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.

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33 cards

Replication Chamber

playable

replication_chamber · math · simulator.reach_state

Concept: Exponential growth

Player does: Set the growth factor so the colony hits the target on day n

Breaks: Exponential growth is fast linear growth

Exponential growth multiplies by a constant factor each step, which eventually outpaces any linear growth no matter how fast.

Inheritance Machine

playable

inheritance_machine · math · simulator.reach_state

Concept: Recursive sequences

Player does: Set a₁ and the rule so generation 5 matches

Breaks: Recursive and explicit rules can't describe the same sequence

A recursive rule and an explicit formula can generate exactly the same sequence, just computed differently.

Repeat Experiment

playable

repeat_experiment · math · simulator.sample

Concept: Variability

Player does: Rerun the identical experiment; predict the spread

Breaks: Same setup, same result

Random variation means identical setups can still produce different results from trial to trial.

Prediction Stabilizer

playable

prediction_stabilizer · math · simulator.sample

Concept: Law of large numbers

Player does: Choose how many trials until the estimate stays in the band

Breaks: After five heads, tails is due

Independent trials have no memory, so past outcomes don't change future odds; the law of large numbers only stabilizes averages over many trials.

Long-Run Casino

playable

long_run_casino · math · simulator.sample

Concept: Expected value

Player does: Pick the table with the best long-run payoff, then watch 1,000 plays

Breaks: The biggest prize is the best bet

Expected value weighs each payoff by its probability, so a rare huge prize can still be a worse bet than a smaller frequent one.

Population Collector

playable

population_collector · math · simulator.sample

Concept: Sampling bias

Player does: Sample only reachable districts; explain why the estimate drifts

Breaks: A bigger biased sample fixes the bias

A biased sampling method stays biased no matter how large the sample gets; only fixing the method removes the bias.

Capture the Parameter

playable

capture_the_parameter · math · simulator.sample

Concept: Confidence intervals

Player does: Throw interval nets; predict how many catch the hidden true value

Breaks: There's a 95% chance this one interval holds the value

A 95% confidence level describes the method's long-run capture rate across many intervals, not the chance for one already-computed interval.

Odds Forge

playable

odds_forge · math · simulator.sample

Concept: Probability & counting

Player does: Choose the fork with the best odds of loot

Breaks: Two outcomes means 50/50

Probability depends on how many ways each outcome can occur, not just how many outcomes are listed.

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.

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.

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.

Dynamic Reaction Arena

playable

dynamic_reaction_arena · chemistry · simulator.predict

Concept: Dynamic equilibrium

Player does: Watch forward and reverse reactions; predict when counts stop changing

Breaks: At equilibrium the reaction stops

At equilibrium, the forward and reverse reactions still run, just at equal rates, so concentrations stop changing but the reaction never stops.

Energy Barrier

playable

energy_barrier · chemistry · simulator.reach_state

Concept: Activation energy

Player does: Heat until enough molecules clear the barrier

Breaks: Exothermic reactions need no energy to start

Even an exothermic reaction needs activation energy to get started, before it releases net energy overall.

Particle Spread

playable

particle_spread · biology · simulator.predict

Concept: Diffusion

Player does: Predict how particles spread from the crowded chamber

Breaks: Particles move toward empty space on purpose

Particles move randomly and simply spread out net from high to low concentration; they have no destination in mind.

Membrane Balance

playable

membrane_balance · biology · simulator.predict

Concept: Osmosis

Player does: Predict which way water crosses and whether the cell swells or shrinks

Breaks: Salt crosses the membrane instead of water

In osmosis, water crosses the semipermeable membrane toward the higher solute concentration; the solute itself often cannot cross.

ATP Gate

playable

atp_gate · biology · simulator.intervene

Concept: Active transport

Player does: Spend ATP to pump ions against the gradient before the budget runs out

Breaks: Transport always goes down the gradient

Active transport uses ATP to move substances against their concentration gradient, unlike passive diffusion.

Dock Blocker

playable

dock_blocker · biology · simulator.predict

Concept: Competitive inhibition

Player does: Decoys occupy sites; predict how much more substrate restores the rate

Breaks: Inhibitors destroy enzymes

A competitive inhibitor blocks the active site reversibly; adding more substrate can outcompete it and restore the reaction rate.

Meiosis Shuffle

playable

meiosis_shuffle · biology · simulator.sample

Concept: Meiosis & variation

Player does: Shuffle homolog pairs; predict how many gamete types appear

Breaks: Meiosis makes identical cells

Meiosis shuffles homologous chromosomes to produce genetically varied gametes, not identical cells.

