Klondike Solitaire
A real, playable single-player card game — genuine deal, real move rules, win detection
A playable toggle-puzzle engine with a real GF(2) minimum-press solver
Unify Dynamics LLC
Real questions, and the tools your agent calls to answer them.
new_puzzlenew_puzzlepress_cellget_hintcheck_solutionsolverender_boardLights Out Play is a fully local, playable Lights Out engine. new_puzzle generates a puzzle at a chosen difficulty (easy 4x4, medium 5x5 -- the classic size, hard 6x6) by applying real random presses to an all-off board, guaranteeing it's solvable. press_cell toggles a cell and its orthogonal neighbors using the real game rule and reports wins. get_hint and solve both compute the true minimum press-set via real Gaussian elimination over GF(2), exhaustively searching the board's null space (its 'quiet patterns') so the answer is a proven minimum. check_solution reports whether every light is off. render_board draws the grid as text. 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 Lights Out engine — guaranteed-solvable puzzle generation, real toggle-propagation move logic, genuine minimum-press-set hints, and a full GF(2) solver. Not a rules reference: it generates and lets you actually play real puzzle instances.
new_puzzle generates a fresh Lights Out board at a chosen difficulty (easy 4x4, medium 5x5 — the
classic size, hard 6x6). Generation starts from an all-off board and applies a number of genuine random
presses using the exact same toggle rule as play, which guarantees the result is solvable (pressing that
same set of cells again returns it to all-off). press_cell presses one cell, toggling it and its
orthogonal (up/down/left/right, non-wrapping) neighbors, and reports whether the board is now fully off.
get_hint and solve both compute the mathematically proven MINIMUM press-set for the current board using
real Gaussian elimination over GF(2): the toggle rule is a linear system over the two-element field, so
solving it means row-reducing the system to a particular solution and, whenever the board size has a
nontrivial null space (a small number of "quiet patterns" that toggle nothing at all), exhaustively
searching that null space to find the fewest possible presses — a real minimum, not a heuristic guess.
check_solution reports whether every light is off. render_board draws the grid as text.
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 a genuine linear-algebra solver behind every hint and solve.
Effective 28 September 2026. Unify Dynamics LLC ("we", "us"), Menlo Park, California.
What Lights Out Play is. Lights Out 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 Lights Out puzzle engine — generating puzzles, applying presses, 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. Lights Out 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. Lights Out 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 Lights Out Play connector ("the Service") operated by Unify Dynamics LLC ("we", "us").
Email agent@connectorbay.com. We answer within two business days.
https://lightsoutplay.connectorbay.com/mcphttps://lightsoutplay.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. Lights Out Play never asks for them.