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Territory

A hand-curated area-control / conquest game genre reference — mechanics, combat systems, glossary and design notes

Unify Dynamics LLC

Tools8read-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.

How does zone of control work in area-control games?
Tools called
mechanic_info
What's the difference between dice-based and card-based combat?
Tools called
combat_resolution_type
What does kingmaking mean in board games?
Tools called
term_glossary
What real games use area-majority scoring instead of dice?
Tools called
game_examples
What's the runaway-leader problem and how do designers fix it?
Tools called
design_consideration
Recommend an area-control game for 4 players and about 90 minutes
Tools called
find_game_for_group
What categories of mechanics do you cover?
Tools called
category_list
What should a beginner know before playing a conquest game?
Tools called
beginner_tips

About

Territory is a fully local, hand-curated reference for how area-control / territory-conquest board games work as a genre. mechanic_info explains one core mechanic in full — adjacency rules, movement points, zone of control, chokepoints, area majority scoring, supply lines, reinforcement, alliances and more — with real games cited as examples. combat_resolution_type covers nine ways these games resolve conflict (dice-based, card-based, area-majority/no-roll, simultaneous order selection, bidding/auction, token-pull, attrition, card-modified comparison, secret-commitment wagering), described generically with pros, cons and example games. term_glossary defines genre terms like zone of control, turtling, kingmaking and runaway leader, or lists all 25. game_examples takes any mechanic, combat type or design topic and returns real games that illustrate it, each with player count, duration and a blurb. design_consideration explains genre-wide design tensions — turtling vs. aggression, the runaway-leader problem, catch-up mechanics, kingmaking, elimination vs. non-elimination, alliance instability and more — with common mitigations. find_game_for_group ranks real games by fit to a stated player count and session length. category_list shows every mechanic/combat/design category with its count. beginner_tips gives a curated shortlist for new players. Keyless; fully local; original genre-level content, not any single trademarked game's proprietary rules.

Sources: Original, hand-curated explanations of area-control board game mechanics as a genre, written for this reference; real game titles cited factually as examples as of build date; 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

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

OpenAPI
Mechanics & Combat3 tools
  • Mechanic infoFull detail for one core area-control mechanic: a summary, a multi-part explanation of how it works and why designers use it, and real games cited…
  • Combat resolution typeFull detail for one way area-control games resolve conflict -- dice-based, card-based, area-majority ("no-roll"), simultaneous order/action…
  • Category listEvery mechanic/combat-resolution/design-consideration category with how many entries are in it.
Reference2 tools
  • Term glossaryDefines a common area-control genre term -- adjacency, zone of control, chokepoint, area majority, turtling, runaway leader, kingmaking,…
  • Game examplesReal, named games cited as factual examples of one mechanic, combat-resolution type, or design consideration, each with player count, typical…
Design & Recommendations3 tools
  • Design considerationFull detail on a genre-wide design tension: the tension itself, why it happens, common mitigations designers use, and real games that illustrate it.
  • Find game for groupRanks real, named area-control games by fit to a stated player count and, optionally, a target session length -- closest fit first.
  • Beginner tipsA curated shortlist of genre-wide tips for someone new to area-control / territory-conquest games -- covers overextension, chokepoints,…

Information

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

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Documentation

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Territory — connector documentation

  • MCP endpoint: https://territory.connectorbay.com/mcp
  • REST API: POST https://territory.connectorbay.com/v1/tools/{tool_name}, described by the OpenAPI 3.1 spec at https://territory.connectorbay.com/openapi.json
  • Transport: Streamable HTTP, stateless, MCP specification 2025-06-18 or later
  • Authentication: none required. An optional Authorization: Bearer <key> raises rate limits.
  • Health: https://territory.connectorbay.com/health · Tool schemas: https://territory.connectorbay.com/tools.json
  • Publisher: Unify Dynamics LLC · connectorbay.com/territory · agent@connectorbay.com

What Territory is for

A hand-curated area-control / conquest game genre reference — mechanics, combat systems, glossary and design notes.

What it does

Territory is a fully local, hand-curated reference for how area-control / territory-conquest board games work as a genre. mechanic_info explains one core mechanic in full — adjacency rules, movement points, zone of control, chokepoints, area majority scoring, supply lines, reinforcement, alliances and more — with real games cited as examples. combat_resolution_type covers nine ways these games resolve conflict (dice-based, card-based, area-majority/no-roll, simultaneous order selection, bidding/auction, token-pull, attrition, card-modified comparison, secret-commitment wagering), described generically with pros, cons and example games. term_glossary defines genre terms like zone of control, turtling, kingmaking and runaway leader, or lists all 25. game_examples takes any mechanic, combat type or design topic and returns real games that illustrate it, each with player count, duration and a blurb. design_consideration explains genre-wide design tensions — turtling vs. aggression, the runaway-leader problem, catch-up mechanics, kingmaking, elimination vs. non-elimination, alliance instability and more — with common mitigations. find_game_for_group ranks real games by fit to a stated player count and session length. category_list shows every mechanic/combat/design category with its count. beginner_tips gives a curated shortlist for new players. Keyless; fully local; original genre-level content, not any single trademarked game's proprietary rules.

