Mock mode. No model calls are made: any upload maps to the trig sample and games come from recorded fixtures. See FIRST_RUN.md step 3 to go live.

Teaching-mechanic library

Every card is a concept-specific configuration of one mechanic family. Cards are data; families are engine code. A card is playable as soon as its family·mode is implemented.

Cards
316
Playable now
303
Flagships
13
Families
14
Modes
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18 cards

★ Atom Conservation

playable

atom_conservation · chemistry · balance.chem_equation

Concept: Balancing equations

Player does: Set coefficients until every atom token balances and the reactor starts

Breaks: Change subscripts to balance

Balancing an equation means adjusting coefficients, since changing a subscript would change the substance itself.

Reaction Factory

playable

reaction_factory · chemistry · balance.ratio

Concept: Stoichiometry

Player does: Feed reactants in the required ratio; leftovers pile up

Breaks: Reactants combine 1:1 by mass

Reactants combine in the mole ratios set by the balanced equation, not in equal masses.

Production Bottleneck

playable

production_bottleneck · chemistry · balance.ratio

Concept: Limiting reagent

Player does: Predict which feed runs out first and how much product ships

Breaks: The reactant with less mass is limiting

The limiting reagent is decided by mole ratio needed, not by which reactant has the smaller mass.

Particle Crates

playable

particle_crates · chemistry · tuner.formula

Concept: The mole

Player does: Pack particles into standard crates; convert grams to crates

Breaks: A mole of anything weighs the same

A mole is a fixed count of particles, so its mass depends on the substance's molar mass, not a fixed weight.

Dynamic Reaction Arena

playable

dynamic_reaction_arena · chemistry · simulator.predict

Concept: Dynamic equilibrium

Player does: Watch forward and reverse reactions; predict when counts stop changing

Breaks: At equilibrium the reaction stops

At equilibrium, the forward and reverse reactions still run, just at equal rates, so concentrations stop changing but the reaction never stops.

Disturb the Reactor

playable

disturb_the_reactor · chemistry · truth_finder.predict_reveal

Concept: Le Châtelier

Player does: Predict the shift, then add reactant or change pressure

Breaks: Adding product speeds the forward reaction

Adding product shifts the equilibrium backward, favoring the reverse reaction, not the forward one.

Energy Barrier

playable

energy_barrier · chemistry · simulator.reach_state

Concept: Activation energy

Player does: Heat until enough molecules clear the barrier

Breaks: Exothermic reactions need no energy to start

Even an exothermic reaction needs activation energy to get started, before it releases net energy overall.

Alternate Route

playable

alternate_route · chemistry · truth_finder.predict_reveal

Concept: Catalysts

Player does: Unlock the tunnel; predict what changes and what doesn't

Breaks: Catalysts change how much energy is released

A catalyst lowers the activation energy path but does not change the overall energy released by the reaction.

Proton Transfer

playable

proton_transfer · chemistry · linker.pairs

Concept: Brønsted acids & bases

Player does: Link each acid to its conjugate base by passing proton tokens

Breaks: Strong acid means concentrated acid

Acid strength is about how completely it donates protons, which is independent of its concentration.

pH Meter

playable

ph_meter · chemistry · mapper.number_line

Concept: pH scale

Player does: Place solutions on the pH line; 10× concentration is one step

Breaks: pH 4 is twice as acidic as pH 5

pH is logarithmic, so each whole step is a tenfold change in acidity, meaning pH 4 is ten times more acidic than pH 5.

Orbital Filling

playable

orbital_filling · chemistry · builder.electron_config

Concept: Electron configuration

Player does: Fill orbital slots obeying Aufbau, Hund, and Pauli

Breaks: Orbitals fill in number order (3d before 4s)

The Aufbau principle fills orbitals by increasing energy, which puts 4s below 3d in energy despite the smaller number.

Periodic Landscape

playable

periodic_landscape · chemistry · sequencer.rank

Concept: Periodic trends

Player does: Rank elements by atomic radius or electronegativity

Breaks: Atoms get bigger left to right

Atomic radius shrinks left to right across a period as nuclear charge pulls electrons in tighter.

Escape Energy

playable

escape_energy · chemistry · sequencer.rank

Concept: Intermolecular forces

Player does: Rank substances by boiling point from their attractions

Breaks: Boiling breaks covalent bonds

Boiling overcomes the intermolecular forces between molecules; the covalent bonds within each molecule stay intact.

Molecule Builder

playable

molecule_builder · chemistry · builder.molecule

Concept: Bonding & valence

Player does: Assemble the requested molecule within valence rules

Breaks: Atoms can form any number of bonds

Each element's valence sets a limit on how many bonds it can typically form.

Titration Drip

playable

titration_drip · chemistry · tuner.formula

Concept: Titration

Player does: Stop the burette at the equivalence point

Breaks: The equivalence point is always pH 7

The equivalence point's pH depends on the acid and base strengths involved, and is only 7 for a strong acid–strong base pair.

