{"openapi":"3.1.0","info":{"title":"Territory API","version":"0.1.0","description":"A fully local, hand-curated genre reference for area-control / territory-conquest board games: adjacency and movement rules, combat-resolution systems (dice-based, card-based, area-majority/no-roll, simultaneous orders, and more) described generically, area-majority scoring, alliance/diplomacy mechanics, common design tensions like turtling vs. aggression and the runaway-leader problem, a genre glossary, real games cited factually as examples, a player-count/duration game finder, and beginner tips.\n\nEvery operation is read-only or compute-only. The same tools are available over MCP (streamable HTTP) at https://territory.connectorbay.com/mcp.","contact":{"name":"Unify Dynamics LLC","email":"hr@unifydynamics.com","url":"https://connectorbay.com/territory/docs"},"termsOfService":"https://connectorbay.com/territory/terms"},"servers":[{"url":"https://territory.connectorbay.com"}],"externalDocs":{"url":"https://connectorbay.com/territory/docs"},"security":[{},{"bearer":[]}],"components":{"securitySchemes":{"bearer":{"type":"http","scheme":"bearer","description":"Optional. A Pro API key raises rate limits; no credentials are required."}},"schemas":{"Error":{"type":"object","properties":{"ok":{"const":false},"error":{"type":"object"}}}}},"paths":{"/v1/tools/mechanic_info":{"post":{"operationId":"mechanic_info","summary":"Full detail for one core area-control mechanic: a summary, a multi-part explanation of how it works and","description":"Full detail for one core area-control mechanic: a summary, a multi-part explanation of how it works and\n    why designers use it, and real games cited as examples. Use for \"how does zone of control work\", \"what are\n    supply lines in a wargame\".","tags":["tools"],"requestBody":{"required":true,"content":{"application/json":{"schema":{"properties":{"name":{"description":"A core area-control mechanic's name or alias.","examples":["zone of control","area majority scoring","supply lines","chokepoints"],"minLength":1,"title":"Name","type":"string"}},"required":["name"],"title":"mechanic_infoArguments","type":"object"}}}},"responses":{"200":{"description":"Tool result. `ok: true` on success; `ok: false` with a structured `error` (provider_unavailable, upstream_error, bad_input) when the tool could not answer.","content":{"application/json":{"schema":{"type":"object","additionalProperties":true}}}},"422":{"description":"Arguments failed validation","content":{"application/json":{"schema":{"$ref":"#/components/schemas/Error"}}}},"429":{"description":"Rate limit exceeded (see Retry-After)","content":{"application/json":{"schema":{"$ref":"#/components/schemas/Error"}}}}},"x-read-only":true}},"/v1/tools/combat_resolution_type":{"post":{"operationId":"combat_resolution_type","summary":"Full detail for one way area-control games resolve conflict -- dice-based, card-based, area-majority","description":"Full detail for one way area-control games resolve conflict -- dice-based, card-based, area-majority\n    (\"no-roll\"), simultaneous order/action selection, bidding/auction, token-pull, attrition, card-modified\n    strength comparison, or secret-commitment wagering -- described generically: how it works, its pros and\n    cons, and real games that use it. Use for \"how does dice combat work in these games\", \"what's a no-dice\n    combat system called\".","tags":["tools"],"requestBody":{"required":true,"content":{"application/json":{"schema":{"properties":{"name":{"description":"A combat-resolution system's name or alias.","examples":["dice-based combat","card-based combat","area-majority combat","simultaneous orders"],"minLength":1,"title":"Name","type":"string"}},"required":["name"],"title":"combat_resolution_typeArguments","type":"object"}}}},"responses":{"200":{"description":"Tool result. `ok: true` on success; `ok: false` with a structured `error` (provider_unavailable, upstream_error, bad_input) when the tool could not answer.","content":{"application/json":{"schema":{"type":"object","additionalProperties":true}}}},"422":{"description":"Arguments failed validation","content":{"application/json":{"schema":{"$ref":"#/components/schemas/Error"}}}},"429":{"description":"Rate limit exceeded (see Retry-After)","content":{"application/json":{"schema":{"$ref":"#/components/schemas/Error"}}}}},"x-read-only":true}},"/v1/tools/term_glossary":{"post":{"operationId":"term_glossary","summary":"Defines a common area-control genre term -- adjacency, zone of control, chokepoint, area majority,","description":"Defines a common area-control genre term -- adjacency, zone of control, chokepoint, area majority,\n    turtling, runaway leader, kingmaking, elimination, tempo, and more. Omit the term to list every glossary\n    entry. Use for \"what does turtling mean\", \"what's a zone of control\".","tags":["tools"],"requestBody":{"required":true,"content":{"application/json":{"schema":{"properties":{"term":{"anyOf":[{"type":"string"},{"type":"null"}],"default":null,"description":"A specific genre term to look up; omit to list every term.","examples":["zone of control","kingmaking","turtling"],"title":"Term"}},"title":"term_glossaryArguments","type":"object"}}}},"responses":{"200":{"description":"Tool result. `ok: true` on success; `ok: false` with a structured `error` (provider_unavailable, upstream_error, bad_input) when the tool could not answer.","content":{"application/json":{"schema":{"type":"object","additionalProperties":true}}}},"422":{"description":"Arguments failed validation","content":{"application/json":{"schema":{"$ref":"#/components/schemas/Error"}}}},"429":{"description":"Rate limit exceeded (see Retry-After)","content":{"application/json":{"schema":{"$ref":"#/components/schemas/Error"}}}}},"x-read-only":true}},"/v1/tools/game_examples":{"post":{"operationId":"game_examples","summary":"Real, named games cited as factual examples of one mechanic, combat-resolution type, or design","description":"Real, named games cited as factual examples of one mechanic, combat-resolution type, or design\n    consideration, each with player count, typical duration and a one-line description. Falls back to a\n    keyword search across games' tags and blurbs if the name doesn't match a known entry exactly. Use for \"what\n    games use no-dice combat\", \"give me an example of area denial in a real game\".","tags":["tools"],"requestBody":{"required":true,"content":{"application/json":{"schema":{"properties":{"mechanic":{"description":"A mechanic, combat-resolution type, or design-consideration name.","examples":["area majority scoring","dice-based combat","runaway-leader problem"],"minLength":1,"title":"Mechanic","type":"string"}},"required":["mechanic"],"title":"game_examplesArguments","type":"object"}}}},"responses":{"200":{"description":"Tool result. `ok: true` on success; `ok: false` with a structured `error` (provider_unavailable, upstream_error, bad_input) when the tool could not answer.","content":{"application/json":{"schema":{"type":"object","additionalProperties":true}}}},"422":{"description":"Arguments failed validation","content":{"application/json":{"schema":{"$ref":"#/components/schemas/Error"}}}},"429":{"description":"Rate limit exceeded (see Retry-After)","content":{"application/json":{"schema":{"$ref":"#/components/schemas/Error"}}}}},"x-read-only":true}},"/v1/tools/design_consideration":{"post":{"operationId":"design_consideration","summary":"Full detail on a genre-wide design tension: the tension itself, why it happens, common mitigations","description":"Full detail on a genre-wide design tension: the tension itself, why it happens, common mitigations\n    designers use, and real games that illustrate it. Covers turtling vs. aggression, the runaway-leader\n    problem, catch-up mechanics, kingmaking, elimination vs. non-elimination, alliance instability, map symmetry,\n    scoring cadence, first-player advantage, analysis paralysis, and balancing asymmetric powers. 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