Mimic Chest
playablemimic_chest · general · truth_finder.mimic
Concept: Any concept with a listed misconception
Player does: Several claims, exactly one false; expose the lie
Breaks: Any listed misconception of the concept
Testing each claim against what the source actually says is how you catch a plausible-sounding falsehood.
Chrono-Bridge
playablechrono_bridge · general · sequencer.linear
Concept: Any process, timeline, or procedure
Player does: Place the steps in the right order; decoys don't belong
Breaks: The order of steps doesn't matter
A procedure works only because each step prepares the next; reordering breaks the chain.
Type-Matched Weapon
playabletype_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.
Grapple Anchors
playablegrapple_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.
Cycle Wheel
playablecycle_wheel · general · sequencer.cycle
Concept: Any cyclic process
Player does: A loop of rooms rotates one stage per clear; trigger the stages in order
Breaks: A cycle has a fixed start and end
A cycle has no first stage; what matters is which stage feeds which.
★ Number Line Leap
playablenumber_line_leap · math · mapper.number_line
Concept: Magnitude, fractions, negatives
Player does: Land on 3/8 or −2.5 with only coarse landmarks labeled
Breaks: A bigger denominator means a bigger fraction
A fraction's size comes from how far along the line it lands, and a bigger denominator makes each step smaller.
Equivalent Landing
playableequivalent_landing · math · mapper.number_line
Concept: Equivalent fractions
Player does: Two different-looking fractions must land on the same stone
Breaks: Different numerals mean different amounts
Equivalent fractions name the same point on the line, no matter how they are written.
Log Scope
playablelog_scope · math · mapper.number_line
Concept: Scientific notation, orders of magnitude
Player does: Place 10⁻⁹ m, 10³ m, 10⁶ m on a zoomable log line
Breaks: 10⁻⁹ is a large negative number
A negative exponent means a tiny positive number; each step on a log line multiplies by ten.
Integer Lift
playableinteger_lift · math · mapper.number_line
Concept: Signed-number arithmetic
Player does: Ride the elevator through basement floors: −3 − (−5)
Breaks: Subtracting a negative makes a number smaller
Subtracting a negative moves you up the line, because it undoes a move down.
Gear Ratio Gate
playablegear_ratio_gate · math · tuner.formula
Concept: Ratios & proportion
Player does: Set gear tooth counts so the portcullis rises at the target speed
Breaks: Ratios scale by adding the same amount
A ratio scales by multiplying both parts by the same factor, never by adding to them.
Percent Shop
playablepercent_shop · math · tuner.formula
Concept: Percent change
Player does: Apply successive markups and discounts to hit an exact price
Breaks: −20% then +20% returns to the start
Successive percent changes multiply, so a 20% drop and a 20% rise do not cancel.
Unit Pipeline
playableunit_pipeline · math · transformer.composition
Concept: Dimensional analysis
Player does: Chain conversion-factor pipes; joints connect only when units cancel
Breaks: Units are labels you can drop
Units multiply and cancel like numbers, which is exactly how a chain of conversions works.
Order of Operations Forge
playableorder_of_ops_forge · math · transformer.trace
Concept: Order of operations
Player does: Predict what the calculator machine outputs for a nested expression
Breaks: Operations always go left to right
Operations follow precedence and grouping, not reading order.
★ Balance Chamber
playablebalance_chamber · math · balance.equation
Concept: Solving linear equations
Player does: Apply the same operation to both pans until x stands alone
Breaks: You can move a term across without changing its sign
Moving a term to the other side is really applying the same operation to both sides, which flips its sign.
Intersection Hunt
playableintersection_hunt · math · mapper.plane
Concept: Systems of equations
Player does: Mark the one point both laser paths pass through
Breaks: A solution only has to satisfy one equation
A system's solution must satisfy every equation at once, which is exactly where the lines intersect.
Allowed Region
playableallowed_region · math · mapper.plane
Concept: Inequalities
Player does: Only tiles where y < 2x + 1 are solid; mark the safe region
Breaks: Multiplying by a negative keeps the inequality direction
Multiplying or dividing an inequality by a negative number flips the inequality's direction.
Distance Field
playabledistance_field · math · mapper.number_line
Concept: Absolute value
Player does: Beacons light where |x − 3| < 2; mark the whole lit stretch
Breaks: |x| just deletes a minus sign, so |x| = x
Absolute value is distance from zero, so |x| equals x only when x is nonnegative; otherwise it flips the sign.
Graph Terrain
playablegraph_terrain · math · tuner.curve
Concept: Slope & intercept
Player does: Tune m and b so the ramp meets the ledge
Breaks: Slope is run over rise
Slope is rise over run, the vertical change divided by the horizontal change, not the other way around.
Function Factory
playablefunction_factory · math · transformer.function_machine
Concept: What a function is
Player does: Feed inputs, watch outputs, predict the output for a new input
Breaks: A function must be a formula
A function is any rule pairing each input to exactly one output, whether given by a formula, table, or graph.
Reverse Factory
catalogreverse_factory · math · transformer.inverse
Concept: Inverse functions
Player does: Run the machine backward to recover the input
Breaks: f⁻¹(x) means 1/f(x)
The inverse function f⁻¹ undoes f by swapping inputs and outputs; it is not the reciprocal 1/f(x).
Machine Pipeline
playablemachine_pipeline · math · transformer.composition
Concept: Composition
Player does: Order two machines so the crate exits as the target
Breaks: f(g(x)) = g(f(x))
Function composition is generally not commutative, so f(g(x)) and g(f(x)) usually differ.
Input Filter
cataloginput_filter · math · transformer.domain_filter
Concept: Domain & range
Player does: Choose which crates the √ or 1/x machine accepts without jamming
Breaks: Every real number is a valid input
A function's domain excludes inputs that break it, like negatives under a square root or zero in a denominator.
