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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21 cards

Grapple Anchors

playable

grapple_anchors · general · linker.pairs

Concept: Any set of matched pairs (term–definition, part–function)

Player does: Chain lightning jumps only between matching pairs

Breaks: Similar-sounding terms mean the same thing

Each term has one partner; matching by meaning, not by sound, is what makes the link hold.

Proton Transfer

playable

proton_transfer · chemistry · linker.pairs

Concept: Brønsted acids & bases

Player does: Link each acid to its conjugate base by passing proton tokens

Breaks: Strong acid means concentrated acid

Acid strength is about how completely it donates protons, which is independent of its concentration.

Redox Tracker

playable

redox_tracker · chemistry · linker.pairs

Concept: Oxidation & reduction

Player does: Link each species to whether it's oxidized or reduced

Breaks: Oxidation always involves oxygen

Oxidation is the loss of electrons, a definition that applies even in reactions with no oxygen present.

Shape Docking

playable

shape_docking · biology · linker.pairs

Concept: Enzyme specificity

Player does: Dock each substrate into its matching active site

Breaks: Enzymes are used up in reactions

An enzyme's active site releases the product and is reused, so the enzyme itself is not consumed.

Ecosystem Network

playable

ecosystem_network · biology · linker.network

Concept: Food webs

Player does: Remove a species; trace the cascade through the web

Breaks: Removing a predator helps every other species

Removing a predator can trigger a cascade that harms some species, such as prey overpopulating and depleting their own food.

Organelle City

playable

organelle_city · biology · linker.pairs

Concept: Organelle functions

Player does: Assign each city service to its organelle

Breaks: Plant cells don't have mitochondria

Plant cells have mitochondria for cellular respiration in addition to chloroplasts for photosynthesis.

Boss Anatomy

playable

boss_anatomy · biology · linker.pairs

Concept: Parts & functions

Player does: Strike the weak point whose function the announcer names

Breaks: The right side of the heart pumps to the body

The right side of the heart pumps to the lungs, while the left side pumps oxygenated blood to the body.

Pointer Chain

playable

pointer_chain · cs · linker.chain

Concept: Linked lists

Player does: Relink next-pointers to insert a node

Breaks: You can jump straight to the 5th node

A linked list has no direct index access; reaching the 5th node means following the chain of pointers from the head.

Weighted Path Planner

playable

weighted_path_planner · cs · linker.path

Concept: Shortest paths (Dijkstra)

Player does: Find the cheapest route across weighted bridges

Breaks: Fewest edges means cheapest

The shortest path minimizes total edge weight, which can require more edges than the fewest-edge route.

Deadlock Locks

playable

deadlock_locks · cs · linker.network

Concept: Deadlock

Player does: Find the cycle in the wait-for graph and break it

Breaks: Deadlock needs a bug in a single thread

Deadlock arises from a cycle of threads each waiting on a resource the other holds, not from a bug in one thread alone.

State World

playable

state_world · cs · linker.network

Concept: Finite state machines

Player does: Draw the transitions so the world accepts the input

Breaks: A state machine remembers its whole history

A finite state machine's next move depends only on its current state and input, not its full history.

★ Domino Engine

playable

domino_engine · history · linker.chain

Concept: Cause & effect chains

Player does: Place causes so the chain topples through to the consequence

Breaks: History is a list of unrelated events

Historical events form causal chains, where each link sets up the conditions for the next.

Who Said It

playable

who_said_it · history · linker.pairs

Concept: Figures & ideas

Player does: Match quotes and positions to historical figures

Breaks: Reformers of an era all wanted the same thing

Reform movements within the same era often held competing, even conflicting, goals.

Checks Network

playable

checks_network · civics · linker.network

Concept: Checks and balances

Player does: Draw which branch checks which, and how

Breaks: Checks only run in one direction

Checks and balances run between every pair of branches, not just from one branch down to another.

Amendment Match

playable

amendment_match · civics · linker.pairs

Concept: Rights & amendments

Player does: Match each scenario to the amendment it invokes

Breaks: The First Amendment binds private companies

The Bill of Rights restrains government action, not the policies of private companies.

Migration Flows

playable

migration_flows · geography · linker.network

Concept: Push & pull factors

Player does: Connect factors to the migrations they drove

Breaks: Migration is only about money

Migration is driven by a mix of push and pull factors, including safety, family, and opportunity, not money alone.

Bias Detector

playable

bias_detector · psychology · linker.pairs

Concept: Cognitive biases

Player does: Match each scenario to the bias it shows

Breaks: Only other people are biased

Cognitive biases are automatic patterns in everyone's thinking, not a flaw limited to other people.

Brain Regions

playable

brain_regions · psychology · linker.pairs

Concept: Brain structure & function

Player does: Match functions to brain regions

Breaks: We only use 10% of our brain

Brain imaging shows activity across nearly the whole brain over a day, not just 10% of it.

Transition Bridge

playable

transition_bridge · writing · linker.pairs

Concept: Transitions

Player does: Match transitions to the relationship each signals

Breaks: "However" and "therefore" are interchangeable

Each transition word signals a specific logical relationship, so "however" and "therefore" cannot be swapped.

Supply Chain Flow

playable

supply_chain_flow · business · linker.network

Concept: Supply chains

Player does: Link suppliers, factories, and stores; find the bottleneck

Breaks: A link can fail without affecting the others

A supply chain is a connected network, so a failure at one link constrains everything downstream of it.

Precedent Match

playable

precedent_match · law · linker.pairs

Concept: Precedent

Player does: Match fact patterns to the holding that governs them

Breaks: Every case is decided from scratch

Courts apply precedent, deciding new cases by the holding of the closest matching prior case.

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