CardTrader (BYOK)
Read CardTrader trading card games, sets, printings, marketplace listings, wishlists, your own inventory and your orders with your own API token
A real, playable territory sim with genuine adjacency rules and a documented combat formula
Unify Dynamics LLC
Real questions, and the tools your agent calls to answer them.
new_gameclaim_tilerecruit_armyadvance_turnlist_maprender_gamegame_rulesEmpire Build runs a real territory simulation, not canned outcomes. new_game(target_tiles, max_turns) starts you owning the center tile of a fixed 5x5 map. claim_tile(state, tile_id) claims an adjacent tile — unguarded tiles cost real gold, garrisoned tiles trigger real combat resolution (a strength-comparison formula with documented [0.85, 1.15] randomness bounds, seedable for reproducibility), succeeding only on a win and costing army casualties either way. recruit_army(state, count) buys troops at a real per-unit cost. advance_turn(state) aggregates real per-turn income from every owned tile minus army upkeep. get_status returns structured numbers; list_map shows every tile's yield, garrison and ownership; render_game gives a human-readable summary; game_rules explains every formula. Fully stateless: every tool call passes the complete game state, which the calling assistant holds between turns. Keyless; fully local; zero upstream calls; nothing stored.
Sources: Original, hand-authored content. Fully local, zero upstream calls.
The publisher, Unify Dynamics LLC, states that tool inputs are processed in memory and not retained.
8 tools, grouped by job. Every one is read-only or compute-only.
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A real, playable territory/civilization-lite sim — not a rules reference. Every tile's yield, every claim's cost, and every contested claim's outcome comes from a documented formula.
new_game(target_tiles, max_turns) starts a game on a fixed 5x5 grid of 25 tiles (addressed
"row,col") with you owning the center tile.
claim_tile(state, tile_id) claims a tile that is orthogonally adjacent to territory you already
own (a real adjacency check — you cannot claim a disconnected tile). Unguarded tiles cost real
gold (10 + yield * 3) and are claimed immediately. Garrisoned tiles trigger real combat first
(see below); the claim only succeeds if the attack wins, and the gold cost and army casualties
apply either way.recruit_army(state, count) buys count army units at a real per-unit gold cost.advance_turn(state) aggregates real income (the sum of every owned tile's yield) minus real army
upkeep, adds it to your treasury, and advances the turn.get_status(state) reports gold, army, tiles owned, per-turn income, and which neighboring tiles
are currently claimable. list_map(state) shows every tile's yield, garrison, and ownership.
render_game(state) gives a human-readable summary. game_rules() explains every formula without
a live game.
((row*3 + col*5 + 7) % 6) + 2 — a deterministic, reproducible pattern (range 2-7),
not a random or hand-picked assignment.row+col is even; 0 otherwise. Your own starting
tile is exempted (you cannot begin the game fighting yourself).10 + yield * 3.[0.85, 1.15] (seedable for reproducibility).
The attacker's base strength is army * 4; the defender's is the garrison value directly. The
higher effective strength wins. The attacker always takes casualties:
max(1, round(army * defender_effective / (attacker_effective + defender_effective))), capped at
the whole army.Because the randomness is bounded to ±15%, a wide enough strength gap makes the outcome deterministic in practice — see the test suite for worked guaranteed-win and guaranteed-loss cases that hold across every possible roll.
Win: control at least target_tiles tiles by max_turns. Loss: max_turns passes without
reaching the target.
No server-side session. Every tool call receives the full current game state as a plain JSON
object and returns the new state; the calling assistant holds and passes it between turns.
Not narrative flavor text pretending to be a game — every yield, cost, and combat outcome comes from a real, tested, documented formula. Fully local, zero upstream calls, nothing stored.
Effective 28 September 2026. Unify Dynamics LLC ("we", "us"), Menlo Park, California.
What Empire Build is. Empire Build is a connector (an MCP server and REST API) that AI assistants and personal agents call on your behalf to run a real, playable, fully local
resource-management economy sim. You interact with your assistant; the assistant sends us only the
arguments needed for that one move — a game state object and your action.
What we receive. The game state and move arguments for 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 computed locally and nothing is stored server-side. There is no upstream call at
all, live or otherwise, and no game state or move is logged in request bodies, recorded, or used to
train anything. The entire game exists only inside the state object that travels between you and
your assistant; our server never retains a copy after answering the request.
What we do not receive or store. We do not receive your conversation with the assistant or your name, and each request is answered independently — 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 game engine is bundled with the server and runs 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. Empire Build is a general-audience service operated by the adult using the assistant.
Changes. We will post changes here with a new effective date.
Effective 28 September 2026. These terms govern use of the Empire Build connector ("the Service") operated by Unify Dynamics LLC ("we", "us").
state; the calling assistant is responsible for holding and
passing it faithfully.Email agent@connectorbay.com. We answer within two business days.
https://empirebuild.connectorbay.com/mcphttps://empirebuild.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. Empire Build never asks for them.