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
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85 cards

★ Number Line Leap

playable

number_line_leap · math · mapper.number_line

Concept: Magnitude, fractions, negatives

Player does: Land on 3/8 or −2.5 with only coarse landmarks labeled

Breaks: A bigger denominator means a bigger fraction

A fraction's size comes from how far along the line it lands, and a bigger denominator makes each step smaller.

Equivalent Landing

playable

equivalent_landing · math · mapper.number_line

Concept: Equivalent fractions

Player does: Two different-looking fractions must land on the same stone

Breaks: Different numerals mean different amounts

Equivalent fractions name the same point on the line, no matter how they are written.

Log Scope

playable

log_scope · math · mapper.number_line

Concept: Scientific notation, orders of magnitude

Player does: Place 10⁻⁹ m, 10³ m, 10⁶ m on a zoomable log line

Breaks: 10⁻⁹ is a large negative number

A negative exponent means a tiny positive number; each step on a log line multiplies by ten.

Integer Lift

playable

integer_lift · math · mapper.number_line

Concept: Signed-number arithmetic

Player does: Ride the elevator through basement floors: −3 − (−5)

Breaks: Subtracting a negative makes a number smaller

Subtracting a negative moves you up the line, because it undoes a move down.

Gear Ratio Gate

playable

gear_ratio_gate · math · tuner.formula

Concept: Ratios & proportion

Player does: Set gear tooth counts so the portcullis rises at the target speed

Breaks: Ratios scale by adding the same amount

A ratio scales by multiplying both parts by the same factor, never by adding to them.

Percent Shop

playable

percent_shop · math · tuner.formula

Concept: Percent change

Player does: Apply successive markups and discounts to hit an exact price

Breaks: −20% then +20% returns to the start

Successive percent changes multiply, so a 20% drop and a 20% rise do not cancel.

Unit Pipeline

playable

unit_pipeline · math · transformer.composition

Concept: Dimensional analysis

Player does: Chain conversion-factor pipes; joints connect only when units cancel

Breaks: Units are labels you can drop

Units multiply and cancel like numbers, which is exactly how a chain of conversions works.

Order of Operations Forge

playable

order_of_ops_forge · math · transformer.trace

Concept: Order of operations

Player does: Predict what the calculator machine outputs for a nested expression

Breaks: Operations always go left to right

Operations follow precedence and grouping, not reading order.

★ Balance Chamber

playable

balance_chamber · math · balance.equation

Concept: Solving linear equations

Player does: Apply the same operation to both pans until x stands alone

Breaks: You can move a term across without changing its sign

Moving a term to the other side is really applying the same operation to both sides, which flips its sign.

Intersection Hunt

playable

intersection_hunt · math · mapper.plane

Concept: Systems of equations

Player does: Mark the one point both laser paths pass through

Breaks: A solution only has to satisfy one equation

A system's solution must satisfy every equation at once, which is exactly where the lines intersect.

Allowed Region

playable

allowed_region · math · mapper.plane

Concept: Inequalities

Player does: Only tiles where y < 2x + 1 are solid; mark the safe region

Breaks: Multiplying by a negative keeps the inequality direction

Multiplying or dividing an inequality by a negative number flips the inequality's direction.

Distance Field

playable

distance_field · math · mapper.number_line

Concept: Absolute value

Player does: Beacons light where |x − 3| < 2; mark the whole lit stretch

Breaks: |x| just deletes a minus sign, so |x| = x

Absolute value is distance from zero, so |x| equals x only when x is nonnegative; otherwise it flips the sign.

Graph Terrain

playable

graph_terrain · math · tuner.curve

Concept: Slope & intercept

Player does: Tune m and b so the ramp meets the ledge

Breaks: Slope is run over rise

Slope is rise over run, the vertical change divided by the horizontal change, not the other way around.

Function Factory

playable

function_factory · math · transformer.function_machine

Concept: What a function is

Player does: Feed inputs, watch outputs, predict the output for a new input

Breaks: A function must be a formula

A function is any rule pairing each input to exactly one output, whether given by a formula, table, or graph.