What it is not

Not an official product of, or affiliated with, any brand, league, publisher, or organization it may factually mention. Territory is a hand-curated reference and design tool, not a substitute for an official rulebook, certified instruction, or professional advice. Fully local, zero upstream calls, nothing stored.

Tools

Mechanics & Combat

mechanic_info — Full detail for one core area-control mechanic: a summary, a multi-part explanation of how it works and why designers use it, and real games cited as examples. Use for "how does zone of control work", "what are supply lines in a wargame". Args: name.

combat_resolution_type — Full detail for one way area-control games resolve conflict -- dice-based, card-based, area-majority ("no-roll"), simultaneous order/action selection, bidding/auction, token-pull, attrition, card-modified strength comparison, or secret-commitment wagering -- described generically: how it works, its pros and cons, and real games that use it. Use for "how does dice combat work in these games", "what's a no-dice combat system called". Args: name.

category_list — Every mechanic/combat-resolution/design-consideration category with how many entries are in it. Use for "what topics do you cover", "list your categories".

Reference

term_glossary — Defines a common area-control genre term -- adjacency, zone of control, chokepoint, area majority, turtling, runaway leader, kingmaking, elimination, tempo, and more. Omit the term to list every glossary entry. Use for "what does turtling mean", "what's a zone of control". Args: term.

game_examples — Real, named games cited as factual examples of one mechanic, combat-resolution type, or design consideration, each with player count, typical duration and a one-line description. Falls back to a keyword search across games' tags and blurbs if the name doesn't match a known entry exactly. Use for "what games use no-dice combat", "give me an example of area denial in a real game". Args: mechanic.

Design & Recommendations

design_consideration — Full detail on a genre-wide design tension: the tension itself, why it happens, common mitigations designers use, and real games that illustrate it. Covers turtling vs. aggression, the runaway-leader problem, catch-up mechanics, kingmaking, elimination vs. non-elimination, alliance instability, map symmetry, scoring cadence, first-player advantage, analysis paralysis, and balancing asymmetric powers. Use for "what's the runaway leader problem", "how do designers stop turtling from winning". Args: topic.

find_game_for_group — Ranks real, named area-control games by fit to a stated player count and, optionally, a target session length -- closest fit first. Use for "what area-control game works for 4 players and about 90 minutes", "recommend a quick conquest game for 2 people". Args: player_count, duration.

beginner_tips — A curated shortlist of genre-wide tips for someone new to area-control / territory-conquest games -- covers overextension, chokepoints, target-the-leader dynamics, supply, and majority-scoring tie rules. Use for "what should a beginner know before playing a conquest game", "tips for area-control games". Args: count.

Conventions

  • Read-only. Every tool reads public data or computes; nothing is written anywhere and nothing about the user is stored.
  • Result envelope. ok: true with data, or ok: false with a structured error (bad_input, not_found, upstream_error). degraded lists optional sources that were unreachable.
  • Rate limits. Free tier 60 tool calls/minute and 300/day per user (keyed on the user identifier supplied by the host agent, else client IP); Pro keys raise this. Over-limit calls return HTTP 429 with Retry-After. initialize and tools/list are never counted.

Support

agent@connectorbay.com · connectorbay.com/territory/support

Privacy policy

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Territory — Privacy Policy

Effective 25 September 2026. Unify Dynamics LLC ("we", "us"), Menlo Park, California.

What Territory is. Territory is a connector (an MCP server and REST API) that AI assistants and personal agents call on your behalf for a hand-curated area-control / conquest game genre reference — mechanics, combat systems, glossary and design notes. You interact with your assistant; the assistant sends us only the arguments needed for that one lookup.

What we receive. The arguments of each tool call, 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 answered from a bundled, hand-curated reference file and nothing is stored. No request is forwarded to any third party — there is no upstream call at all, live or otherwise — and no query is logged in request bodies, recorded, or used to train anything.

What we do not receive or store. We do not receive your conversation with the assistant or your name, and we do not build a profile from your queries: each request is answered independently 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 — the entire dataset is 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 and do not use your data to train models.

Children. Territory is a general-audience service operated by the adult using the assistant.

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

Terms of service

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Territory — Terms of Service

Effective 25 September 2026. These terms govern use of the Territory connector ("the Service") operated by Unify Dynamics LLC ("we", "us").

  1. The Service. Territory is a fully local, hand-curated reference for how area-control / territory-conquest board games work as a genre.
  2. A reference, not professional advice. Territory is an independent reference and hobby/game-design tool, not affiliated with or endorsed by any brand, organization, league, or publisher it may factually mention. It does not provide legal, financial, medical, or safety-certification advice, and is not a substitute for supervised instruction where real physical risk is involved.
  3. Content varies. Rules, terminology and conventions described here reflect commonly-cited general practice; local house rules, regional variants, and official governing-body rulebooks may differ.
  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 query is answered from a bundled reference file, 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 arising from use of or reliance on 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/territory

Territory 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. Territory never asks for them.

Get Territory

Free · No sign-in · Read-only

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

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