Reaction Type Sorter

playable

reaction_type_sorter · chemistry · sorter.bins

Concept: Reaction types

Player does: Sort reactions into synthesis, decomposition, single/double replacement, combustion

Breaks: Any reaction with O₂ is combustion

Combustion specifically requires a fuel reacting rapidly with oxygen to release heat and light, not just any reaction involving O2.

Polarity Sorter

playable

polarity_sorter · chemistry · sorter.bins

Concept: Molecular polarity

Player does: Sort molecules polar vs nonpolar from their shape

Breaks: Polar bonds always make a polar molecule

A molecule's overall polarity depends on its geometry too, since symmetric arrangements of polar bonds can cancel out.

Redox Tracker

playable

redox_tracker · chemistry · linker.pairs

Concept: Oxidation & reduction

Player does: Link each species to whether it's oxidized or reduced

Breaks: Oxidation always involves oxygen

Oxidation is the loss of electrons, a definition that applies even in reactions with no oxygen present.

Family × genre adapters

Which socket each family mounts on in each genre (LIBRARY §5). The boss socket is always allowed. Hosts built tonight: dungeon, mystery, platformer.

FamilyDungeon crawler
boss: boss
Investigation adventure
boss: accusation
Side-view obstacle course
boss: boss
Grid puzzle / escape room
boss: boss
Management sim
boss: crisis
Truth Finder
chest / boss
Treasure chests; the one bearing the false claim is a mimic
cross_exam / accusation
One witness's claim contradicts the facts; object to the lie
gate / boss
Three doors; the one with the false claim collapses
tile_board / boss
Remove the odd tile to release the chain
event_card / crisis
Advisors' claims; the false one tanks a stat
Sequencer
door / boss
Glyph door pressed in process order
corkboard / accusation
Rebuild the timeline on the corkboard
gap / boss
Bridge planks in order; the wrong order leaves a gap
conveyor / boss
Order the parcels on the conveyor
research_node / crisis
Tech tree order
Tuner
door / boss
Vault rings, catapult, or alchemy dials spinning on the function
lab / accusation
Calibrate the instrument; set the lighthouse sweep
moving_platform / gate / boss
Saw wheels, launch pads, a balloon that only lifts when tuned
lock / beam_board / boss
Dial locks and gear trains
policy_dial / production_line / crisis
Machine settings on the production line
Mapper
altar / enemy / boss
Rune line on the altar floor, or an archery range on a number line
conversation / accusation
At the auction, bid the right magnitude; pin the map
gap / boss
The floor is a number line; land on the value
tile_board / boss
Place the tile at its position on the axis
market / crisis
Place goods on the price line
Sorter
enemy / boss
Type-matched weapons; category-keyed doors
evidence / accusation
File claims into case folders
gate / boss
Only matching-category platforms are solid
goal_pad / boss
Push crates onto category pads
market / crisis
Route goods to districts
Linker
enemy / boss
Chain lightning between pairs
corkboard / accusation
String the board
pickup / boss
Grapple anchors
pipe_board / boss
Flow-style pairing
research_node / crisis
Supply links
Investigator
door / boss
Rooms are hypotheses; clues seal their doors
accusation / corkboard
Pin clues, eliminate suspects, accuse
gate / boss
Clues seal the doors of eliminated hypotheses
tile_board / boss
Logic grid
event_card / crisis
Policy debate with evidence
Function World
altar / boss
Rune track whose floor height is f(x)
lab / accusation
Sensor readings converging on a timestamp
gap / boss
The terrain is y = f(x); the missing tile
tile_board / boss
Track tiles that follow f
market / crisis
Price curve over time
Balance
altar / boss
Alchemy scale; spilled atoms become slimes
archive / accusation
The ledger is off by one entry
switch / boss
Seesaw bridge
lock / boss
Cancel terms, DragonBox-style
ledger / crisis
Balance budgets and flows
Simulator
enemy / boss
Ecology rooms, reactor waves
lab / accusation
Keep the patient stable overnight
moving_platform / boss
Population or glucose lifts
beam_board / boss
Place species so all are fed
crisis / policy_dial
Run the economy or ecosystem
Builder
forge / boss
Craft a molecule, circuit, or golem program
lab / accusation
Build the compound or circuit
switch / boss
Wire the elevator; word-block bridge
tile_board / boss
Valence grid, Lightbot
production_line / crisis
Lay out the factory
Transformer
forge / boss
Crafting-bench machines
lab / accusation
Decode the letter or cipher
pickup / gate / boss
Power-up machine, cipher platforms
conveyor / pipe_board / boss
Route through machines
production_line / crisis
Processing chain
Accumulator
forge / boss
Fill the reservoir to forge the key
archive / accusation
Rebuild totals from rate logs
gap / boss
Fill the pit; velocity ghost
conveyor / boss
Fill tanks
production_line / crisis
Output over time
Recall
enemy / boss
Spells are flashcards, cooldowns are spacing
conversation / accusation
Riddle-keeper interrogation
pickup / boss
Type the term to double-jump
tile_board / boss
Timed word tiles
research_node / crisis
Quick recall boosts research