Machine Pipeline

playable

machine_pipeline · math · transformer.composition

Concept: Composition

Player does: Order two machines so the crate exits as the target

Breaks: f(g(x)) = g(f(x))

Function composition is generally not commutative, so f(g(x)) and g(f(x)) usually differ.

Projectile Architect

playable

projectile_architect · math · tuner.curve

Concept: Quadratics (standard form)

Player does: Tune a, b, c so the arc threads the rings

Breaks: c changes how wide the parabola is

In standard form the leading coefficient a controls the parabola's width, while c only shifts the y-intercept.

Move the Arc

playable

move_the_arc · math · tuner.curve

Concept: Vertex form

Player does: Drag h, k, a to move the parabola onto its target

Breaks: (x − 3)² shifts the graph left

In vertex form, (x − h)² shifts the graph right by h, so (x − 3)² shifts right, not left.

Sea Level Roots

playable

sea_level_roots · math · function_world.roots

Concept: Zeros / roots

Player does: Mark every point where the terrain meets sea level

Breaks: Every quadratic has two real roots

A quadratic can have two, one, or zero real roots, depending on whether its graph crosses, touches, or misses the x-axis.

Factor Forge

playable

factor_forge · math · builder.tiles

Concept: Factoring

Player does: Arrange algebra tiles into a rectangle whose sides are the factors

Breaks: x² + 5x + 6 = (x + 5)(x + 1)

Factoring requires two numbers that multiply to the constant and add to the middle coefficient, here 2 and 3, giving (x + 2)(x + 3).

Replication Chamber

playable

replication_chamber · math · simulator.reach_state

Concept: Exponential growth

Player does: Set the growth factor so the colony hits the target on day n

Breaks: Exponential growth is fast linear growth

Exponential growth multiplies by a constant factor each step, which eventually outpaces any linear growth no matter how fast.

Reverse Growth

playable

reverse_growth · math · tuner.formula

Concept: Logarithms

Player does: Choose how many doublings reach the target population

Breaks: A logarithm is division

A logarithm answers how many times to multiply by the base to reach a value; it is the inverse of exponentiation, not division.

Pattern Path

playable

pattern_path · math · transformer.function_machine

Concept: Arithmetic & geometric sequences

Player does: Jump to the stone holding the next term

Breaks: Every sequence adds a constant

An arithmetic sequence adds a constant difference, but a geometric sequence multiplies by a constant ratio instead.

Inheritance Machine

playable

inheritance_machine · math · simulator.reach_state

Concept: Recursive sequences

Player does: Set a₁ and the rule so generation 5 matches

Breaks: Recursive and explicit rules can't describe the same sequence

A recursive rule and an explicit formula can generate exactly the same sequence, just computed differently.

Exponent Mimic

playable

exponent_mimic · math · truth_finder.mimic

Concept: Exponent rules

Player does: Expose the chest claiming x²·x³ = x⁶

Breaks: Multiply exponents when multiplying powers

When multiplying powers with the same base, exponents add, so x²·x³ = x⁵, not x⁶.

Mirror Angles

playable

mirror_angles · math · tuner.formula

Concept: Reflection angles

Player does: Set mirror angles so the beam hits the crystal

Breaks: Light bounces straight back off any mirror

Light reflects so the angle of incidence equals the angle of reflection, not straight back unless it hit head-on.

Area Tiler

playable

area_tiler · math · builder.tiles

Concept: Area vs perimeter

Player does: Tile the room, then fence it; compare both counts

Breaks: More area always means more perimeter

Area and perimeter can change independently, so a shape can have more area with less perimeter, and vice versa.

Pythagoras Bridge

playable

pythagoras_bridge · math · tuner.formula

Concept: Pythagorean theorem

Player does: Cut the plank that spans the diagonal gap

Breaks: The hypotenuse is a + b

The hypotenuse's length is the square root of a² + b², not the simple sum of the legs.

Scale Shifter

playable

scale_shifter · math · tuner.formula

Concept: Similarity; square-cube law

Player does: Grow ray: double your size, 8× your weight, too big for the gap

Breaks: Doubling length doubles volume

Volume scales with the cube of linear size, so doubling length multiplies volume by eight, not two.