Projectile Architect
playableprojectile_architect · math · tuner.curve
Concept: Quadratics (standard form)
Player does: Tune a, b, c so the arc threads the rings
Breaks: c changes how wide the parabola is
In standard form the leading coefficient a controls the parabola's width, while c only shifts the y-intercept.
Move the Arc
playablemove_the_arc · math · tuner.curve
Concept: Vertex form
Player does: Drag h, k, a to move the parabola onto its target
Breaks: (x − 3)² shifts the graph left
In vertex form, (x − h)² shifts the graph right by h, so (x − 3)² shifts right, not left.
Sea Level Roots
playablesea_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.
Factor Forge
playablefactor_forge · math · builder.tiles
Concept: Factoring
Player does: Arrange algebra tiles into a rectangle whose sides are the factors
Breaks: x² + 5x + 6 = (x + 5)(x + 1)
Factoring requires two numbers that multiply to the constant and add to the middle coefficient, here 2 and 3, giving (x + 2)(x + 3).
Replication Chamber
playablereplication_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.
Reverse Growth
playablereverse_growth · math · tuner.formula
Concept: Logarithms
Player does: Choose how many doublings reach the target population
Breaks: A logarithm is division
A logarithm answers how many times to multiply by the base to reach a value; it is the inverse of exponentiation, not division.
Pattern Path
playablepattern_path · math · transformer.function_machine
Concept: Arithmetic & geometric sequences
Player does: Jump to the stone holding the next term
Breaks: Every sequence adds a constant
An arithmetic sequence adds a constant difference, but a geometric sequence multiplies by a constant ratio instead.
Inheritance Machine
playableinheritance_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.
Exponent Mimic
playableexponent_mimic · math · truth_finder.mimic
Concept: Exponent rules
Player does: Expose the chest claiming x²·x³ = x⁶
Breaks: Multiply exponents when multiplying powers
When multiplying powers with the same base, exponents add, so x²·x³ = x⁵, not x⁶.
Transform Key
catalogtransform_key · math · transformer.geometric
Concept: Rigid transformations & symmetry
Player does: Rotate, reflect, translate the key until it fits the slot
Breaks: A line reflection equals a 180° rotation
A reflection flips a shape's orientation while a 180° rotation preserves it, so the two are not the same transformation.
Mirror Angles
playablemirror_angles · math · tuner.formula
Concept: Reflection angles
Player does: Set mirror angles so the beam hits the crystal
Breaks: Light bounces straight back off any mirror
Light reflects so the angle of incidence equals the angle of reflection, not straight back unless it hit head-on.
Area Tiler
playablearea_tiler · math · builder.tiles
Concept: Area vs perimeter
Player does: Tile the room, then fence it; compare both counts
Breaks: More area always means more perimeter
Area and perimeter can change independently, so a shape can have more area with less perimeter, and vice versa.
Pythagoras Bridge
playablepythagoras_bridge · math · tuner.formula
Concept: Pythagorean theorem
Player does: Cut the plank that spans the diagonal gap
Breaks: The hypotenuse is a + b
The hypotenuse's length is the square root of a² + b², not the simple sum of the legs.
Scale Shifter
playablescale_shifter · math · tuner.formula
Concept: Similarity; square-cube law
Player does: Grow ray: double your size, 8× your weight, too big for the gap
Breaks: Doubling length doubles volume
Volume scales with the cube of linear size, so doubling length multiplies volume by eight, not two.
Congruence Stamp
playablecongruence_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.
Proof Ladder
playableproof_ladder · math · sequencer.linear
Concept: Two-column proofs
Player does: Order the rungs of a proof; one decoy reason doesn't follow
Breaks: If it looks true in the diagram, it's proven
A geometric proof needs a chain of justified statements, since a diagram can look true without the relationship being proven.
Volume Pour
playablevolume_pour · math · tuner.formula
Concept: Volume
Player does: Fill differently shaped tanks to the same volume
Breaks: The taller container holds more
Volume depends on the full shape, not just height, so a shorter but wider container can hold more.
Coordinate Treasure
playablecoordinate_treasure · math · mapper.plane
Concept: Distance & midpoint
Player does: Mark the midpoint between two torches on the grid
Breaks: The midpoint is the difference of the coordinates
The midpoint is the average of the two points' coordinates, not their difference.
Circular Navigator
playablecircular_navigator · math · mapper.plane
Concept: Unit circle
Player does: Walk the unit circle to where the x-shadow reads the given cos θ
Breaks: sin θ is the x-coordinate
On the unit circle cos θ is the x-coordinate and sin θ is the y-coordinate.
Projection Machine
playableprojection_machine · math · mapper.number_line
Concept: sin & cos as projections
Player does: Predict where the rotating point's shadow lands at θ
Breaks: sin and cos are unrelated functions
Sine and cosine are the two shadows of one rotating point, which is why they share a period and trade peaks.
★ Phase Gate
playablephase_gate · math · tuner.oscillator
Concept: Period
Player does: Dial the period so the vault rings lock
Breaks: A bigger b makes the period longer
The period of sin(bt) is 2π/|b|, so a bigger b squeezes the wave and shortens the period.
Pulse Matcher
playablepulse_matcher · math · tuner.oscillator
Concept: Frequency
Player does: Match pulses per second to the beacon
Breaks: Frequency and period are the same number
Frequency is the reciprocal of the period: cycles per unit time, not time per cycle.
Oscillation Reach
playableoscillation_reach · math · tuner.oscillator
Concept: Amplitude
Player does: Set the swing so the platform just touches each checkpoint
Breaks: Amplitude is peak-to-trough
Amplitude is the distance from the midline to a peak, half of the full swing.
Wave Alignment
playablewave_alignment · math · tuner.oscillator
Concept: Phase shift
Player does: Slide one wave in time until the peaks align
Breaks: sin(x + π/2) shifts right
Adding inside the argument shifts the graph left, because each output now happens earlier.
