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

29 cards

Motion Predictor

playable

motion_predictor · physics · mapper.number_line

Concept: Velocity

Player does: Predict where the cart will be after Δt, then watch

Breaks: Speed and velocity are the same thing

Velocity includes direction as well as speed, so two objects with the same speed can have different velocities.

Thrust Vehicle

playable

thrust_vehicle · physics · tuner.formula

Concept: Acceleration

Player does: Set thrust so velocity hits the target at the checkpoint

Breaks: Zero velocity means zero acceleration

Acceleration is the rate velocity changes, so an object can have zero velocity while still accelerating, like at the top of a toss.

Free Fall Drop

playable

free_fall_drop · physics · truth_finder.predict_reveal

Concept: Free fall

Player does: In the vacuum chamber, predict whether the boulder or the feather lands first

Breaks: Heavier objects fall faster

Without air resistance, gravity accelerates every object at the same rate regardless of mass.

Frictionless Arena

playable

frictionless_arena · physics · truth_finder.predict_reveal

Concept: Newton's 1st law

Player does: Predict the puck's path after you stop pushing

Breaks: Moving things need a force to keep moving

An object in motion stays in motion at constant velocity unless a net force acts on it.

★ Formula Engine

playable

formula_engine · physics · tuner.formula

Concept: Newton's 2nd law (and any formula)

Player does: Same push on different masses; set the force that hits the target acceleration

Breaks: A constant force produces constant speed

A constant net force produces constant acceleration, not constant speed, since F = ma.

Recoil Movement

playable

recoil_movement · physics · simulator.intervene

Concept: Newton's 3rd law

Player does: Move only by throwing mass the opposite way

Breaks: The bigger object pushes harder

Newton's third law pairs are always equal and opposite in force, regardless of the objects' relative size.

Collision Arena

playable

collision_arena · physics · tuner.formula

Concept: Momentum conservation

Player does: Set mass or speed so the post-collision motion hits the target

Breaks: Momentum is lost in collisions

Total momentum is conserved in a collision; what looks lost has transferred between the colliding objects.

Force-Time Shield

playable

force_time_shield · physics · tuner.formula

Concept: Impulse

Player does: Stop the boulder with a short hard shield or a long soft one

Breaks: Stopping force depends only on speed, not stopping time

Impulse equals force times time, so stretching the stopping time over a longer duration reduces the force needed.

Energy Converter

playable

energy_converter · physics · balance.ledger

Concept: Energy conservation

Player does: Route energy among potential, kinetic, and spring meters

Breaks: Energy gets used up

Energy is conserved and converts between forms like potential and kinetic; it is never simply used up.

Height Bank

playable

height_bank · physics · tuner.formula

Concept: Gravitational PE

Player does: Choose the ledge height that banks exactly enough energy

Breaks: PE depends on the path taken

Gravitational potential energy depends only on height above the reference, not on the path taken to get there.

Force Path

playable

force_path · physics · tuner.formula

Concept: Work

Player does: Push at an angle; only the component along the path counts

Breaks: Any force on a moving object does work

Work is done only by the force component along the direction of motion; a perpendicular force does no work.

Surface Strategy

playable

surface_strategy · physics · tuner.formula

Concept: Friction

Player does: Pick the surface coefficient that stops the sled on the pad

Breaks: Friction depends on contact area

Friction force depends on the normal force and the surfaces' coefficient, not on the contact area.

Lever Door

playable

lever_door · physics · balance.torque

Concept: Torque

Player does: Place the weight at the distance that opens the lever door

Breaks: Only the force matters, not where it's applied

Torque depends on both the force and its distance from the pivot, so where a force is applied matters as much as its size.

Balance Builder

playable

balance_builder · physics · balance.torque

Concept: Center of mass

Player does: Stack cargo so the center of mass stays over the base

Breaks: Center of mass is always the geometric center

Center of mass depends on how mass is distributed, so an unevenly loaded object's center of mass shifts off its geometric center.

Catapult Range

playable

catapult_range · physics · tuner.formula

Concept: Projectile motion

Player does: Set the angle to clear the wall without landing in the lava

Breaks: Horizontal speed slows during flight

Without air resistance, a projectile's horizontal speed stays constant; only its vertical speed changes under gravity.

