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Hex Play

A real, playable rhombus-board connection game with a shortest-bridge AI opponent

Unify Dynamics LLC

Tools5read-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 a hex connection game
Tools called
new_game
Place a stone at row 5, column 5
Tools called
make_move
What squares are open?
Tools called
get_valid_moves
Show me the board
Tools called
render
Play me on hard difficulty
Tools called
ai_move
make_move
Make the computer's move
Tools called
ai_move
Play me but go easy on me
Tools called
new_game
ai_move
Has anyone connected their sides yet?
Tools called
render

About

Hex Play is a real, stateless, playable rhombus-board connection game on a configurable square-sided board (default 11x11). new_game starts a fresh game. make_move places a stone by flat index or row/column and reports the result: in_progress, win (red connects top to bottom, blue connects left to right), draw, or invalid_move. get_valid_moves lists empty squares. render draws an ASCII rhombus board. ai_move picks the AI's next placement at easy, medium, or hard difficulty without applying it. This game deliberately does not use minimax -- the branching factor makes that impractical at useful strength -- and instead uses a genuine shortest-bridge heuristic: Dijkstra computes each side's cheapest remaining connecting path (own stones free, empty cells cost 1, opponent stones impassable), and every candidate cell is scored by the actual reduction in the mover's own path cost versus the increase in the opponent's, always taking an immediate win first. 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-built game engine: union-find based connection detection over true 6-neighbor hex adjacency, plus a genuine shortest-bridge (Dijkstra) heuristic AI opponent. 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

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

OpenAPI
Play4 tools
  • New gameStarts a fresh Hex-style game on an empty size x size rhombus board and returns its initial state.
  • Make movePlaces a stone for the state's current_player and returns the resulting state.
  • Get valid movesLists empty squares (flat indices); empty once the game has ended.
  • RenderA human-readable ASCII rhombus board (each row shifted to show the true hex geometry).
AI Opponent1 tools
  • Ai moveChooses the AI's next stone placement for whichever side is currently to move, WITHOUT applying it — call make_move with the returned index (or…

Information

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

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Documentation

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What Hex Play is for

A real, playable Hex-style connection game engine your assistant can run right inside the conversation — not a rules explainer. Place a stone on a rhombus board, connect your two opposite sides through an unbroken chain, and it's a win. Includes a genuine shortest-path AI opponent.

What it does

new_game starts a fresh game on an empty rhombus board (default 11x11, configurable 3-19); red moves first. make_move places a stone at a flat index or row/column for whoever's turn it is, and reports whether the game is still in progress, was just won, or the move was illegal — red wins by connecting the top row to the bottom row, blue wins by connecting the left column to the right column, always through a chain of true hex-adjacent (6-neighbor) stones. get_valid_moves lists empty squares. render draws a human-readable ASCII rhombus board.

ai_move picks the AI's next placement without applying it — hand its index (or row/col) to make_move to actually play it. Three difficulties: easy (offense only), medium (defends at half strength), and hard (default: full offense and defense, plus always taking an immediate win). This game deliberately does NOT use minimax — the branching factor and required search depth make that impractical at useful strength — and instead uses a genuine shortest-bridge heuristic: Dijkstra computes each side's cheapest remaining connecting path, and every candidate cell is scored by how much claiming it would actually shorten the mover's own path versus lengthen the opponent's.

How state works

There is no server-side session. Every tool takes the full game state (a JSON object: {"board": [...size*size cells...], "current_player": "R"|"B", "size": <n>}) and returns the new one — your assistant carries that object forward between calls.

What it is not

This is an original implementation of the generic rhombus-board connection game concept, described in generic terms throughout — it is not associated with, and never uses the name of, any specific trademarked product. Not a general board-game reference — just one real, correct engine plus an opponent, fully local and stateless.

Privacy policy

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Hex Play — Privacy Policy

Effective 27 September 2026. Unify Dynamics LLC ("we", "us"), Menlo Park, California.

What Hex Play is. Hex Play is a connector (an MCP server and REST API) that AI assistants and personal agents call on your behalf to run a real rhombus-board connection game — validating placements, detecting side-to-side connections, and computing an AI opponent's moves. 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 (a grid and whose turn it is), a chosen placement, and a requested AI difficulty — 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. 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. Hex Play is a general-audience service operated by the person using the assistant.

Changes. We will post changes here with a new effective date.

Terms of service

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Hex Play — Terms of Service

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

  1. The Service. Hex Play runs a real, stateless rhombus-board connection game: move validation, union-find based connection detection, and an AI opponent, accessed through an AI assistant or directly over MCP or HTTP. It is an original implementation of the generic rhombus-board connection game concept and is not affiliated with, and does not use the name or branding of, any trademarked product.
  2. Just a game. The Service is entertainment only. Nothing about its output should be treated as advice of any kind.
  3. Reference content. The engine's rules and AI logic are fixed and documented; behavior does not depend on real-time external data.
  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 state you sent 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 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/hexplay

Hex Play 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. Hex Play never asks for them.

Get Hex Play

Free · No sign-in · Read-only

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

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