Radian Rune Line
playableradian_rune_line · math · mapper.number_line
Concept: Radian measure
Player does: Step onto 5π/6 on the unrolled circle
Breaks: π radians is a full turn
A full turn is 2π radians because the unit circle's circumference is 2π; π is half a turn.
Arc Builder
playablearc_builder · math · tuner.formula
Concept: Arc length s = rθ
Player does: Lay rope along the rim; the angle is arc ÷ radius
Breaks: An angle's radian measure depends on the circle's size
Radian measure is arc length divided by radius, so it is the same for any circle.
Identity Circuits
playableidentity_circuits · math · truth_finder.mimic
Concept: Trig identities
Player does: Several routes transform the signal; expose the non-equivalent one
Breaks: Identities only hold at special angles
An identity holds for every angle; one counterexample is enough to expose an impostor.
Trig Solve Bridge
playabletrig_solve_bridge · math · sequencer.linear
Concept: Solving sin x = k
Player does: Lay the planks: isolate, reference angle, quadrants, all solutions
Breaks: sin x = ½ has one solution
Solving a trig equation means isolating, finding the reference angle, then using every quadrant where the sign matches.
Approach Target
playableapproach_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
playabletwo_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
playabledirectional_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
playablebroken_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
playabledecoy_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
playablesplit_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
playablerunaway_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
playablelong_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.
Closing Walls
catalogclosing_walls · math · function_world.squeeze
Concept: Squeeze theorem
Player does: Upper and lower walls close in; predict where the trapped orb ends
Breaks: The trapped function can escape between the bounds
If two bounding functions converge to the same limit, the squeezed function trapped between them must converge there too.
Precision Zone
catalogprecision_zone · math · function_world.epsilon_delta
Concept: ε-δ definition
Player does: The target band shrinks; choose how close x must stay to a
Breaks: You pick δ first, then ε
The ε-δ definition works the other way: for any tolerance ε chosen first, a matching δ must be found.
Unbroken Track
playableunbroken_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
playablerepair_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
playableslope_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
playablespeed_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
playableclosing_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
playablemomentum_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
playablezero_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
playablecurvature_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
playablegravity_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.
Peak Efficiency
playablepeak_efficiency · math · tuner.optimize
Concept: Optimization
Player does: Tune the parameter to maximize the machine's output
Breaks: The max is always at an endpoint
An optimum can occur at a critical point in the interior, not just at an endpoint of the domain.
Linked Machines
playablelinked_machines · math · tuner.formula
Concept: Related rates
Player does: Set how fast the radius grows so volume rises at the target rate
Breaks: Linked quantities change at the same rate
Related quantities change at rates connected by the chain rule, which usually differ rather than match.
Derivative Machine
playablederivative_machine · math · transformer.function_machine
Concept: Differentiation rules
Player does: The machine turns f into f′; predict its output for a new f
Breaks: d/dx x³ = 3x³
The power rule brings the exponent down as a coefficient and reduces it by one, so d/dx x³ = 3x², not 3x³.
★ Tile the Region
playabletile_the_region · math · accumulator.riemann
Concept: Riemann sums
Player does: Place narrower and narrower blocks under the curved ceiling
Breaks: Left sums always underestimate
Whether a left or right Riemann sum over- or underestimates the true area depends on whether the function is increasing or decreasing.
Fill the Reservoir
playablefill_the_reservoir · math · accumulator.area
Concept: Definite integral as area
Player does: Stop the gate where the reservoir holds the target volume
Breaks: Area under a curve needs a geometric formula
The definite integral gives exact area under a curve even when no simple geometric shape formula applies.
Energy Ledger
playableenergy_ledger · math · accumulator.signed
Concept: Signed area
Player does: Area above the axis charges the battery; below drains it
Breaks: Area below the axis counts as positive
The definite integral treats area below the x-axis as negative, subtracting from the total rather than adding.
Resource Collector
playableresource_collector · math · accumulator.rate_total
Concept: Accumulation from a rate
Player does: Ride through changing production rates; predict inventory at t
Breaks: Total = rate × time even when the rate changes
When the rate changes, total accumulation is the integral of the rate over time, not a single rate times time.
Rate-Total Machine
playablerate_total_machine · math · accumulator.rate_total
Concept: Fundamental Theorem
Player does: Switch between the rate gauge and the storage tank; predict each
Breaks: Integrals and derivatives are unrelated
The Fundamental Theorem of Calculus links them directly: differentiation and integration are inverse operations.
Integration Window
playableintegration_window · math · accumulator.area
Concept: Changing bounds
Player does: Drag the window's edges to hit the target total
Breaks: Swapping the bounds doesn't matter
Swapping the limits of integration flips the sign of the definite integral's value.
Level the Reservoir
playablelevel_the_reservoir · math · accumulator.average_value
Concept: Average value
Player does: Flatten uneven water into a rectangle of equal area
Breaks: Average value is the average of the endpoints
The average value of a function over an interval is its integral divided by the interval length, not just the average of the endpoints.
Rate Runner
playablerate_runner · math · accumulator.rate_total
Concept: Position from velocity
Player does: Sketch your ghost's velocity; position is the area under it
Breaks: The velocity graph shows the path's shape
A velocity-time graph shows speed and direction over time; its shape is not the shape of the object's actual path.
Vector Winds
playablevector_winds · math · mapper.plane
Concept: Vector addition
Player does: Place fans; mark where their combined push carries you
Breaks: Vectors add like numbers (3 + 4 = 7)
Vectors add component-wise (or tip-to-tail), so their combined magnitude generally is not the simple sum of their lengths.
Component Split
playablecomponent_split · math · mapper.plane
Concept: Components
Player does: Split thrust into x and y engines that land you on target
Breaks: Components add up to the magnitude
A vector's magnitude comes from the Pythagorean combination of its components, not their simple sum.
Transformation Grid
catalogtransformation_grid · math · transformer.matrix
Concept: Matrices as transformations
Player does: Pick the 2×2 matrix that turns the rune into the door's shape
Breaks: Matrix multiplication is commutative
Matrix multiplication generally is not commutative, so applying two transformations in a different order gives a different result.
