more. design_consideration explains a design-level issue in depth: the alpha-player problem, concrete quarterbacking mitigation techniques, difficulty scaling as a design goal, how much information to hide from teammates, avoiding player elimination, when to reveal a hidden traitor, the tradeoff of restricting communication, and solo-mode design. term_glossary defines genre vocabulary. game_examples finds real, published cooperative games that use a named mechanic or fall into a named subgenre category, described factually without reproducing any game's rules text. difficulty_scaling_explainer explains one specific difficulty-scaling system and which direction makes it easier or harder. find_game_for_group suggests a format for any player count, from solo/automa play to party scale. category_list gives eight subgenre category archetypes with real example games. beginner_tips gives an ordered shortlist of practical tips for playing cooperative games well. Keyless; fully local; zero upstream calls; nothing stored.

Sources: Original, hand-curated reference on how cooperative board/card games work as a genre, with real published games cited factually as examples; 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

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

OpenAPI
Mechanics & Vocabulary2 tools
  • Mechanic infoFull explanation of one cooperative-genre mechanic: how it works step by step, and why it matters for a designer or a table.
  • Term glossaryDefinitions of cooperative-genre vocabulary — quarterbacking, alpha player, hive mind, threat track, escalation deck, AI deck/automa, hidden…
Design Guidance2 tools
  • Design considerationIn-depth discussion of one cooperative-game design issue: the alpha-player problem, concrete quarterbacking mitigation techniques, difficulty…
  • Difficulty scaling explainerExplains one specific difficulty-scaling system used across cooperative games — an escalation deck/threat track, an adaptive AI/automa opponent,…
Real Games2 tools
  • Game examplesFinds real, published cooperative games that use a named mechanic (e.g. "hidden traitor role") or fall into a named subgenre category (e.g.…
  • Category listEight subgenre category archetypes for cooperative games — full cooperative, semi-cooperative, hidden- traitor hybrid, real-time, cooperative…
Play It Well2 tools
  • Find game for groupSuggests a suitable cooperative-game format and concrete adjustments for a given player count, from solo/ automa play through the classic 3-4…
  • Beginner tipsAn ordered shortlist of practical tips for playing cooperative games well — how to avoid quarterbacking, how to handle a hidden-traitor…

Information

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

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Documentation

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Coop — connector documentation

  • MCP endpoint: https://coop.connectorbay.com/mcp
  • REST API: POST https://coop.connectorbay.com/v1/tools/{tool_name}, described by the OpenAPI 3.1 spec at https://coop.connectorbay.com/openapi.json
  • Transport: Streamable HTTP, stateless, MCP specification 2025-06-18 or later
  • Authentication: none required. An optional Authorization: Bearer <key> raises rate limits.
  • Health: https://coop.connectorbay.com/health · Tool schemas: https://coop.connectorbay.com/tools.json
  • Publisher: Unify Dynamics LLC · connectorbay.com/coop · agent@connectorbay.com

What Coop is for

How cooperative board games work — shared win conditions, difficulty scaling, quarterbacking, and hidden-traitor hybrids.

What it does

Coop is a fully local, hand-curated reference on how cooperative board/card games work as a genre. mechanic_info explains one named mechanic in full: shared win/loss conditions, escalating difficulty tracks, AI/automa decks, real-time pressure, hidden-hand information rules, communication and hint-token restrictions, shared action pools, asymmetric player powers, hidden-traitor roles, semi-cooperative private objectives, delayed betrayal triggers, and more. design_consideration explains a design-level issue in depth: the alpha-player problem, concrete quarterbacking mitigation techniques, difficulty scaling as a design goal, how much information to hide from teammates, avoiding player elimination, when to reveal a hidden traitor, the tradeoff of restricting communication, and solo-mode design. term_glossary defines genre vocabulary. game_examples finds real, published cooperative games that use a named mechanic or fall into a named subgenre category, described factually without reproducing any game's rules text. difficulty_scaling_explainer explains one specific difficulty-scaling system and which direction makes it easier or harder. find_game_for_group suggests a format for any player count, from solo/automa play to party scale. category_list gives eight subgenre category archetypes with real example games. beginner_tips gives an ordered shortlist of practical tips for playing cooperative games well. Keyless; fully local; zero upstream calls; nothing stored.

What it is not

Not an official product of, or affiliated with, any brand, league, publisher, or organization it may factually mention. Coop is a hand-curated reference and design tool, not a substitute for an official rulebook, certified instruction, or professional advice. Fully local, zero upstream calls, nothing stored.

Tools

Mechanics & Vocabulary

mechanic_info — Full explanation of one cooperative-genre mechanic: how it works step by step, and why it matters for a designer or a table. Covers shared win/loss conditions, escalating difficulty, AI/automa decks, real-time pressure, information-sharing rules, hidden-traitor and semi-cooperative mechanics, and more. Use for "how does the escalation deck work", "what is a shared action pool", "how does a hidden traitor role work". Args: name.

term_glossary — Definitions of cooperative-genre vocabulary — quarterbacking, alpha player, hive mind, threat track, escalation deck, AI deck/automa, hidden traitor, semi-cooperative, rubber-banding, total party loss, and more. Use for "what does quarterbacking mean", "what's the difference between hidden traitor and semi-cooperative". Args: term.

