Ludo
A hand-curated cross-and-circle race-game reference — Pachisi, Ludo, Parcheesi, Sorry! and more
A real rhyming game — genuine rhymes validated by ending SOUND, not spelling, including classic tricky cases
Unify Dynamics LLC
Real questions, and the tools your agent calls to answer them.
new_gamesubmit_rhymesubmit_rhymeassistrender_chaingroup_listdataset_statssubmit_rhymeRhyme Duel is a fully local, stateless rhyming word game engine — a real playable game, not a rules reference. new_game starts a rhyme chain from a given or random prompt word. submit_rhyme checks the next word: it must be recognized, not already used anywhere in the chain, and share an ending-sound group with the current last word, validated against a curated rhyme-family dataset (400+ words across ~30 sound families) built to handle English's classic spelling/sound mismatches correctly — 'though' rhymes with 'go' and 'snow' despite different spellings, while 'though', 'through', 'rough' and 'cough' all end in '-ough' yet do not rhyme with each other at all; 'love' and 'move' share '-ove' spelling but not sound. assist suggests a valid unused rhyme without applying it — a 'give me a rhyme' mode. render gives a plain-text chain view with score (chain length). group_list and dataset_stats describe the bundled data. Keyless; fully local; zero upstream calls; nothing stored.
Sources: Original, hand-curated rhyme-family dataset — words grouped by ending sound across ~30 phonetic families, built specifically to handle English spelling/pronunciation mismatches correctly. 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.
https://rhymeduel.connectorbay.com/mcpA hand-curated cross-and-circle race-game reference — Pachisi, Ludo, Parcheesi, Sorry! and more
A hand-curated disc-flicking board game reference — Crokinole, Carrom, Pichenotte and Tiddlywinks
Flip-and-capture disc game and drop-and-connect game rules and strategy — corners, mobility, odd/even threats and more
A hand-curated dominoes reference — rules and scoring across 10 variants
A hand-curated checkers/draughts rules & variant reference — mechanics, variants, notation and strategy
A hand-curated Mahjong rules & scoring reference across four regional variants
A real, playable rhyming game — not a rules reference. Keep a chain of genuine rhymes going, checked by actual ending sound, not spelling.
new_game starts a rhyme chain from a given or random prompt word. submit_rhyme checks the player's next word:
it must be a word the dataset recognizes, must not already appear anywhere in the chain, and must share an ending
sound with the chain's current last word — checked against a curated rhyme-family dataset grouped by
pronunciation, never spelling and never an external API. assist is "give me a rhyme" mode: it suggests one
valid, unused rhyme for a word without applying it, so a stuck player (or the engine, playing solo) can keep
going. render gives a plain-text chain view with score (chain length). group_list and dataset_stats describe
the bundled rhyme families.
English spelling lies about pronunciation constantly, and this game is built around that: "though" rhymes with "go", "dough", and "snow" despite three totally different spellings, while "though", "through", "rough", and "cough" all end in the exact same four letters — "-ough" — and don't rhyme with EACH OTHER at all (four different sounds, one spelling — the textbook case). Likewise, "love" and "move" both end in "-ove" but don't rhyme; "love" groups with "dove"/"glove"/"above", and "move" groups with "prove"/"groove"/"soothe". A naive suffix-string check would get every one of these wrong, so the dataset groups words by an actual ending-sound description instead.
This server keeps no game session. Every call that touches an in-progress chain takes the full current state
(as returned by the previous call) and hands back a new one — your assistant carries it between turns.
Not an open-vocabulary phonetic engine — only words in the curated rhyme-family dataset (400+ words across ~30
sound families) are recognized, so an unusual but genuinely-rhyming word may come back "unknown" rather than
validated by algorithm. Nothing you play is stored; each chain lives only in the state your assistant is holding.
Effective 27 September 2026. Unify Dynamics LLC ("we", "us"), Menlo Park, California.
What Rhyme Duel is. Rhyme Duel is a connector (an MCP server and REST API) that AI assistants and personal agents call on your behalf to run a rhyming word game. You interact with your assistant; the assistant sends us only
the arguments needed for that one move — most calls include the current game state (the chain and score your
assistant is holding for you), not an account record.
What we receive. The arguments of each tool call — a prompt word, the current game state, a submitted
rhyme, or an assist request — 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. Rhyme checks run against a bundled, curated dataset at request time; there is no upstream call, live or otherwise, and no game state is saved on our side between calls — your assistant is the only place a game persists. We do not log request bodies and do not use anything you send to train models.
What we do not receive or store. We do not receive your conversation with the assistant or your name. 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, 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 rhyme dataset and game logic are bundled with the server and answered 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.
Children. Rhyme Duel is a general-audience game operated by the adult using the assistant.
Changes. We will post changes here with a new effective date.
Effective 27 September 2026. These terms govern use of the Rhyme Duel connector ("the Service") operated by Unify Dynamics LLC ("we", "us").
state
between moves and sends the full current state back on every call. Losing that state means losing the chain in
progress; we cannot recover it.Email agent@connectorbay.com. We answer within two business days.
https://rhymeduel.connectorbay.com/mcphttps://rhymeduel.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. Rhyme Duel never asks for them.