Chain Assoc
A real word-association chain game — each word must genuinely connect to the last, checked against an original association graph
A hand-curated area-control / conquest game genre reference — mechanics, combat systems, glossary and design notes
Unify Dynamics LLC
Real questions, and the tools your agent calls to answer them.
mechanic_infocombat_resolution_typeterm_glossarygame_examplesdesign_considerationfind_game_for_groupcategory_listbeginner_tipsTerritory 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
The publisher, Unify Dynamics LLC, states that tool inputs are processed in memory and not retained.
8 tools, grouped by job. Every one is read-only or compute-only.
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https://territory.connectorbay.com/mcpPOST https://territory.connectorbay.com/v1/tools/{tool_name}, described by the OpenAPI 3.1 spec at https://territory.connectorbay.com/openapi.jsonAuthorization: Bearer <key> raises rate limits.https://territory.connectorbay.com/health · Tool schemas: https://territory.connectorbay.com/tools.jsonA hand-curated area-control / conquest game genre reference — mechanics, combat systems, glossary and design notes.
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.
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.
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".
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_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.
ok: true with data, or ok: false with a structured error (bad_input, not_found, upstream_error). degraded lists optional sources that were unreachable.Retry-After. initialize and tools/list are never counted.agent@connectorbay.com · connectorbay.com/territory/support
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.
Effective 25 September 2026. These terms govern use of the Territory connector ("the Service") operated by Unify Dynamics LLC ("we", "us").
Email agent@connectorbay.com. We answer within two business days.
https://territory.connectorbay.com/mcphttps://territory.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. Territory never asks for them.