Determinant Press
catalogdeterminant_press · math · transformer.matrix
Concept: Determinant as area scale
Player does: Predict the stamped area after the matrix press
Breaks: The determinant is the sum of the entries
The determinant measures how a matrix scales area (or volume); it is computed from a product-and-difference formula, not a sum of entries.
Repeat Experiment
playablerepeat_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
playableprediction_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
playablelong_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
playablepopulation_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
playablecapture_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.
Spread Field
playablespread_field · math · sequencer.rank
Concept: Standard deviation
Player does: Rank datasets with the same mean by spread
Breaks: Same mean, same data
Two datasets can share the same mean while differing greatly in standard deviation, which measures the spread around it.
Scatter Landscape
playablescatter_landscape · math · mapper.number_line
Concept: Correlation
Player does: Place each scatter plot's r on the −1…1 line
Breaks: r = 0 means no relationship of any kind
A correlation of r = 0 rules out a linear relationship but not a strong nonlinear one.
Hidden Variable Mystery
playablehidden_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.
Evidence Updater
playableevidence_updater · math · mapper.number_line
Concept: Bayes' theorem
Player does: After the test result, set the belief meter
Breaks: A 99%-accurate test means a 99% chance you're sick
Bayes' theorem shows the chance of being sick given a positive test also depends on the disease's rarity, which can make it far below the test's accuracy rate.
Restricted World
playablerestricted_world · math · mapper.number_line
Concept: Conditional probability
Player does: Irrelevant outcomes vanish once the condition is known; place P(A|B)
Breaks: P(A|B) = P(B|A)
Conditional probability is not symmetric in general: P(A|B) and P(B|A) can be very different values.
Odds Forge
playableodds_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.
Mean-Median Seesaw
playablemean_median_seesaw · math · balance.torque
Concept: Mean vs median
Player does: Add an outlier; move the fulcrum (mean) while the median marker stays put
Breaks: Mean and median always move together
The mean is pulled toward outliers while the median resists them, so the two can move very differently as data changes.
Z-Score Rapids
playablez_score_rapids · math · mapper.number_line
Concept: z-scores, normal distribution
Player does: Place the raft at the reading's z-score
Breaks: z = 2 means twice the average
A z-score of 2 means the value is two standard deviations above the mean, not double the mean itself.
Motion Predictor
playablemotion_predictor · physics · mapper.number_line
Concept: Velocity
Player does: Predict where the cart will be after Δt, then watch
Breaks: Speed and velocity are the same thing
Velocity includes direction as well as speed, so two objects with the same speed can have different velocities.
Thrust Vehicle
playablethrust_vehicle · physics · tuner.formula
Concept: Acceleration
Player does: Set thrust so velocity hits the target at the checkpoint
Breaks: Zero velocity means zero acceleration
Acceleration is the rate velocity changes, so an object can have zero velocity while still accelerating, like at the top of a toss.
Free Fall Drop
playablefree_fall_drop · physics · truth_finder.predict_reveal
Concept: Free fall
Player does: In the vacuum chamber, predict whether the boulder or the feather lands first
Breaks: Heavier objects fall faster
Without air resistance, gravity accelerates every object at the same rate regardless of mass.
Frictionless Arena
playablefrictionless_arena · physics · truth_finder.predict_reveal
Concept: Newton's 1st law
Player does: Predict the puck's path after you stop pushing
Breaks: Moving things need a force to keep moving
An object in motion stays in motion at constant velocity unless a net force acts on it.
★ Formula Engine
playableformula_engine · physics · tuner.formula
Concept: Newton's 2nd law (and any formula)
Player does: Same push on different masses; set the force that hits the target acceleration
Breaks: A constant force produces constant speed
A constant net force produces constant acceleration, not constant speed, since F = ma.
Recoil Movement
playablerecoil_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.
Collision Arena
playablecollision_arena · physics · tuner.formula
Concept: Momentum conservation
Player does: Set mass or speed so the post-collision motion hits the target
Breaks: Momentum is lost in collisions
Total momentum is conserved in a collision; what looks lost has transferred between the colliding objects.
Force-Time Shield
playableforce_time_shield · physics · tuner.formula
Concept: Impulse
Player does: Stop the boulder with a short hard shield or a long soft one
Breaks: Stopping force depends only on speed, not stopping time
Impulse equals force times time, so stretching the stopping time over a longer duration reduces the force needed.
Energy Converter
playableenergy_converter · physics · balance.ledger
Concept: Energy conservation
Player does: Route energy among potential, kinetic, and spring meters
Breaks: Energy gets used up
Energy is conserved and converts between forms like potential and kinetic; it is never simply used up.
Height Bank
playableheight_bank · physics · tuner.formula
Concept: Gravitational PE
Player does: Choose the ledge height that banks exactly enough energy
Breaks: PE depends on the path taken
Gravitational potential energy depends only on height above the reference, not on the path taken to get there.
Force Path
playableforce_path · physics · tuner.formula
Concept: Work
Player does: Push at an angle; only the component along the path counts
Breaks: Any force on a moving object does work
Work is done only by the force component along the direction of motion; a perpendicular force does no work.
Surface Strategy
playablesurface_strategy · physics · tuner.formula
Concept: Friction
Player does: Pick the surface coefficient that stops the sled on the pad
Breaks: Friction depends on contact area
Friction force depends on the normal force and the surfaces' coefficient, not on the contact area.
Lever Door
playablelever_door · physics · balance.torque
Concept: Torque
Player does: Place the weight at the distance that opens the lever door
Breaks: Only the force matters, not where it's applied
Torque depends on both the force and its distance from the pivot, so where a force is applied matters as much as its size.
Balance Builder
playablebalance_builder · physics · balance.torque
Concept: Center of mass
Player does: Stack cargo so the center of mass stays over the base
Breaks: Center of mass is always the geometric center
Center of mass depends on how mass is distributed, so an unevenly loaded object's center of mass shifts off its geometric center.
