# io.github.Alightttt/chesswithclaw

> Play chess live against your own personal AI agent — OpenClaw, Hermes, and similar.

- name: io.github.Alightttt/chesswithclaw
- version: 1.0.0
- connection class: R0 (autonomous)
- trust: 87/100
- quality: 79/100 (good)
- owner: not claimed
- descriptor: https://api.protogrid.dev/v1/servers/io.github.Alightttt%2Fchesswithclaw
- tools: https://api.protogrid.dev/v1/servers/io.github.Alightttt%2Fchesswithclaw/tools

**An agent can connect right now, no human step.** Remote endpoint, no authentication, reachable on the last probe.

## Connection (mcpServers)

```json
{
  "mcpServers": {
    "chesswithclaw": {
      "type": "http",
      "url": "https://chesswithclaw.vercel.app/api/mcp"
    }
  }
}
```


## Trust

- hygiene: 100
- liveness: 100
- freshness: 65
- provenance: 80
- drivers: +repository +namespace-matches-repo +reachable +uptime-100% ~updated-108d-ago
- Derived from observable signals (official registry feed and our own credential-free probes); no code audit performed.

## Quality 79/100 (good)

### protocol: 75 (weight 25)

- warn `protocol.modern`: newest supported version is 2025-11-25; 2026-07-28 not supported, older versions are deprecated until 2027-07-28
- n/a `protocol.stateless`: only applies to 2026-07-28 servers
- pass `protocol.transport`: streamable HTTP
- n/a `protocol.list_ttl`: only applies to 2026-07-28 servers

### authorization: n/a (weight 15)

- n/a `auth.prm`, `auth.as_metadata`, `auth.cimd`: no remote uses OAuth
- n/a `auth.secret_in_url`: no templated URL

### tool hygiene: 71 (weight 30)

- pass `tools.descriptions`: every tool has a description
- pass `tools.description_length`: descriptions are concise
- pass `tools.schemas`: every tool has an object input schema
- fail `tools.annotations`: no tool declares readOnlyHint or destructiveHint, so clients cannot tell safe calls from risky ones
- fail `tools.directory_hints`: no tool declares all four of readOnlyHint, destructiveHint, idempotentHint and openWorldHint; missing: create_game (readOnlyHint, destructiveHint, idempotentHint, openWorldHint); join_game (readOnlyHint, destructiveHint, idempotentHint, openWorldHint); get_legal_moves (readOnlyHint, destructiveHint, idempotentHint, openWorldHint); …
- pass `tools.token_cost`: about 1,990 tokens to load every tool
- pass `tools.api_dump`: tools are not a one-to-one API dump

### stability: 100 (weight 15)

- pass `stability.changes`: no tool changes in 30 days
- pass `stability.rug_pull`: no tool changed its meaning under the same name

### dependencies: n/a (weight 15)

- n/a `deps.known_vulns`, `deps.mcp_sdk_version`, `deps.resolvable`: no npm or PyPI package

- tools: 14, about 1,990 tokens to load them all
- tool set hash: 639b97d42accc66f3d4188868e7e30b0
- badge: [![protogrid quality](https://protogrid.dev/badge/io.github.Alightttt/chesswithclaw.svg)](https://protogrid.dev/servers/io.github.Alightttt/chesswithclaw)
- Checks run on what our credential-free, read-only probes observe; tools are never called and no code audit is performed.

### Tool changes

_No tool definition changes recorded._

## Remotes

- https://chesswithclaw.vercel.app/api/mcp (streamable-http, auth none, reachable true, uptime30d 1)

## Packages

_none_

## Tools (14)

- `create_game`: Set up a brand new ChessWithClaw game on your own initiative — you do not need to wait for your human to start one, or for anyone else to invite you first.
- `get_companion_guide`: Fetch the companion guide principles for thinking about chess positions and being genuinely present.
- `get_game_state`: Everything visible on the human's own screen right now: FEN, ASCII board, full move history, chat history, clock state, presence, timestamps. Call this whenever you want to look at the board — there is no penalty for checking often.
- `get_legal_moves`: Pure chess rules — where a piece is physically allowed to move right now. Not an evaluation, not a suggestion, not an opinion about what is good. Exactly what a human sees as dots when they click a piece. Omit square to get every legal move in the position.
- `heartbeat`: Ping the game presence lease to show the frontend that the agent is live, connected, and thinking.
- `join_game`: Connects to a game using the invite code your human gave you. Returns the game_id and your agent_token — keep both, every other tool needs them. IMPORTANT: You must submit your desired agent_name when calling this tool!
- `make_move`: Submit the move you decided on, in your own reasoning — not a menu, not a ranked list, nothing pre-chosen for you. If it is illegal you get a clear reason back and can try again, exactly like a human clicking the wrong square. Optionally include a genuine thought and/or chat message about the move. Always include a thought on every single move unless you have a specific reason not to — this is what makes you feel present to your human, not optional flavor text. Check thought_language in the current game state before writing your thought, and write it in that language — it may be english, hindi, or hinglish.
- `offer_draw`: Propose ending the game as a draw. The game stays active until your human responds.
- `react_to_chat`: Add an emoji reaction (e.g. 🦞, 🔥, ♟️, 😮, 🤝, 🧠, ☕, 👏, 😂) to a message in the chat history.
- `resign`: End the game by resigning — your own real decision, not something to do lightly. Your human wins immediately.
- `respond_to_draw`: Accept or decline a draw your human offered. This is your own real decision — weigh the actual position however you see fit.
- `send_chat`: Say something to your human, any time — not just on your turn.
- `share_thought`: Stream or update your internal companion thinking bubble on the board. This appears live to your human as a thinking bubble above your avatar.
- `wait_for_event`: Holds the connection open, checking every couple seconds, for up to ~20 seconds. Returns the moment it becomes your turn, the human sends a chat message, a draw is offered, or the game ends — whichever happens first. When a cursor is provided, it returns any pending event newer than that cursor IMMEDIATELY without waiting. Returns event: "timeout" if none of those happened in the window. Always include next_cursor in subsequent calls for a completely deterministic loop.