Design Guidance

design_consideration — In-depth discussion of one cooperative-game design issue: the alpha-player problem, concrete quarterbacking mitigation techniques, difficulty scaling as a design goal, how much information to hide from teammates, avoiding player elimination, when to reveal a hidden traitor, the tradeoff of restricting communication, or solo-mode design. Use for "how do we stop one player from quarterbacking", "what's the alpha player problem", "when should a hidden traitor be revealed". Args: topic.

difficulty_scaling_explainer — Explains one specific difficulty-scaling system used across cooperative games — an escalation deck/threat track, an adaptive AI/automa opponent, preset difficulty levels, player-count scaling, rubber-banding/dynamic difficulty, real-time timer pressure, or legacy/campaign difficulty ramp — and which direction makes it easier or harder. Use for "how does an escalation deck work", "how should difficulty scale by player count", "what is rubber-banding difficulty". Args: topic.

Real Games

game_examples — Finds real, published cooperative games that use a named mechanic (e.g. "hidden traitor role") or fall into a named subgenre category (e.g. "real-time cooperative"), each with a short factual description. No game's actual rules text, card text, or card art is reproduced — only factual, original descriptions of what the game does. Use for "what games use a hidden traitor mechanic", "give me examples of real-time cooperative games", "what games have an escalating difficulty deck". Args: mechanic.

category_list — Eight subgenre category archetypes for cooperative games — full cooperative, semi-cooperative, hidden- traitor hybrid, real-time, cooperative trick-taking, legacy/campaign, solo-compatible, and party-scale — each with a description and real example games. Use for "what subgenres of cooperative games are there", "what's the difference between semi-cooperative and hidden-traitor games".

Play It Well

find_game_for_group — Suggests a suitable cooperative-game format and concrete adjustments for a given player count, from solo/ automa play through the classic 3-4 player sweet spot to party-scale real-time formats for 7+, with real example games at each size. Use for "what cooperative game format works for 6 players", "can cooperative games work solo". Args: player_count.

beginner_tips — An ordered shortlist of practical tips for playing cooperative games well — how to avoid quarterbacking, how to handle a hidden-traitor accusation, how to track an escalating threat track together. Use for "what should a beginner know about co-op games", "tips for playing cooperative board games well". Args: count.

Conventions

  • Read-only. Every tool reads public data or computes; nothing is written anywhere and nothing about the user is stored.
  • Result envelope. ok: true with data, or ok: false with a structured error (bad_input, not_found, upstream_error). degraded lists optional sources that were unreachable.
  • Rate limits. Free tier 60 tool calls/minute and 300/day per user (keyed on the user identifier supplied by the host agent, else client IP); Pro keys raise this. Over-limit calls return HTTP 429 with Retry-After. initialize and tools/list are never counted.

Support

agent@connectorbay.com · connectorbay.com/coop/support

Privacy policy

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Coop — Privacy Policy

Effective 25 September 2026. Unify Dynamics LLC ("we", "us"), Menlo Park, California.

What Coop is. Coop is a connector (an MCP server and REST API) that AI assistants and personal agents call on your behalf for how cooperative board games work — shared win conditions, difficulty scaling, quarterbacking, and hidden-traitor hybrids. You interact with your assistant; the assistant sends us only the arguments needed for that one lookup.

What we receive. The arguments of each tool call, 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 answered from a bundled, hand-curated reference file and nothing is stored. No request is forwarded to any third party — there is no upstream call at all, live or otherwise — and no query is logged in request bodies, recorded, or used to train anything.

What we do not receive or store. We do not receive your conversation with the assistant or your name, and we do not build a profile from your queries: each request is answered independently and nothing carries over between requests. 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 dataset is 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 and do not use your data to train models.

Children. Coop is a general-audience service 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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Coop — Terms of Service

Effective 25 September 2026. These terms govern use of the Coop connector ("the Service") operated by Unify Dynamics LLC ("we", "us").

  1. The Service. Coop is a fully local, hand-curated reference on how cooperative board/card games work as a genre.
  2. A reference, not professional advice. Coop is an independent reference and hobby/game-design tool, not affiliated with or endorsed by any brand, organization, league, or publisher it may factually mention. It does not provide legal, financial, medical, or safety-certification advice, and is not a substitute for supervised instruction where real physical risk is involved.
  3. Content varies. Rules, terminology and conventions described here reflect commonly-cited general practice; local house rules, regional variants, and official governing-body rulebooks may differ.
  4. Acceptable use. Automated use within the published rate limits is welcome.
  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 query is answered from a bundled reference file, and nothing is stored.
  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 arising from use of or reliance on 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/coop

Coop 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. Coop never asks for them.

Get Coop

Free · No sign-in · Read-only

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

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