Orbit Slingshot

playable

orbit_slingshot · physics · simulator.reach_state

Concept: Gravity & orbits

Player does: Set the launch speed that reaches a stable orbit

Breaks: There's no gravity in space

Orbiting objects are in continuous free fall under gravity; an orbit is a balance of gravity and sideways speed, not an absence of gravity.

Charge Navigator

playable

charge_navigator · physics · mapper.plane

Concept: Electric fields

Player does: Mark where the test charge feels zero net force

Breaks: Field lines are paths charges must follow

Field lines show the direction of force at each point; a charge's actual path depends on its motion and other forces, not a fixed track.

Voltage Height Map

playable

voltage_height_map · physics · truth_finder.predict_reveal

Concept: Electric potential

Player does: Predict where charges roll on the voltage landscape

Breaks: Voltage flows through a circuit

Voltage is a potential difference between two points, like height on a landscape; current, not voltage, flows through a circuit.

Flow Network

playable

flow_network · physics · balance.ledger

Concept: Current

Player does: Fill each branch's current so every junction balances

Breaks: Current is used up by bulbs

Current is conserved through a circuit; a bulb converts electrical energy to light and heat, but the current itself is not consumed.

Flow Restrictors

playable

flow_restrictors · physics · tuner.formula

Concept: Resistance, Ohm's law

Player does: Choose the resistor that sets the bulb to target brightness

Breaks: More resistance means more current

By Ohm's law, more resistance at a fixed voltage means less current, not more.

Power Grid Builder

playable

power_grid_builder · physics · builder.circuit

Concept: Series vs parallel

Player does: Wire the town so every house gets full voltage

Breaks: Adding bulbs in parallel dims all of them

Parallel branches each get the full source voltage, so adding a parallel bulb does not dim the others.

Wave Generator

playable

wave_generator · physics · tuner.formula

Concept: v = fλ

Player does: Tune the frequency so the wavelength fits the chamber

Breaks: Raising frequency raises wave speed

Wave speed is set by the medium; raising frequency shortens the wavelength instead of increasing the speed.

Resonance Breaker

playable

resonance_breaker · physics · tuner.optimize

Concept: Resonance

Player does: Drive the oscillator at the frequency that shatters the crystal

Breaks: Pushing harder always makes bigger oscillations

Oscillation amplitude grows largest when the driving frequency matches the system's natural frequency, resonance, not just from pushing harder.

Wave Bridge

playable

wave_bridge · physics · tuner.oscillator

Concept: Superposition, interference

Player does: Set the second wave's phase so the sum flattens into a path

Breaks: Two waves always make a bigger wave

Superposition can produce destructive interference, where waves cancel instead of adding to a bigger wave.

Light Bender

playable

light_bender · physics · tuner.formula

Concept: Refraction (Snell's law)

Player does: Angle the beam so it bends through the water onto the sensor

Breaks: Light bends away from the normal entering water

Light slows and bends toward the normal when entering a denser medium like water, not away from it.

Gas Balloon

playable

gas_balloon · physics · tuner.formula

Concept: Ideal gas law

Player does: Heat the balloon until lift reaches the ledge

Breaks: Gas pressure doesn't depend on temperature

By the ideal gas law, pressure rises with temperature at fixed volume, so temperature and pressure are directly linked.

Heat Flow Rooms

playable

heat_flow_rooms · physics · simulator.predict

Concept: Thermal equilibrium

Player does: Predict final temperatures when rooms share a wall

Breaks: Cold flows into warm objects

Heat flows from the warmer object to the cooler one until both reach thermal equilibrium; cold itself does not flow.

Half-Life Vault

playable

half_life_vault · physics · tuner.formula

Concept: Radioactive decay

Player does: Set the wait so exactly the target fraction remains

Breaks: After two half-lives it's all gone

Each half-life halves the remaining amount, so after two half-lives a quarter remains, not zero.

Phase Diagram Pin

playable

phase_diagram_pin · physics · mapper.plane

Concept: Phases vs pressure & temperature

Player does: Place the substance on the P–T diagram to make ice, water, or steam

Breaks: Water always boils at 100 °C

Boiling point shifts with pressure, so water boils below 100°C at low pressure and above it at high pressure.

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