Survival Sim

playable

survival_sim · biology · simulator.predict

Concept: Natural selection

Player does: Change the environment; predict which trait spreads

Breaks: Individuals evolve because they need to

Natural selection acts on existing variation across a population over generations; individuals themselves do not evolve by need.

Drift Sim

playable

drift_sim · biology · simulator.sample

Concept: Genetic drift

Player does: Run tiny populations and watch alleles vanish by chance

Breaks: Evolution always improves fitness

Genetic drift changes allele frequencies by random chance, especially in small populations, regardless of fitness.

★ Feedback Controller

playable

feedback_controller · biology · simulator.intervene

Concept: Homeostasis

Player does: Release insulin or glucagon to keep glucose in the safe band

Breaks: Hormones switch on and stay on

Hormonal control in homeostasis is a continuous feedback loop, releasing and easing off as the level shifts, not an on/off switch.

Threshold Pulse

playable

threshold_pulse · biology · simulator.intervene

Concept: Action potentials

Player does: Stack inputs until threshold fires an all-or-none spike

Breaks: Stronger stimuli make bigger action potentials

An action potential is all-or-none once it fires; a stronger stimulus raises firing frequency, not the spike's size.

Vaccine Memory

playable

vaccine_memory · biology · simulator.predict

Concept: Immunological memory

Player does: Predict how fast the second infection is cleared

Breaks: Vaccines give you the disease

A vaccine trains memory cells to recognize a pathogen without causing the actual disease.

Greenhouse Dial

playable

greenhouse_dial · earth_space · simulator.intervene

Concept: Greenhouse effect

Player does: Adjust emissions to keep temperature in the band

Breaks: The greenhouse effect is the ozone hole

The greenhouse effect traps heat via gases like CO2, which is a separate process from ozone depletion.

Path Prediction

playable

path_prediction · engineering · simulator.sample

Concept: Branch prediction

Player does: Guess each branch; watch the pipeline flush on a miss

Breaks: Mispredictions cost nothing

A branch misprediction forces the pipeline to flush and restart, costing real cycles.

Antibiotic Resistance

playable

antibiotic_resistance · health · simulator.predict

Concept: Resistance evolution

Player does: Stop treatment early; predict which bacteria survive

Breaks: People become resistant to antibiotics

Antibiotic resistance evolves in the bacteria population, as the drug-tolerant survivors of an incomplete course multiply.

Population Pyramid

playable

population_pyramid · geography · simulator.predict

Concept: Demographic transition

Player does: Predict the pyramid's shape a generation later

Breaks: Population always grows

As birth and death rates fall through the demographic transition, a population's growth can slow, plateau, or shrink.

Living Marketplace

playable

living_marketplace · economics · simulator.predict

Concept: Supply & demand

Player does: Shift supply or demand; predict the new price and quantity

Breaks: Higher prices increase demand

Higher prices reduce quantity demanded along the demand curve; only a shift of the whole curve changes demand itself.

Hidden Spillover

playable

hidden_spillover · economics · simulator.predict

Concept: Externalities

Player does: Your factory's costs land on neighbors; predict the true social cost

Breaks: The market price captures every cost

An externality falls on people outside the transaction, so the market price can miss part of the true social cost.

Money Multiplier

playable

money_multiplier · economics · simulator.reach_state

Concept: Money creation (textbook model)

Player does: Set the reserve ratio so deposits expand to the target

Breaks: Banks keep every deposit in the vault

Banks lend out most of a deposit and keep only a fraction in reserve, which is what expands the money supply.

Diversification Simulator

playable

diversification_sim · finance · simulator.sample

Concept: Risk & diversification

Player does: Build portfolios; watch thousands of market years

Breaks: Diversifying lowers returns without lowering risk

Diversification spreads risk across uncorrelated assets, which can lower volatility without a matching loss in expected return.

Reinforcement Schedule

playable

reinforcement_schedule · psychology · simulator.predict

Concept: Reinforcement schedules

Player does: Predict response persistence under fixed vs variable schedules

Breaks: Rewarding every time builds the most persistent habit

Variable schedules of reinforcement produce more persistent behavior than rewarding every single response.

Marketing Funnel

playable

marketing_funnel · business · simulator.reach_state

Concept: Conversion funnel

Player does: Tune conversion at each stage to hit the sales target

Breaks: More traffic always fixes low sales

Sales depend on the conversion rate at every funnel stage, so more traffic cannot fix a leak further down the funnel.

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