Catapult Range
playablecatapult_range · physics · tuner.formula
Concept: Projectile motion
Player does: Set the angle to clear the wall without landing in the lava
Breaks: Horizontal speed slows during flight
Without air resistance, a projectile's horizontal speed stays constant; only its vertical speed changes under gravity.
Orbit Slingshot
playableorbit_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.
Charge Navigator
playablecharge_navigator · physics · mapper.plane
Concept: Electric fields
Player does: Mark where the test charge feels zero net force
Breaks: Field lines are paths charges must follow
Field lines show the direction of force at each point; a charge's actual path depends on its motion and other forces, not a fixed track.
Voltage Height Map
playablevoltage_height_map · physics · truth_finder.predict_reveal
Concept: Electric potential
Player does: Predict where charges roll on the voltage landscape
Breaks: Voltage flows through a circuit
Voltage is a potential difference between two points, like height on a landscape; current, not voltage, flows through a circuit.
Flow Network
playableflow_network · physics · balance.ledger
Concept: Current
Player does: Fill each branch's current so every junction balances
Breaks: Current is used up by bulbs
Current is conserved through a circuit; a bulb converts electrical energy to light and heat, but the current itself is not consumed.
Flow Restrictors
playableflow_restrictors · physics · tuner.formula
Concept: Resistance, Ohm's law
Player does: Choose the resistor that sets the bulb to target brightness
Breaks: More resistance means more current
By Ohm's law, more resistance at a fixed voltage means less current, not more.
Power Grid Builder
playablepower_grid_builder · physics · builder.circuit
Concept: Series vs parallel
Player does: Wire the town so every house gets full voltage
Breaks: Adding bulbs in parallel dims all of them
Parallel branches each get the full source voltage, so adding a parallel bulb does not dim the others.
Wave Generator
playablewave_generator · physics · tuner.formula
Concept: v = fλ
Player does: Tune the frequency so the wavelength fits the chamber
Breaks: Raising frequency raises wave speed
Wave speed is set by the medium; raising frequency shortens the wavelength instead of increasing the speed.
Resonance Breaker
playableresonance_breaker · physics · tuner.optimize
Concept: Resonance
Player does: Drive the oscillator at the frequency that shatters the crystal
Breaks: Pushing harder always makes bigger oscillations
Oscillation amplitude grows largest when the driving frequency matches the system's natural frequency, resonance, not just from pushing harder.
Wave Bridge
playablewave_bridge · physics · tuner.oscillator
Concept: Superposition, interference
Player does: Set the second wave's phase so the sum flattens into a path
Breaks: Two waves always make a bigger wave
Superposition can produce destructive interference, where waves cancel instead of adding to a bigger wave.
Light Bender
playablelight_bender · physics · tuner.formula
Concept: Refraction (Snell's law)
Player does: Angle the beam so it bends through the water onto the sensor
Breaks: Light bends away from the normal entering water
Light slows and bends toward the normal when entering a denser medium like water, not away from it.
Gas Balloon
playablegas_balloon · physics · tuner.formula
Concept: Ideal gas law
Player does: Heat the balloon until lift reaches the ledge
Breaks: Gas pressure doesn't depend on temperature
By the ideal gas law, pressure rises with temperature at fixed volume, so temperature and pressure are directly linked.
Heat Flow Rooms
playableheat_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.
Half-Life Vault
playablehalf_life_vault · physics · tuner.formula
Concept: Radioactive decay
Player does: Set the wait so exactly the target fraction remains
Breaks: After two half-lives it's all gone
Each half-life halves the remaining amount, so after two half-lives a quarter remains, not zero.
Phase Diagram Pin
playablephase_diagram_pin · physics · mapper.plane
Concept: Phases vs pressure & temperature
Player does: Place the substance on the P–T diagram to make ice, water, or steam
Breaks: Water always boils at 100 °C
Boiling point shifts with pressure, so water boils below 100°C at low pressure and above it at high pressure.
★ Atom Conservation
playableatom_conservation · chemistry · balance.chem_equation
Concept: Balancing equations
Player does: Set coefficients until every atom token balances and the reactor starts
Breaks: Change subscripts to balance
Balancing an equation means adjusting coefficients, since changing a subscript would change the substance itself.
Reaction Factory
playablereaction_factory · chemistry · balance.ratio
Concept: Stoichiometry
Player does: Feed reactants in the required ratio; leftovers pile up
Breaks: Reactants combine 1:1 by mass
Reactants combine in the mole ratios set by the balanced equation, not in equal masses.
Production Bottleneck
playableproduction_bottleneck · chemistry · balance.ratio
Concept: Limiting reagent
Player does: Predict which feed runs out first and how much product ships
Breaks: The reactant with less mass is limiting
The limiting reagent is decided by mole ratio needed, not by which reactant has the smaller mass.
Particle Crates
playableparticle_crates · chemistry · tuner.formula
Concept: The mole
Player does: Pack particles into standard crates; convert grams to crates
Breaks: A mole of anything weighs the same
A mole is a fixed count of particles, so its mass depends on the substance's molar mass, not a fixed weight.
Dynamic Reaction Arena
playabledynamic_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.
Disturb the Reactor
playabledisturb_the_reactor · chemistry · truth_finder.predict_reveal
Concept: Le Châtelier
Player does: Predict the shift, then add reactant or change pressure
Breaks: Adding product speeds the forward reaction
Adding product shifts the equilibrium backward, favoring the reverse reaction, not the forward one.
Energy Barrier
playableenergy_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.
Alternate Route
playablealternate_route · chemistry · truth_finder.predict_reveal
Concept: Catalysts
Player does: Unlock the tunnel; predict what changes and what doesn't
Breaks: Catalysts change how much energy is released
A catalyst lowers the activation energy path but does not change the overall energy released by the reaction.
