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

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18 cards

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.

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.

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