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
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13 cards

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.

Causal Weighting

playable

causal_weighting · history · investigator.weigh

Concept: Competing causes

Player does: Allocate importance among causes; the explanation shifts with the weights

Breaks: Every event has one cause

Major historical events usually have several contributing causes whose relative weight historians still debate.

Source Seer

playable

source_seer · history · investigator.source_eval

Concept: Source reliability

Player does: Weigh testimony by author, timing, incentives, corroboration

Breaks: Eyewitnesses are always reliable

An eyewitness account's reliability depends on the author's position, timing, incentives, and corroboration, not on eyewitness status alone.

Perspective Switch

playable

perspective_switch · history · investigator.perspective

Concept: Historical perspective

Player does: Replay the event as different actors; match accounts to motives

Breaks: People in the past thought like us

Historical actors reasoned from the beliefs and constraints of their own time, which often differ sharply from ours.

★ Evidence Board

playable

evidence_board · history · investigator.elimination

Concept: Inference from evidence

Player does: Pin clues; eliminate hypotheses until one explanation stands

Breaks: Any evidence supports any claim

Evidence supports a specific hypothesis only when it is consistent with that hypothesis and inconsistent with the rivals.

Counterevidence Attack

playable

counterevidence_attack · history · investigator.argument

Concept: Qualifying a claim

Player does: Opposing evidence weakens your claim until you qualify it

Breaks: A strong argument ignores counterevidence

A strong historical argument addresses counterevidence directly and qualifies its claim instead of ignoring it.

Precedent Court

playable

precedent_court · civics · investigator.argument

Concept: Judicial precedent

Player does: Build the ruling from the facts and prior cases

Breaks: Courts decide on personal opinion

Courts ground rulings in the facts of the case and applicable precedent, not a judge's personal opinion.

Argument Map

playable

argument_map · philosophy · investigator.argument

Concept: Argument structure

Player does: Connect premises to the conclusion; cut the irrelevant ones

Breaks: More premises make a stronger argument

An argument's strength comes from premises that actually support the conclusion, not from how many premises are listed.

Character Motive

playable

character_motive · literature · investigator.perspective

Concept: Characterization & motive

Player does: Match actions and quotes to each character's motive

Breaks: Characters always say what they mean

Characterization is built from actions and subtext as much as dialogue, so what a character says is not always what they mean.

Theme Evidence

playable

theme_evidence · literature · investigator.argument

Concept: Theme

Player does: Support a theme claim with passages from the text

Breaks: The theme is the topic

A theme is the insight the work makes about its topic, not the topic itself.

Unreliable Narrator

playable

unreliable_narrator · literature · investigator.source_eval

Concept: Narrative reliability

Player does: Flag where the narrator's account conflicts with the facts

Breaks: The narrator is the author

A narrator is a constructed voice the author creates, whose account can conflict with the author's own view or the facts of the story.

Evidence Fit

playable

evidence_fit · writing · investigator.argument

Concept: Supporting evidence

Player does: Choose evidence that actually supports the claim

Breaks: Any quote on the topic is evidence

Evidence must directly support the specific claim being made, not merely mention the same topic.

Elements Check

playable

elements_check · law · investigator.elimination

Concept: Elements of a claim or offense

Player does: Every element must be shown; eliminate charges that fail one

Breaks: Proving most elements is enough

A claim or offense requires every element to be established; missing even one defeats it.

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