Congruence Stamp

playable

congruence_stamp · math · sorter.bins

Concept: Congruence criteria

Player does: Sort triangle pairs into SSS / SAS / ASA / not enough info

Breaks: SSA proves congruence

Side-Side-Angle does not guarantee congruent triangles; it can produce two different triangles from the same measurements.

Proof Ladder

playable

proof_ladder · math · sequencer.linear

Concept: Two-column proofs

Player does: Order the rungs of a proof; one decoy reason doesn't follow

Breaks: If it looks true in the diagram, it's proven

A geometric proof needs a chain of justified statements, since a diagram can look true without the relationship being proven.

Volume Pour

playable

volume_pour · math · tuner.formula

Concept: Volume

Player does: Fill differently shaped tanks to the same volume

Breaks: The taller container holds more

Volume depends on the full shape, not just height, so a shorter but wider container can hold more.

Coordinate Treasure

playable

coordinate_treasure · math · mapper.plane

Concept: Distance & midpoint

Player does: Mark the midpoint between two torches on the grid

Breaks: The midpoint is the difference of the coordinates

The midpoint is the average of the two points' coordinates, not their difference.

Circular Navigator

playable

circular_navigator · math · mapper.plane

Concept: Unit circle

Player does: Walk the unit circle to where the x-shadow reads the given cos θ

Breaks: sin θ is the x-coordinate

On the unit circle cos θ is the x-coordinate and sin θ is the y-coordinate.

Projection Machine

playable

projection_machine · math · mapper.number_line

Concept: sin & cos as projections

Player does: Predict where the rotating point's shadow lands at θ

Breaks: sin and cos are unrelated functions

Sine and cosine are the two shadows of one rotating point, which is why they share a period and trade peaks.

★ Phase Gate

playable

phase_gate · math · tuner.oscillator

Concept: Period

Player does: Dial the period so the vault rings lock

Breaks: A bigger b makes the period longer

The period of sin(bt) is 2π/|b|, so a bigger b squeezes the wave and shortens the period.

Pulse Matcher

playable

pulse_matcher · math · tuner.oscillator

Concept: Frequency

Player does: Match pulses per second to the beacon

Breaks: Frequency and period are the same number

Frequency is the reciprocal of the period: cycles per unit time, not time per cycle.

Oscillation Reach

playable

oscillation_reach · math · tuner.oscillator

Concept: Amplitude

Player does: Set the swing so the platform just touches each checkpoint

Breaks: Amplitude is peak-to-trough

Amplitude is the distance from the midline to a peak, half of the full swing.

Wave Alignment

playable

wave_alignment · math · tuner.oscillator

Concept: Phase shift

Player does: Slide one wave in time until the peaks align

Breaks: sin(x + π/2) shifts right

Adding inside the argument shifts the graph left, because each output now happens earlier.

Radian Rune Line

playable

radian_rune_line · math · mapper.number_line

Concept: Radian measure

Player does: Step onto 5π/6 on the unrolled circle

Breaks: π radians is a full turn

A full turn is 2π radians because the unit circle's circumference is 2π; π is half a turn.

Arc Builder

playable

arc_builder · math · tuner.formula

Concept: Arc length s = rθ

Player does: Lay rope along the rim; the angle is arc ÷ radius

Breaks: An angle's radian measure depends on the circle's size

Radian measure is arc length divided by radius, so it is the same for any circle.

Identity Circuits

playable

identity_circuits · math · truth_finder.mimic

Concept: Trig identities

Player does: Several routes transform the signal; expose the non-equivalent one

Breaks: Identities only hold at special angles

An identity holds for every angle; one counterexample is enough to expose an impostor.

Trig Solve Bridge

playable

trig_solve_bridge · math · sequencer.linear

Concept: Solving sin x = k

Player does: Lay the planks: isolate, reference angle, quadrants, all solutions

Breaks: sin x = ½ has one solution

Solving a trig equation means isolating, finding the reference angle, then using every quadrant where the sign matches.