Proton Transfer
playableproton_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.
pH Meter
playableph_meter · chemistry · mapper.number_line
Concept: pH scale
Player does: Place solutions on the pH line; 10× concentration is one step
Breaks: pH 4 is twice as acidic as pH 5
pH is logarithmic, so each whole step is a tenfold change in acidity, meaning pH 4 is ten times more acidic than pH 5.
Orbital Filling
playableorbital_filling · chemistry · builder.electron_config
Concept: Electron configuration
Player does: Fill orbital slots obeying Aufbau, Hund, and Pauli
Breaks: Orbitals fill in number order (3d before 4s)
The Aufbau principle fills orbitals by increasing energy, which puts 4s below 3d in energy despite the smaller number.
Periodic Landscape
playableperiodic_landscape · chemistry · sequencer.rank
Concept: Periodic trends
Player does: Rank elements by atomic radius or electronegativity
Breaks: Atoms get bigger left to right
Atomic radius shrinks left to right across a period as nuclear charge pulls electrons in tighter.
Escape Energy
playableescape_energy · chemistry · sequencer.rank
Concept: Intermolecular forces
Player does: Rank substances by boiling point from their attractions
Breaks: Boiling breaks covalent bonds
Boiling overcomes the intermolecular forces between molecules; the covalent bonds within each molecule stay intact.
Molecule Builder
playablemolecule_builder · chemistry · builder.molecule
Concept: Bonding & valence
Player does: Assemble the requested molecule within valence rules
Breaks: Atoms can form any number of bonds
Each element's valence sets a limit on how many bonds it can typically form.
Titration Drip
playabletitration_drip · chemistry · tuner.formula
Concept: Titration
Player does: Stop the burette at the equivalence point
Breaks: The equivalence point is always pH 7
The equivalence point's pH depends on the acid and base strengths involved, and is only 7 for a strong acid–strong base pair.
Reaction Type Sorter
playablereaction_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
playablepolarity_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.
Redox Tracker
playableredox_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.
Particle Spread
playableparticle_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
playablemembrane_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
playableatp_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.
Membrane Router
playablemembrane_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.
Shape Docking
playableshape_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.
Dock Blocker
playabledock_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.
Genome Repair
playablegenome_repair · biology · transformer.encode
Concept: DNA base pairing
Player does: Rebuild the damaged strand by complementary pairing
Breaks: A pairs with G
DNA base pairing is fixed: A pairs with T, and G pairs with C.
RNA Assembly
playablerna_assembly · biology · transformer.encode
Concept: Transcription
Player does: Read the template strand and assemble the mRNA (U for T)
Breaks: mRNA is an exact copy of the template strand
mRNA is complementary to the DNA template strand, not an identical copy, and it swaps thymine for uracil.
★ Protein Factory
playableprotein_factory · biology · transformer.encode
Concept: Translation
Player does: Route codons to amino acids with the codon table to build the chain
Breaks: Each nucleotide codes for one amino acid
A group of three nucleotides, a codon, specifies one amino acid, not a single nucleotide.
Chromosome Logistics
playablechromosome_logistics · biology · sequencer.linear
Concept: Mitosis
Player does: Duplicate and separate chromosome sets in stage order
Breaks: Chromosomes duplicate during prophase
Chromosomes duplicate during interphase, before mitosis's stages of prophase, metaphase, anaphase, and telophase begin.
Meiosis Shuffle
playablemeiosis_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.
Punnett Forge
playablepunnett_forge · biology · builder.genetics
Concept: Mendelian genetics
Player does: Fill the Punnett square to breed a familiar with the needed trait
Breaks: Dominant traits are always the most common
A trait's frequency in a population depends on allele frequency, not simply on whether the allele is dominant.
Survival Sim
playablesurvival_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
playabledrift_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.
Ecosystem Network
playableecosystem_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.
Energy Pyramid
playableenergy_pyramid · biology · tuner.formula
Concept: Energy flow (≈10% rule)
Player does: Size each trophic level from the energy passed up
Breaks: Energy is recycled like matter
Energy flows one way through an ecosystem and is mostly lost as heat at each level, unlike matter, which cycles.
★ Feedback Controller
playablefeedback_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
playablethreshold_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.
Organelle City
playableorganelle_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.
Taxonomy Tower
playabletaxonomy_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.
Levels Tower
playablelevels_tower · biology · sequencer.linear
Concept: Levels of organization
Player does: Climb cell → tissue → organ → system → organism
Breaks: Organs are built directly from cells
Cells form tissues, tissues form organs, so organs are built from tissues, not directly from cells.
Photosynthesis Recipe
playablephotosynthesis_recipe · biology · transformer.composition
Concept: Photosynthesis
Player does: Route light, water, CO₂ through the stations to make glucose
Breaks: Plants get their mass from the soil
Most of a plant's mass comes from carbon dioxide fixed by photosynthesis, not from the soil.
Respiration Forge
playablerespiration_forge · biology · transformer.composition
Concept: Cellular respiration
Player does: Run glucose through glycolysis, Krebs, and the ETC to charge ATP
Breaks: Plants don't do cellular respiration
Plants perform cellular respiration to make ATP just as animals do, in addition to photosynthesis.
Krebs Wheel
playablekrebs_wheel · biology · sequencer.cycle
Concept: Krebs cycle
Player does: Rotate the wheel so each intermediate feeds the next
Breaks: Glucose enters the Krebs cycle directly
Glucose is broken down to pyruvate and then acetyl-CoA before entering the Krebs cycle, not directly.
Heart Run
playableheart_run · biology · sequencer.linear
Concept: Blood flow
Player does: Sprint through the chambers in blood-flow order; valves are one-way gates
Breaks: All arteries carry oxygen-rich blood
The pulmonary artery carries deoxygenated blood to the lungs, so arteries are not defined by carrying oxygen-rich blood.
Boss Anatomy
playableboss_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.
Immune Defense
playableimmune_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.
Vaccine Memory
playablevaccine_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.
