Tower Access
playabletower_access · cs · sequencer.linear
Concept: Stacks
Player does: Predict the pop order after pushes and pops
Breaks: First in, first out
A stack is last in, first out: the most recently pushed item is the one that pops first.
FIRST_RUN.md step 3 to go live.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.
tower_access · cs · sequencer.linear
Concept: Stacks
Player does: Predict the pop order after pushes and pops
Breaks: First in, first out
A stack is last in, first out: the most recently pushed item is the one that pops first.
processing_line · cs · sequencer.linear
Concept: Queues
Player does: Predict the service order at the processing line
Breaks: The newest arrival is served first
A queue is first in, first out, so the earliest arrival is served before newer ones.
branch_explorer · cs · sequencer.linear
Concept: Tree traversal
Player does: Order the rooms visited in pre-, in-, or post-order
Breaks: In-order means top to bottom
In-order traversal visits left subtree, node, then right subtree, which is not the same as visiting top to bottom.
network_explorer · cs · sequencer.linear
Concept: BFS vs DFS
Player does: Predict the visit order as BFS spreads and DFS dives
Breaks: BFS and DFS visit in the same order
BFS explores level by level with a queue while DFS dives deep with a stack, so they visit nodes in different orders.
big_o_race · cs · sequencer.rank
Concept: Complexity
Player does: Rank runners by growth rate as n explodes
Breaks: An O(n²) algorithm is always slower
Big-O describes growth as input size gets large; an O(n²) algorithm can still be faster than a worse-growth one on small inputs.
osi_elevator · cs · sequencer.linear
Concept: Network layers
Player does: Ride a packet down and up the protocol stack
Breaks: Layers can be skipped
Each OSI layer depends on the one below it, so data must pass through every layer in order, never skipping one.
Which socket each family mounts on in each genre (LIBRARY §5). The boss socket is always allowed. Hosts built tonight: dungeon, mystery, platformer.
| Family | Dungeon 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 |