Approach Target

playable

approach_target · math · function_world.limit

Concept: Limit as x → a

Player does: Walk toward x = a while the f(x) marker approaches its destination

Breaks: A limit is the value at the point

A limit describes where f(x) approaches as x nears a, which can differ from f(a) or exist even when f(a) does not.

Two-Path Convergence

playable

two_path_convergence · math · function_world.limit

Concept: Two-sided limits

Player does: Approach by left and right routes; the gate opens only if both reach the same height

Breaks: One side is enough

A two-sided limit exists only when the left-hand and right-hand limits agree.

Directional Scanner

playable

directional_scanner · math · function_world.limit

Concept: One-sided limits

Player does: Scan the machine from one side only; predict where the output heads

Breaks: x → a⁻ means x is negative

x → a⁻ means x approaches a from values less than a, not that x itself is negative.

Broken Tile

playable

broken_tile · math · function_world.limit

Concept: Limit exists at a hole

Player does: The tile at x = a is missing, but both paths converge on one spot

Breaks: No f(a), no limit

A limit can exist at a point even when the function itself is undefined there, as long as both sides converge to the same value.

★ Decoy Destination

playable

decoy_destination · math · function_world.limit

Concept: Limit ≠ function value

Player does: Nearby paths converge on one platform, but the tile at a teleports elsewhere

Breaks: The limit always equals f(a)

A limit describes where nearby values head, which can differ from the function's actual defined value at that point.

Split Gate

playable

split_gate · math · function_world.limit

Concept: Jump discontinuity (DNE)

Player does: Approaching from the left raises one gate half; from the right, a different height

Breaks: Every function has a limit at every point

When the left and right limits disagree, as at a jump, the two-sided limit does not exist.

Runaway Elevator

playable

runaway_elevator · math · function_world.limit

Concept: Infinite limits

Player does: Near the forbidden floor the elevator climbs faster and never settles

Breaks: An infinite limit is a very large number

An infinite limit means the function grows without bound, describing behavior, not a specific large numeric value.

Long Horizon

playable

long_horizon · math · function_world.asymptote

Concept: Limits at infinity

Player does: Travel far; the terrain levels toward a fixed altitude

Breaks: A curve can never cross its asymptote

A function can cross a horizontal asymptote near the middle of its domain; the asymptote only describes its far-away behavior.

Unbroken Track

playable

unbroken_track · math · function_world.continuity

Concept: Continuity

Player does: A cart rides the track; mark where holes, jumps, and blow-ups stop it

Breaks: Continuous just means defined everywhere

Continuity requires the limit to exist and equal the function's value at every point, not merely being defined there.

Repair the Track

playable

repair_the_track · math · function_world.continuity

Concept: Removable discontinuity

Player does: Place the missing piece where the surrounding track says it belongs

Breaks: Any discontinuity can be patched with one point

Only a removable discontinuity, where the limit exists but the function value doesn't match, can be fixed by redefining one point.

Slope Scanner

playable

slope_scanner · math · function_world.slope

Concept: Slope depends on position

Player does: Cross curved terrain with a tangent scanner; mark the steepest spot

Breaks: A curve has one slope

A curve's slope, given by its derivative, changes from point to point rather than staying fixed.

Speed Snapshot

playable

speed_snapshot · math · function_world.secant

Concept: Instantaneous rate

Player does: Freeze time over shorter windows to read the vehicle's speed

Breaks: Instantaneous rate = average rate over the trip

Instantaneous rate is the limit of the average rate as the time window shrinks to zero, not the average over the whole trip.

Closing Gates

playable

closing_gates · math · function_world.secant

Concept: Difference quotient → derivative

Player does: Two checkpoints slide together while Δy/Δx updates

Breaks: The secant slope is the derivative

The derivative is the limit of the secant slope as the two points merge, not the secant slope at any fixed separation.

Momentum Direction

playable

momentum_direction · math · function_world.slope

Concept: Sign of f′

Player does: Mark where the terrain pushes you forward vs back

Breaks: f′ < 0 means f < 0

The sign of f′ tells whether f is increasing or decreasing, which is unrelated to whether f itself is positive or negative.

