Air Hockey
A hand-curated air hockey rules & technique reference — fouls, shots, equipment specs and formats
A real, playable card-battle duel with a full war-tie mechanic
Unify Dynamics LLC
Real questions, and the tools your agent calls to answer them.
new_gameplay_roundplay_until_donerenderrulesWar Card is a real, stateless, playable card-battle engine. new_game shuffles a 52-card deck and deals 26 cards to each side. play_round flips the top card from each deck; higher card (2 low, Ace high) takes both, with a full war-tie mechanic auto-resolved on a tie (each side burns 3 cards and flips 1 more; ties escalate again; a side with too few cards goes all-in). play_until_done fast-forwards to the end of the game. render gives a deck-size and last-round summary; rules explains the mechanic. There is no server-side session; every tool call takes the full game state and returns the new one. 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.
6 tools, grouped by job. Every one is read-only or compute-only.
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A real, playable card-battle engine your assistant can run right inside the conversation — not a rules explainer. It's the classic "higher card wins" duel: two 26-card decks, one flip per round, and a full war-tie/burn mechanic when both sides flip the same rank.
new_game shuffles a standard 52-card deck and deals it evenly, 26 cards to the player and 26 to
an opposing deck. Because the game has no real decisions, play_round plays a whole round by
itself: both top cards flip, the higher one (2 low, Ace high) takes both cards onto the bottom of
the winner's deck. On a tie, a war automatically triggers — each side burns 3 cards face down and
reveals one more card face up; the higher face-up card takes everything played in the war (every
burned card from both sides plus both original and face-up cards); a further tie escalates again.
A side with too few cards left for a full war goes all-in with whatever it has. play_until_done
fast-forwards through as many rounds as needed to finish the game in one call. render gives a
quick deck-size and last-round summary; rules explains the mechanic in plain language.
War is fully forced on both sides — nobody chooses anything. So unlike a game with real decisions, there's no strategy to model; the thing that has to be genuinely correct is the war-tie escalation and end-of-game detection, which is exactly what this engine gets right (and what its tests prove directly, with constructed decks that force ties, double ties, and an all-in short war).
There is no server-side session. Every tool takes the full game state (both decks, round count, last round played) and returns the new one — your assistant carries that object forward between calls.
Not a real-money gambling service and not a general card-game reference — one real, correct War engine, fully local and stateless.
Effective 27 September 2026. Unify Dynamics LLC ("we", "us"), Menlo Park, California.
What War Card is. War Card is a connector (an MCP server and REST API) that AI assistants and personal agents call on your behalf to run a real card-battle game — dealing, round resolution, and war-tie handling. You interact with your assistant; the assistant sends us only the arguments needed for one tool call at a time.
What we receive. The arguments of each tool call — a game state (both players' remaining decks and round count) — plus 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. There is no upstream call at all, no database, and no per-user session — every tool call is a pure function of the state it's given. Game states are not logged, recorded, or used to train anything, 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 — everything runs locally on our 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.
Children. War Card is a general-audience service operated by the person using the assistant.
Changes. We will post changes here with a new effective date.
Effective 27 September 2026. These terms govern use of the War Card connector ("the Service") operated by Unify Dynamics LLC ("we", "us").
Email agent@connectorbay.com. We answer within two business days.
https://warcard.connectorbay.com/mcphttps://warcard.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. War Card never asks for them.