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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24 cards

Type-Matched Weapon

playable

type_matched_weapon · general · sorter.type_match

Concept: Any set of categories

Player does: Weapon modes are categories; only the right one hurts each labeled enemy

Breaks: Items that look alike belong to the same category

Category membership follows a defining feature, not surface resemblance.

Congruence Stamp

playable

congruence_stamp · math · sorter.bins

Concept: Congruence criteria

Player does: Sort triangle pairs into SSS / SAS / ASA / not enough info

Breaks: SSA proves congruence

Side-Side-Angle does not guarantee congruent triangles; it can produce two different triangles from the same measurements.

Reaction Type Sorter

playable

reaction_type_sorter · chemistry · sorter.bins

Concept: Reaction types

Player does: Sort reactions into synthesis, decomposition, single/double replacement, combustion

Breaks: Any reaction with O₂ is combustion

Combustion specifically requires a fuel reacting rapidly with oxygen to release heat and light, not just any reaction involving O2.

Polarity Sorter

playable

polarity_sorter · chemistry · sorter.bins

Concept: Molecular polarity

Player does: Sort molecules polar vs nonpolar from their shape

Breaks: Polar bonds always make a polar molecule

A molecule's overall polarity depends on its geometry too, since symmetric arrangements of polar bonds can cancel out.

Membrane Router

playable

membrane_router · biology · sorter.bins

Concept: Membrane selectivity

Player does: Route molecules to simple diffusion, channel, or pump

Breaks: Anything small passes freely

The membrane is selectively permeable, so a molecule's charge and polarity, not just its size, decide its crossing route.

Taxonomy Tower

playable

taxonomy_tower · biology · sorter.hierarchy

Concept: Classification hierarchy

Player does: Nest kingdom through species into a climbable tower

Breaks: Species that look alike are closest relatives

Taxonomic closeness is based on shared ancestry and genetics, and can differ from superficial resemblance.

Immune Defense

playable

immune_defense · biology · sorter.type_match

Concept: Innate vs adaptive immunity

Player does: Deploy the right defender against each invader

Breaks: Antibiotics kill viruses

Antibiotics target bacterial processes and have no effect on viruses.

Plate Boundary Sorter

playable

plate_boundary_sorter · earth_space · sorter.bins

Concept: Plate boundaries

Player does: Sort features to convergent, divergent, or transform boundaries

Breaks: Earthquakes only happen at convergent boundaries

Earthquakes occur at all three boundary types, including the sliding motion of transform boundaries.

Evidence Lab

playable

evidence_lab · history · sorter.bins

Concept: Primary vs secondary sources

Player does: Inspect documents and classify each one

Breaks: Old means primary

A primary source comes directly from the time or people being studied; age alone does not decide the category.

Era Sorter

playable

era_sorter · history · sorter.bins

Concept: Periodization

Player does: Sort artifacts and events into eras

Breaks: Eras begin and end on exact dates

Historical eras are analytical categories with fuzzy, debated boundaries, not events with exact start and end dates.

Branch Router

playable

branch_router · civics · sorter.bins

Concept: Separation of powers

Player does: Route each power to the legislative, executive, or judicial branch

Breaks: The president makes laws

Congress makes laws; the president's executive branch enforces them.

Federalism Venn

playable

federalism_venn · civics · sorter.venn

Concept: Federalism

Player does: Place powers in the federal, state, or shared regions

Breaks: States can't make laws of their own

Federalism divides power between national and state governments, and states retain law-making authority of their own.

Climate Zone Sorter

playable

climate_zone_sorter · geography · sorter.bins

Concept: Climate zones

Player does: Sort cities into climate zones from their data

Breaks: Latitude alone sets climate

Climate depends on elevation, ocean currents, and prevailing winds too, not on latitude alone.

GDP Sorter

playable

gdp_sorter · economics · sorter.bins

Concept: GDP components

Player does: Sort transactions into C, I, G, NX, or not counted

Breaks: Buying a used car counts toward GDP

GDP counts newly produced goods and services, so a resale like a used car is excluded.

Policy Levers

playable

policy_levers · economics · sorter.bins

Concept: Fiscal vs monetary policy

Player does: Assign each lever to the central bank or the legislature

Breaks: The president sets interest rates

Interest rates are set by the central bank's monetary policy, while the legislature controls fiscal policy like spending and taxes.

Conditioning Lab

playable

conditioning_lab · psychology · sorter.bins

Concept: Classical vs operant conditioning

Player does: Sort scenarios into classical or operant and label the parts

Breaks: Negative reinforcement is punishment

Negative reinforcement removes something aversive to increase a behavior, while punishment decreases a behavior.

Experiment Designer

playable

experiment_designer · psychology · sorter.bins

Concept: Experimental design

Player does: Label the IV, DV, controls, and confounds

Breaks: Correlational studies show causes

Only a controlled experiment that manipulates the independent variable can support a causal claim; correlation alone cannot.

Maslow Tower

playable

maslow_tower · psychology · sorter.hierarchy

Concept: Hierarchy of needs

Player does: Stack needs into the tower's levels

Breaks: Higher needs never matter until lower ones are fully met

Maslow's levels describe a general tendency, and people often pursue higher needs before lower ones are fully satisfied.

Fallacy Duel

playable

fallacy_duel · philosophy · sorter.type_match

Concept: Fallacies

Player does: Parry each fallacy the Sophist throws with its name

Breaks: An argument with a fallacy has a false conclusion

A fallacy is a flaw in the reasoning, so a fallacious argument can still happen to reach a true conclusion.

Ethics Lenses

playable

ethics_lenses · philosophy · sorter.bins

Concept: Ethical frameworks

Player does: Sort judgments into utilitarian, deontological, or virtue reasoning

Breaks: Deontology judges actions by their consequences

Deontology judges actions by whether they follow a duty or rule, while consequences are what utilitarianism weighs.

Device Hunter

playable

device_hunter · literature · sorter.type_match

Concept: Literary devices

Player does: Tag each passage's device as it scrolls past

Breaks: Every comparison is a metaphor

A simile compares with "like" or "as" while a metaphor asserts one thing is another, so not every comparison is a metaphor.

Appeal Sorter

playable

appeal_sorter · writing · sorter.bins

Concept: Ethos, pathos, logos

Player does: Sort ad lines by rhetorical appeal

Breaks: Pathos means manipulating with emotion

Pathos is a legitimate appeal to emotion that can support an argument, not by definition a manipulation.

Gender Gates

playable

gender_gates · language · sorter.bins

Concept: Noun gender / classes

Player does: Only the matching-gender gate opens for each noun

Breaks: Grammatical gender follows meaning

Grammatical gender is a memorized class of the noun, not a reflection of the object's real-world meaning.

Movement Sorter

playable

movement_sorter · art · sorter.bins

Concept: Art movements

Player does: Sort described works into movements by their features

Breaks: Movements are defined by date alone

An art movement is defined by shared stylistic features and ideas, not just by when a work was made.

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