Zero-Force Zones

playable

zero_force_zones · math · function_world.slope

Concept: Critical points

Player does: Find every spot where the horizontal push vanishes

Breaks: f′ = 0 always means a max or min

A critical point where f′ = 0 can be a local max, local min, or neither, like a saddle point.

Curvature Gravity

playable

curvature_gravity · math · function_world.slope

Concept: Concavity

Player does: Steering bends with how the slope itself changes

Breaks: Concave down means decreasing

Concavity describes how the slope itself is changing, which is independent of whether the function is increasing or decreasing.

Gravity Flip

playable

gravity_flip · math · function_world.slope

Concept: Inflection points

Player does: Mark where the world's curvature flips

Breaks: An inflection point is where f′ = 0

An inflection point is where concavity changes, marked by f″ = 0, not necessarily where f′ = 0.

Peak Efficiency

playable

peak_efficiency · math · tuner.optimize

Concept: Optimization

Player does: Tune the parameter to maximize the machine's output

Breaks: The max is always at an endpoint

An optimum can occur at a critical point in the interior, not just at an endpoint of the domain.

Linked Machines

playable

linked_machines · math · tuner.formula

Concept: Related rates

Player does: Set how fast the radius grows so volume rises at the target rate

Breaks: Linked quantities change at the same rate

Related quantities change at rates connected by the chain rule, which usually differ rather than match.

Derivative Machine

playable

derivative_machine · math · transformer.function_machine

Concept: Differentiation rules

Player does: The machine turns f into f′; predict its output for a new f

Breaks: d/dx x³ = 3x³

The power rule brings the exponent down as a coefficient and reduces it by one, so d/dx x³ = 3x², not 3x³.

★ Tile the Region

playable

tile_the_region · math · accumulator.riemann

Concept: Riemann sums

Player does: Place narrower and narrower blocks under the curved ceiling

Breaks: Left sums always underestimate

Whether a left or right Riemann sum over- or underestimates the true area depends on whether the function is increasing or decreasing.

Fill the Reservoir

playable

fill_the_reservoir · math · accumulator.area

Concept: Definite integral as area

Player does: Stop the gate where the reservoir holds the target volume

Breaks: Area under a curve needs a geometric formula

The definite integral gives exact area under a curve even when no simple geometric shape formula applies.

Energy Ledger

playable

energy_ledger · math · accumulator.signed

Concept: Signed area

Player does: Area above the axis charges the battery; below drains it

Breaks: Area below the axis counts as positive

The definite integral treats area below the x-axis as negative, subtracting from the total rather than adding.

Resource Collector

playable

resource_collector · math · accumulator.rate_total

Concept: Accumulation from a rate

Player does: Ride through changing production rates; predict inventory at t

Breaks: Total = rate × time even when the rate changes

When the rate changes, total accumulation is the integral of the rate over time, not a single rate times time.

Rate-Total Machine

playable

rate_total_machine · math · accumulator.rate_total

Concept: Fundamental Theorem

Player does: Switch between the rate gauge and the storage tank; predict each

Breaks: Integrals and derivatives are unrelated

The Fundamental Theorem of Calculus links them directly: differentiation and integration are inverse operations.

Integration Window

playable

integration_window · math · accumulator.area

Concept: Changing bounds

Player does: Drag the window's edges to hit the target total

Breaks: Swapping the bounds doesn't matter

Swapping the limits of integration flips the sign of the definite integral's value.

Level the Reservoir

playable

level_the_reservoir · math · accumulator.average_value

Concept: Average value

Player does: Flatten uneven water into a rectangle of equal area

Breaks: Average value is the average of the endpoints

The average value of a function over an interval is its integral divided by the interval length, not just the average of the endpoints.

Rate Runner

playable

rate_runner · math · accumulator.rate_total

Concept: Position from velocity

Player does: Sketch your ghost's velocity; position is the area under it

Breaks: The velocity graph shows the path's shape

A velocity-time graph shows speed and direction over time; its shape is not the shape of the object's actual path.

Vector Winds

playable

vector_winds · math · mapper.plane

Concept: Vector addition

Player does: Place fans; mark where their combined push carries you

Breaks: Vectors add like numbers (3 + 4 = 7)

Vectors add component-wise (or tip-to-tail), so their combined magnitude generally is not the simple sum of their lengths.