Rock Cycle Wheel
playablerock_cycle_wheel · earth_space · sequencer.cycle
Concept: Rock cycle
Player does: Rotate processes so each rock type becomes the next
Breaks: Rocks only change in one direction
The rock cycle has no fixed starting point; igneous, sedimentary, and metamorphic rock can each transform into any other type.
Strata X-Ray
playablestrata_xray · earth_space · sequencer.rank
Concept: Relative dating
Player does: X-ray the cliff; order layers oldest to youngest
Breaks: Layer order says nothing about age
The law of superposition means undisturbed rock layers get younger from bottom to top.
Plate Boundary Sorter
playableplate_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.
Earthquake Triangulation
playableearthquake_triangulation · earth_space · mapper.plane
Concept: Locating epicenters
Player does: Draw three distance circles; mark where they meet
Breaks: One station can locate the epicenter
A single seismic station gives only a distance, so at least three stations are needed to triangulate the epicenter.
Water Cycle Wheel
playablewater_cycle_wheel · earth_space · sequencer.cycle
Concept: Water cycle
Player does: Restart the cycle by triggering stages in order
Breaks: Clouds are water vapor
Clouds are condensed liquid droplets or ice, while water vapor itself is invisible gas.
Moon Phase Orbit
playablemoon_phase_orbit · earth_space · mapper.plane
Concept: Moon phases
Player does: Place the Moon in its orbit to show the requested phase
Breaks: Phases are Earth's shadow
Moon phases come from the changing angle at which we see the Moon's sunlit half, not from Earth's shadow.
Seasons Tilt
playableseasons_tilt · earth_space · truth_finder.mimic
Concept: Seasons
Player does: Expose the claim that summer is when Earth is closest to the Sun
Breaks: Seasons come from distance to the Sun
Seasons come from Earth's axial tilt changing sunlight angle and day length, not from distance to the Sun.
Greenhouse Dial
playablegreenhouse_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.
Star Life
playablestar_life · earth_space · sequencer.linear
Concept: Stellar evolution
Player does: Route the star through its life stages by mass
Breaks: All stars end as black holes
A star's mass decides its fate: only very massive stars can collapse into a black hole; smaller stars end as white dwarfs or neutron stars.
Weather Fronts
playableweather_fronts · earth_space · truth_finder.predict_reveal
Concept: Air masses & fronts
Player does: Predict the weather as the cold front arrives
Breaks: Warm air slides under cold air at a front
Warm air is less dense, so at a front it rises up and over the advancing cold air, not the other way around.
State Containers
playablestate_containers · cs · transformer.trace
Concept: Variables & assignment
Player does: Predict each container's value after the instructions run
Breaks: x = x + 1 is an impossible equation
In code, = is assignment, not algebraic equality, so x = x + 1 replaces x's stored value with one more than itself.
Branch Doors
playablebranch_doors · cs · transformer.trace
Concept: Conditionals
Player does: Predict which door the branching world opens for the current state
Breaks: Both branches of an if run
An if statement runs exactly one of its branches, chosen by whether the condition is true or false.
Automation Track
playableautomation_track · cs · builder.program
Concept: Loops
Player does: Configure a repeating action instead of stepping manually
Breaks: A loop checks its condition only once
A loop re-checks its condition every iteration, which is what lets it keep running or stop.
Reusable Machines
playablereusable_machines · cs · builder.program
Concept: Functions
Player does: Define a machine once and call it at several stations
Breaks: Functions run when they're defined
A function's body runs only when it is called, not at the moment it is defined.
Nested Rooms
playablenested_rooms · cs · transformer.trace
Concept: Recursion
Player does: Each room holds a smaller copy; predict the result as base cases return
Breaks: Recursion never stops
Recursion terminates once it reaches a base case, which stops the chain of smaller calls from growing further.
Indexed Inventory
playableindexed_inventory · cs · transformer.trace
Concept: Arrays & indexing
Player does: Fetch items by slot from a zero-indexed inventory
Breaks: Indexes count from 1 in every language
Many languages index arrays starting at 0, so the first element sits at index 0, not 1.
Pointer Chain
playablepointer_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.
Tower Access
playabletower_access · cs · sequencer.linear
Concept: Stacks
Player does: Predict the pop order after pushes and pops
Breaks: First in, first out
A stack is last in, first out: the most recently pushed item is the one that pops first.
Processing Line
playableprocessing_line · cs · sequencer.linear
Concept: Queues
Player does: Predict the service order at the processing line
Breaks: The newest arrival is served first
A queue is first in, first out, so the earliest arrival is served before newer ones.
Branch Explorer
playablebranch_explorer · cs · sequencer.linear
Concept: Tree traversal
Player does: Order the rooms visited in pre-, in-, or post-order
Breaks: In-order means top to bottom
In-order traversal visits left subtree, node, then right subtree, which is not the same as visiting top to bottom.
Half-Split Hunt
playablehalf_split_hunt · cs · mapper.search
Concept: Binary search
Player does: Find the hidden number within ⌈log₂ n⌉ probes
Breaks: Binary search works on unsorted data
Binary search relies on the data being sorted so each probe can eliminate half the remaining range.
Ordering Conveyor
playableordering_conveyor · cs · transformer.trace
Concept: Sorting algorithms
Player does: Predict the conveyor after pass k of bubble or insertion sort
Breaks: Every sort does the same work
Different sorting algorithms compare and move elements in different patterns, so their intermediate states differ.
Network Explorer
playablenetwork_explorer · cs · sequencer.linear
Concept: BFS vs DFS
Player does: Predict the visit order as BFS spreads and DFS dives
Breaks: BFS and DFS visit in the same order
BFS explores level by level with a queue while DFS dives deep with a stack, so they visit nodes in different orders.
Weighted Path Planner
playableweighted_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.
Bucket Router
playablebucket_router · cs · transformer.function_machine
Concept: Hashing
Player does: Predict each key's bucket from h(k) = k mod m; spot collisions
Breaks: Hashing sorts the keys
A hash function maps keys to buckets for fast lookup; it does not order the keys.
