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Guild Manager

A real, playable party-management RPG-lite sim with genuine odds, rewards and injuries

Unify Dynamics LLC

Tools9read-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 manage a guild
Tools called
new_game
Recruit a new member
Tools called
recruit_member
Send the party on a quest
Tools called
assign_quest
What quests are available?
Tools called
list_quests
Check on my roster
Tools called
list_members
End the turn
Tools called
advance_turn
How does this game work?
Tools called
game_rules

About

Guild Manager runs a real RPG-management simulation, not scripted outcomes. new_game(target_gold, max_turns) starts a guild with starting gold and a fresh quest board. recruit_member(state, name) adds a member with real 3d6-rolled str/agi/mag stats. assign_quest(state, quest_id, member_ids) resolves a quest immediately using a real success-probability formula (aggregate party power vs. quest difficulty) and a real random roll: success splits real gold and XP across the party with level-up checks, failure injures the weakest assigned member's weakest-luck stat for a few turns. advance_turn(state) ticks injury recovery and refills the quest board. get_status returns structured numbers; list_members and list_quests show the roster and board; 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.

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

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

OpenAPI
Play4 tools
  • New gameStarts a new Guild Manager game with starting gold, an empty roster, and a fresh quest board, and returns the initial `state`.
  • Recruit memberRecruits a new member with real 3d6-rolled str/agi/mag stats.
  • Assign questSends `member_ids` on `quest_id` and resolves it immediately using a real success-probability formula (aggregate party stats vs.
  • Advance turnEnds the current turn: ticks down injury recovery (restoring stats when healed), refills the quest board, then checks win/loss.
Help & Status5 tools
  • Get statusStructured numeric status: gold, member count, quest board size.
  • List membersEvery guild member's stats, level, XP, power, and injury status.
  • List questsThe current quest board with each quest's difficulty and rewards.
  • Render gameA human-readable status summary — show this to the player, not raw state.
  • Game rulesExplains the stat-roll, success-probability, reward, injury, and level-up formulas, with no live game needed.

Information

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

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Documentation

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What Guild Manager is for

A real, playable party/guild-management RPG-lite sim — not a rules reference. Every stat roll, success probability, reward split, injury, and level-up comes from a documented formula.

What it does

new_game(target_gold, max_turns) starts a guild with 50 gold, an empty roster, and a 4-quest board of deterministically-generated quests.

  • recruit_member(state, name) adds a member with real 3d6-rolled str/agi/mag stats (each the sum of three simulated 1-6 dice — a genuine 3-18 triangular distribution, not a fixed value).
  • assign_quest(state, quest_id, member_ids) sends members on a quest and resolves it immediately: a real success-probability formula compares the assigned party's aggregate power to the quest's difficulty, then a real random roll decides the outcome.
  • Success: gold goes to the guild treasury; XP splits evenly across the assigned party (remainder to the lowest member id), checked against real level-up thresholds.
  • Failure: the assigned member with the lowest total stat (ties broken by lowest id) has one stat reduced by 3 for 3 turns — restored automatically once the counter reaches zero.
  • advance_turn(state) ticks down injury recovery counters (restoring stats at zero), refills the quest board back up to full, and advances the turn.

get_status(state) reports gold, member count, and board size. list_members(state) shows every member's stats, level, XP, power, and availability. list_quests(state) shows the current board. render_game(state) gives a human-readable summary. game_rules() explains every formula without a live game.

The formulas, in full

  • Stat roll: sum(randint(1,6) for _ in range(3)) per stat — a real 3-18 range, triangular distribution centered on 10.5.
  • Quest difficulty: 20 + ((turn*7 + slot*13) % 9) * 10.
  • Success probability: clamp(0.5 + (party_power - difficulty) / 100, 0.05, 0.95), where party_power is the sum of each assigned member's effective str+agi+mag (an injured stat counts at its reduced value, floored at 1).
  • Reward split: full gold reward to the treasury; XP reward divided evenly across the assigned party, with any remainder going to the lowest member id.
  • Failure consequence: the assigned member with the lowest total stat (ties broken by lowest id) has one of their three stats — chosen by the same seeded roll — reduced by 3 for 3 turns.
  • Level-up: at xp >= level * 100, level increases, xp carries over the remainder, the highest stat gets +2 and the other two get +1 each; this can fire more than once on a very large XP gain, since each level's threshold scales with that level.

Win / loss

Win: the guild treasury reaches target_gold by max_turns. Loss: max_turns passes without reaching the target.

Stateless architecture

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.

What it is not

Not narrative flavor text pretending to be a game — every stat, probability, and reward comes from a real, tested, documented formula. Fully local, zero upstream calls, nothing stored.

Privacy policy

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Guild Manager — Privacy Policy

Effective 28 September 2026. Unify Dynamics LLC ("we", "us"), Menlo Park, California.

What Guild Manager is. Guild Manager 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. Guild Manager 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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Guild Manager — Terms of Service

Effective 28 September 2026. These terms govern use of the Guild Manager connector ("the Service") operated by Unify Dynamics LLC ("we", "us").

  1. The Service. Guild Manager runs a real, playable resource-management economy sim with original game logic and documented formulas, accessed through an AI assistant or directly over MCP or HTTP.
  2. Original content. The game logic, economic formulas, and content are original works of Unify Dynamics LLC and are not copied from any third-party game or product.
  3. Stateless by design. The Service keeps no server-side game session. Each tool call must include the complete current game state; the calling assistant is responsible for holding and passing it faithfully.
  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 move is answered from the game state you send us, 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/guildmanager

Guild Manager 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. Guild Manager never asks for them.

Get Guild Manager

Free · No sign-in · Read-only

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

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