Component Split

playable

component_split · math · mapper.plane

Concept: Components

Player does: Split thrust into x and y engines that land you on target

Breaks: Components add up to the magnitude

A vector's magnitude comes from the Pythagorean combination of its components, not their simple sum.

Repeat Experiment

playable

repeat_experiment · math · simulator.sample

Concept: Variability

Player does: Rerun the identical experiment; predict the spread

Breaks: Same setup, same result

Random variation means identical setups can still produce different results from trial to trial.

Prediction Stabilizer

playable

prediction_stabilizer · math · simulator.sample

Concept: Law of large numbers

Player does: Choose how many trials until the estimate stays in the band

Breaks: After five heads, tails is due

Independent trials have no memory, so past outcomes don't change future odds; the law of large numbers only stabilizes averages over many trials.

Long-Run Casino

playable

long_run_casino · math · simulator.sample

Concept: Expected value

Player does: Pick the table with the best long-run payoff, then watch 1,000 plays

Breaks: The biggest prize is the best bet

Expected value weighs each payoff by its probability, so a rare huge prize can still be a worse bet than a smaller frequent one.

Population Collector

playable

population_collector · math · simulator.sample

Concept: Sampling bias

Player does: Sample only reachable districts; explain why the estimate drifts

Breaks: A bigger biased sample fixes the bias

A biased sampling method stays biased no matter how large the sample gets; only fixing the method removes the bias.

Capture the Parameter

playable

capture_the_parameter · math · simulator.sample

Concept: Confidence intervals

Player does: Throw interval nets; predict how many catch the hidden true value

Breaks: There's a 95% chance this one interval holds the value

A 95% confidence level describes the method's long-run capture rate across many intervals, not the chance for one already-computed interval.

Spread Field

playable

spread_field · math · sequencer.rank

Concept: Standard deviation

Player does: Rank datasets with the same mean by spread

Breaks: Same mean, same data

Two datasets can share the same mean while differing greatly in standard deviation, which measures the spread around it.

Scatter Landscape

playable

scatter_landscape · math · mapper.number_line

Concept: Correlation

Player does: Place each scatter plot's r on the −1…1 line

Breaks: r = 0 means no relationship of any kind

A correlation of r = 0 rules out a linear relationship but not a strong nonlinear one.

Hidden Variable Mystery

playable

hidden_variable_mystery · math · investigator.elimination

Concept: Correlation vs causation

Player does: Find the hidden third system driving both meters

Breaks: Correlation proves causation

A correlation can be explained by a hidden confounding variable driving both, rather than one causing the other.

Evidence Updater

playable

evidence_updater · math · mapper.number_line

Concept: Bayes' theorem

Player does: After the test result, set the belief meter

Breaks: A 99%-accurate test means a 99% chance you're sick

Bayes' theorem shows the chance of being sick given a positive test also depends on the disease's rarity, which can make it far below the test's accuracy rate.

Restricted World

playable

restricted_world · math · mapper.number_line

Concept: Conditional probability

Player does: Irrelevant outcomes vanish once the condition is known; place P(A|B)

Breaks: P(A|B) = P(B|A)

Conditional probability is not symmetric in general: P(A|B) and P(B|A) can be very different values.

Odds Forge

playable

odds_forge · math · simulator.sample

Concept: Probability & counting

Player does: Choose the fork with the best odds of loot

Breaks: Two outcomes means 50/50

Probability depends on how many ways each outcome can occur, not just how many outcomes are listed.

Mean-Median Seesaw

playable

mean_median_seesaw · math · balance.torque

Concept: Mean vs median

Player does: Add an outlier; move the fulcrum (mean) while the median marker stays put

Breaks: Mean and median always move together

The mean is pulled toward outliers while the median resists them, so the two can move very differently as data changes.

Z-Score Rapids

playable

z_score_rapids · math · mapper.number_line

Concept: z-scores, normal distribution

Player does: Place the raft at the reading's z-score

Breaks: z = 2 means twice the average

A z-score of 2 means the value is two standard deviations above the mean, not double the mean itself.

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