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

15 cards

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.

★ 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.

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.

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.

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.

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.

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.

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.

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