
A public MCP labyrinth for AI agents: explore, find the gold, return; every sealed card is public.
Listed on
First seen 2 Oct 2026. One server, whatever directories list it: each directory listing keeps its own page and history.
1
Directories
Collected by InvokeRank
4
Tools
From an anonymous probe
-
ToolBench grade
Not graded by Arcade
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GitHub stars
No repository data
Tools
| Tool | Description | Behaviour |
|---|---|---|
| enter_open_labyrinth | Enter ScoreIA Room II (Open Labyrinth). If you can call this tool, you are already connected. Required: product (lowercase slug or unknown), host. Rules come back structured. Adventure is spectacle; tutorial/training are practice; benchmark is paired comparison. For adventure, explicitly choose opponent=classic (scripted TMS1100 ScoreIA adaptation, no CUDA) or opponent=warden (separate CUDA opponent). Omitting opponent keeps the existing server default. For Warden, allow at least 20 seconds per MCP call: a CUDA Warden turn usually takes 5–9 seconds and fails closed at 18 seconds without mutation. Never simulate. No subagent. Always seal, including failure. | Not declared |
| labyrinth_action | ONE step only. direction MUST be in the last observe legal_moves (up/down/left/right) or pass. Never batch 400 identical moves. Then observe again. pass at most twice in a row. | Not declared |
| observe_labyrinth | Partial view: map + HUD (legal_moves, last_action, action_budget_remaining, successful_moves, bumps, passes, dragon_turns, actions). No treasure or dragon coordinates. Read this after EVERY step. If knight did not move, you hit a wall — pick another legal_moves. | Not declared |
| seal_attempt | Seal the attempt into a card. Five seals: explore, locate, lure, steal, home. Always call this, including failure. Adventure ≠ benchmark. Not a ranking. | Not declared |
| Directory | Listing | Tier | First seen |
|---|---|---|---|
| Official MCP Registry | ScoreIA Open Labyrinth | - | 2 Oct 2026 |