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
61 / 71

Filter

12 cards

Living Marketplace

playable

living_marketplace · economics · simulator.predict

Concept: Supply & demand

Player does: Shift supply or demand; predict the new price and quantity

Breaks: Higher prices increase demand

Higher prices reduce quantity demanded along the demand curve; only a shift of the whole curve changes demand itself.

Price Shock

playable

price_shock · economics · tuner.formula

Concept: Elasticity

Player does: Change the price to hit target revenue given elasticity

Breaks: Raising prices always raises revenue

Whether a price rise raises revenue depends on the good's elasticity, since demand may fall enough to offset the higher price.

Opportunity Fork

playable

opportunity_fork · economics · tuner.optimize

Concept: Opportunity cost

Player does: Split a fixed budget between two upgrades; name what you gave up

Breaks: Free things have no cost

Opportunity cost is the value of the best alternative given up, which exists even when no money changes hands.

Two-Nation Trade

playable

two_nation_trade · economics · tuner.optimize

Concept: Comparative advantage

Player does: Allocate workers in two nations, then trade to beat going it alone

Breaks: A country better at everything gains nothing from trade

Comparative advantage means both countries can gain from trade by specializing where their relative opportunity cost is lowest, even if one is better at everything.

Purchasing Power World

playable

purchasing_power_world · economics · tuner.formula

Concept: Inflation

Player does: The same coins buy less each year; compute the real price

Breaks: Inflation raises every price by the same percent

Inflation is an average across goods; individual prices rise by different amounts, some more and some less.

Hidden Spillover

playable

hidden_spillover · economics · simulator.predict

Concept: Externalities

Player does: Your factory's costs land on neighbors; predict the true social cost

Breaks: The market price captures every cost

An externality falls on people outside the transaction, so the market price can miss part of the true social cost.

One More Unit

playable

one_more_unit · economics · tuner.optimize

Concept: Marginal thinking

Player does: Produce until marginal benefit meets marginal cost

Breaks: Decisions depend on totals, not margins

The best decision compares the marginal benefit and marginal cost of one more unit, not the totals.

Crowded Factory

playable

crowded_factory · economics · tuner.optimize

Concept: Diminishing returns

Player does: Add workers until the next one adds less than she costs

Breaks: More workers always means proportionally more output

Diminishing returns mean each added worker eventually contributes less extra output than the one before.

GDP Sorter

playable

gdp_sorter · economics · sorter.bins

Concept: GDP components

Player does: Sort transactions into C, I, G, NX, or not counted

Breaks: Buying a used car counts toward GDP

GDP counts newly produced goods and services, so a resale like a used car is excluded.

Policy Levers

playable

policy_levers · economics · sorter.bins

Concept: Fiscal vs monetary policy

Player does: Assign each lever to the central bank or the legislature

Breaks: The president sets interest rates

Interest rates are set by the central bank's monetary policy, while the legislature controls fiscal policy like spending and taxes.

Business Cycle Wheel

playable

business_cycle_wheel · economics · sequencer.cycle

Concept: Business cycle

Player does: Turn the wheel through expansion, peak, contraction, trough

Breaks: Recessions come out of nowhere

Recessions follow the business cycle's contraction phase, which typically follows a peak of overextended growth.

Money Multiplier

playable

money_multiplier · economics · simulator.reach_state

Concept: Money creation (textbook model)

Player does: Set the reserve ratio so deposits expand to the target

Breaks: Banks keep every deposit in the vault

Banks lend out most of a deposit and keep only a fraction in reserve, which is what expands the money supply.

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