Slotcar
A hand-curated slot car racing hobby reference — scales, track types, car classes, formats, and care tips
A real, playable hangman word-guessing game with word banks by category and difficulty
Unify Dynamics LLC
Real questions, and the tools your agent calls to answer them.
new_gamenew_gameguess_letterguess_wordget_valid_movesrenderrenderlist_categoriesHangman is a real, stateless, playable word-guessing engine. new_game picks a word by category and difficulty (or at random) and returns its initial state. guess_letter guesses one letter; guess_word guesses the whole thing at once — a wrong whole-word guess costs one attempt, same as a wrong letter. get_valid_moves lists letters not yet tried. render gives the player-safe view: a masked word, the progressive ASCII gallows figure, and attempts remaining — this is what should be shown to the player, never the raw state, since the secret word necessarily lives in the state object in this fully stateless design. list_categories shows every category and difficulty with word counts. There is no server-side session; every tool call takes the full game state and returns the new one. Keyless; fully local; zero upstream calls; nothing stored.
Sources: An original, hand-curated word bank across six categories and three difficulties, with full letter/word-guess validation and win/loss detection. Fully local, zero upstream calls.
The publisher, Unify Dynamics LLC, states that tool inputs are processed in memory and not retained.
6 tools, grouped by job. Every one is read-only or compute-only.
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A real, playable hangman word-guessing engine your assistant can run right inside the conversation — not a rules explainer. Guess letters (or the whole word) against a hidden word drawn from hand-curated word banks, with a classic progressive ASCII gallows.
new_game picks a word from a category (animals, food, countries, science, sports, movies_and_tv)
and difficulty (easy/medium/hard — word length and obscurity scale up), or a random one if you
don't specify. guess_letter guesses a single letter; guess_word guesses the whole thing at
once — a correct guess wins immediately, a wrong one costs one attempt, same as a wrong letter.
get_valid_moves lists letters not yet tried. render gives the player-safe view: a masked word
(underscores for unguessed letters), the progressive ASCII gallows figure, and attempts remaining.
list_categories shows what's available.
There is no server-side session. Every tool takes the full game state (a small JSON object
including the secret word itself) and returns the new one — your assistant carries that object
forward between calls. Because there's nowhere else for the word to live in a fully stateless
design, it is visible in the raw state your assistant holds. Always show the player render's
masked_word and figure, never the raw state — the game only works if the assistant keeps the
secret.
Not a general word-game reference — just one real, correct hangman engine, fully local and stateless.
Effective 27 September 2026. Unify Dynamics LLC ("we", "us"), Menlo Park, California.
What Hangman is. Hangman is a connector (an MCP server and REST API) that AI assistants and personal agents call on your behalf to run a real hangman word-guessing game — picking a word, validating letter/word guesses, and tracking progress. You interact with your assistant; the assistant sends us only the arguments needed for one tool call at a time.
What we receive. The arguments of each tool call — a game state (the word in play, guessed and wrong letters, and attempts remaining), a requested category/difficulty, and a letter or word guess — plus 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. There is no upstream call at all, no database, and no per-user session — every tool call is a pure function of the state it's given, and every word comes from a word bank bundled with the server. Game states are not logged, recorded, or used to train anything, 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 — everything runs locally on our server. 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. Hangman is a general-audience service operated by the person using the assistant.
Changes. We will post changes here with a new effective date.
Effective 27 September 2026. These terms govern use of the Hangman connector ("the Service") operated by Unify Dynamics LLC ("we", "us").
Email agent@connectorbay.com. We answer within two business days.
https://hangmanplay.connectorbay.com/mcphttps://hangmanplay.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. Hangman never asks for them.