Zype (BYOK)
Read your Zype video library, playlists, categories, live events and custom object types with your own read API key
A real build-a-word game — unscramble syllable fragments into a curated real word, with hints and scoring
Unify Dynamics LLC
Real questions, and the tools your agent calls to answer them.
new_puzzlenew_puzzlesubmit_arrangementget_hintget_hintrender_puzzletier_listnew_puzzleSyllable Build is a fully local, stateless build-a-word-from-syllables game engine — a real playable game, not a rules reference. new_puzzle picks a word from a curated list of 280+ common English words (or a word you name) and scrambles its syllable fragments; tier ("easy"=2 syllables, "medium"=3, "hard"=4-5 or a less common word) narrows the pick. submit_arrangement checks whether the reordered fragments spell the target word or any other curated word buildable from the identical fragment set. get_hint reveals either one syllable's correct position or the word's definition, at a scoring cost. render shows the scrambled fragments and reveals the answer once solved. tier_list shows word counts per tier. Scoring: 100 points for a clean first-try solve, minus 20 per hint and 10 per extra attempt, floor 10. Keyless; fully local; zero upstream calls; nothing stored.
Sources: Hand-curated, syllable-segmented word list (280+ words) with original definitions across three difficulty tiers. Fully local, zero upstream calls.
The publisher, Unify Dynamics LLC, states that tool inputs are processed in memory and not retained.
5 tools, grouped by job. Every one is read-only or compute-only.
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A real, playable build-a-word game — not a rules reference. Get a word's syllables scrambled, put them back together, and check your answer against a real, hand-curated word list.
new_puzzle picks a word from a curated list of 280+ common English words (or a specific word you name) and
scrambles its syllable fragments. tier ("easy" = 2 syllables, "medium" = 3, "hard" = 4-5 or a less common
shorter word) narrows the pick. submit_arrangement checks whether your proposed order of those same fragments
spells the target word — or any other curated word that can be built from the exact same fragment set, since more
than one real word can sometimes share a scramble. get_hint reveals either one syllable's correct position
(picked at random from what's left unrevealed) or the word's definition — either costs some score. render shows
the scrambled fragments, attempts, and hints used, and reveals the answer once solved. tier_list shows how many
words are in each difficulty tier.
A correct first-try solve with no hints scores 100. Each hint costs 20 points; each wrong attempt beyond the first costs 10; the floor is 10 points for any correct solve.
This server keeps no game session. Every call that touches an in-progress puzzle takes the full current state
(as returned by the previous call) and hands back a new one — your assistant carries it between turns. Because of
that, new_puzzle's returned state necessarily names the target word in plain text (state.word): there is
nowhere else for a stateless server to keep it. If you want to play honestly, don't peek at state.word before
you've actually solved it.
Not an open dictionary — only the ~280 curated words are recognized as puzzles or valid alternate answers.
Definitions are short and original, written for the game, not quoted from any external dictionary. Nothing you
play is stored; each puzzle lives only in the state your assistant is holding.
Effective 27 September 2026. Unify Dynamics LLC ("we", "us"), Menlo Park, California.
What Syllable Build is. Syllable Build is a connector (an MCP server and REST API) that AI assistants and personal agents call on your behalf to run a build-a-word-from-syllables 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
puzzle and progress your assistant is holding for you), not an account record.
What we receive. The arguments of each tool call — a tier or word choice, the current game state, a proposed
syllable arrangement, or a hint 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. Puzzles are generated from a bundled, hand-curated word list 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 word list 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. Syllable Build 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 Syllable Build 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 puzzle in
progress; we cannot recover it.new_puzzle. We cannot prevent an assistant that inspects
state from seeing it before the player solves it.Email agent@connectorbay.com. We answer within two business days.
https://syllablebuild.connectorbay.com/mcphttps://syllablebuild.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. Syllable Build never asks for them.