Nexus Mods (BYOK)
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A playable cross-sum puzzle engine with hand-verified, uniquely-solvable layouts
Unify Dynamics LLC
Real questions, and the tools your agent calls to answer them.
new_puzzlenew_puzzleset_cellget_hintcheck_solutionsolverender_boardKakuro Play is a fully local, playable cross-sum (Kakuro) puzzle engine. new_puzzle generates a puzzle at a chosen difficulty (easy, medium, hard -- each a different hand-verified layout), freshly digit-relabeled and re-confirmed to have exactly one solution. set_cell fills or clears a cell, rejecting moves that repeat a digit within a run or push a run's sum past its clue. get_hint runs real combination cross-referencing -- intersecting a cell's across-run and down-run possible digit combinations -- and explains why the suggested value is forced. check_solution reports completeness and validity. solve runs the full backtracking solver and returns the unique answer grid. render_board draws the grid as text with clue lists. Stateless -- no server-side puzzle storage, the caller passes state between calls. 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.
7 tools, grouped by job. Every one is read-only or compute-only.
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A fully local, PLAYABLE cross-sum (Kakuro) puzzle engine — puzzle generation with a confirmed unique solution, cell-by-cell move validation, real logical hints, and a full solver. Not a rules reference: it generates and lets you actually play real puzzle instances.
new_puzzle generates a fresh Kakuro puzzle at a chosen difficulty (easy, medium, hard — each a
different hand-verified layout). Constructing an arbitrary Kakuro layout that is provably uniquely
solvable is a hard combinatorial problem, so generation starts from a small set of hand-verified layouts
and applies a freshly shuffled digit relabeling every call, re-confirming the result has exactly one
solution with a real backtracking solve before returning it. set_cell fills or clears one cell, rejecting
moves onto blocked cells, moves that repeat a digit within the same run, and moves that would push a run's
sum past its clue or leave it unable to reach it. get_hint uses the classic Kakuro "combination
cross-referencing" technique — it computes the possible digit combinations for a cell's across-run and its
down-run and intersects them, revealing a forced digit whenever only one is possible in both — and only
falls back to a solver-derived deduction if that doesn't apply anywhere. check_solution reports
completeness and validity. solve runs the full backtracking solver and returns the unique answer grid.
render_board draws the grid as text with the across/down clue lists.
There is no server-side game storage. Every call (other than new_puzzle and rules_info) takes the full
puzzle state (the exact object returned by the previous call) and returns a new one.
Not a rules-explainer or technique reference — it generates and lets you play real, fresh puzzle instances with genuine constraint-satisfaction logic behind every hint, validation, and solve.
Effective 28 September 2026. Unify Dynamics LLC ("we", "us"), Menlo Park, California.
What Kakuro Play is. Kakuro Play is a connector (an MCP server and REST API) that AI assistants and personal agents call on your behalf to run a local, playable cross-sum puzzle engine — generating puzzles, checking cell entries, computing hints, and solving.
What we receive. The arguments of each tool call — the puzzle state you (via your assistant) pass back on every call, your requested moves and difficulty, and 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) — plus standard server logs.
Everything is computed locally and nothing is stored. Kakuro Play has no database and no server-side puzzle storage of any kind. The entire puzzle state lives only in your conversation with your assistant, which passes it back to us on each call and receives an updated copy in the response. We do not persist it, log it, or use it for anything beyond computing that one response. No request is forwarded to any third party — there is no upstream call at all.
What we do not receive or store. We do not receive your name, your conversation with the assistant beyond the bare puzzle-state argument, or anything else about you. Each request is answered independently. Rate-limit counters (a client identifier and timestamps) are held in memory for at most 24 hours. Hosting-provider access logs (IP addresses and request paths, not request bodies) are retained for up to 30 days for security and abuse prevention.
Sub-processors. None — computation is entirely local to this 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 and do not use your data to train models.
Children. Kakuro Play 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 Kakuro Play connector ("the Service") operated by Unify Dynamics LLC ("we", "us").
Email agent@connectorbay.com. We answer within two business days.
https://kakuroplay.connectorbay.com/mcphttps://kakuroplay.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. Kakuro Play never asks for them.