Memory Warehouse
playablememory_warehouse · cs · transformer.trace
Concept: Caching & locality
Player does: Predict hits and misses as requests arrive
Breaks: Every memory access costs the same
A cache hit is far cheaper than a miss, so locality of access strongly affects real performance.
Race Switches
playablerace_switches · cs · truth_finder.predict_reveal
Concept: Race conditions
Player does: Predict the final counter when two agents interleave
Breaks: Two increments always add 2
Without synchronization, interleaved increments can overwrite each other, so two increments may add less than 2.
Deadlock Locks
playabledeadlock_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
playablestate_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.
Big O Race
playablebig_o_race · cs · sequencer.rank
Concept: Complexity
Player does: Rank runners by growth rate as n explodes
Breaks: An O(n²) algorithm is always slower
Big-O describes growth as input size gets large; an O(n²) algorithm can still be faster than a worse-growth one on small inputs.
Code Golem
playablecode_golem · cs · builder.program
Concept: Algorithms
Player does: Program the golem to build the staircase
Breaks: Computers do what you meant
A computer executes exactly what an algorithm specifies, not what its author intended.
Cipher Door
playablecipher_door · cs · transformer.encode
Concept: Binary, hex, encodings
Player does: Translate the carving from binary or hex to unlock the door
Breaks: Hex digits only go 0–9
Hexadecimal digits run 0 through F, using A–F to represent values ten through fifteen.
Bug Hunter
playablebug_hunter · cs · truth_finder.error_hunt
Concept: Debugging
Player does: Strike the scroll line that causes the bug
Breaks: The bug is on the line where the error shows
A bug's root cause often sits earlier in the code than the line where the error finally surfaces.
OSI Elevator
playableosi_elevator · cs · sequencer.linear
Concept: Network layers
Player does: Ride a packet down and up the protocol stack
Breaks: Layers can be skipped
Each OSI layer depends on the one below it, so data must pass through every layer in order, never skipping one.
Current Junction
playablecurrent_junction · engineering · balance.ledger
Concept: KCL
Player does: Balance every junction: current in = current out
Breaks: Current gets used up at junctions
Kirchhoff's current law says current in equals current out at every junction; none of it is consumed there.
Voltage Loop
playablevoltage_loop · engineering · balance.ledger
Concept: KVL
Player does: Make rises and drops around the loop sum to zero
Breaks: Voltage is the same everywhere in series
Kirchhoff's voltage law says the rises and drops around a loop sum to zero, so voltage drops across each series element.
Network Compression
playablenetwork_compression · engineering · tuner.formula
Concept: Equivalent resistance
Player does: Collapse the resistor network; predict the single equivalent
Breaks: Parallel resistors add up
Parallel resistors combine by reciprocal sum, which always gives a smaller equivalent resistance than any branch, not a sum.
Capacitor Reservoir
playablecapacitor_reservoir · engineering · tuner.formula
Concept: RC charging
Player does: Choose the wait so the capacitor reaches 63% (one τ)
Breaks: Capacitors charge linearly
A capacitor charges exponentially, approaching its final voltage faster at first and more slowly over time.
★ Logic Factory
playablelogic_factory · engineering · builder.circuit
Concept: Logic gates
Player does: Wire gates so the output matches the target truth table
Breaks: You need AND, OR, and NOT to build any circuit
NAND alone is functionally complete, so every logic circuit can be built from NAND gates without AND, OR, or NOT.
State Explorer
playablestate_explorer · engineering · builder.circuit
Concept: Truth tables
Player does: Test every input combination and fill the table
Breaks: Checking a few inputs proves the circuit
A circuit is verified only by testing every input combination in its truth table, not a sample of them.
Grouping Territory
playablegrouping_territory · engineering · builder.tiles
Concept: Karnaugh maps
Player does: Cover the 1-cells with the fewest power-of-two rectangles
Breaks: Groups can be any size
Karnaugh map groups must be a power-of-two size (1, 2, 4, 8…) to correctly simplify the expression.
Signal Railway
playablesignal_railway · engineering · transformer.trace
Concept: Multiplexers
Player does: Set select lines so the right input track reaches the output
Breaks: Select lines carry the data
Select lines only choose which data input is routed through; they never carry the data themselves.
One-Bit Room
playableone_bit_room · engineering · transformer.trace
Concept: Flip-flops
Player does: Predict the stored bit after each clock edge
Breaks: Outputs change whenever inputs change
A flip-flop's stored output changes only at a clock edge, not whenever its inputs change.
Safe Sampling Window
playablesafe_sampling_window · engineering · mapper.number_line
Concept: Setup & hold time
Player does: Place the input transition outside the window around the clock edge
Breaks: Any change before the edge is safe
A signal must be stable through both the setup time before and the hold time after the clock edge to be sampled safely.
Instruction Factory
playableinstruction_factory · engineering · builder.tiles
Concept: Pipelining
Player does: Schedule instructions into stages; count total cycles
Breaks: Pipelining makes each instruction faster
Pipelining raises instruction throughput by overlapping stages; it does not shorten any single instruction's latency.
Datapath Relay
playabledatapath_relay · engineering · sequencer.linear
Concept: Instruction execution
Player does: Route an instruction through fetch, decode, execute, memory, write-back
Breaks: The PC changes only on jumps and branches
The program counter advances after every instruction, not only on a jump or branch.
Memory Distance
playablememory_distance · engineering · sequencer.rank
Concept: Memory hierarchy
Player does: Rank storage by latency and capacity
Breaks: Bigger memory is faster
Memory hierarchy trades capacity for speed: the fastest tiers, like cache, are the smallest.
Path Prediction
playablepath_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.
Dosage Calculator
playabledosage_calculator · health · tuner.formula
Concept: Dosage calculation
Player does: Recompute the pharmacist's dose from weight and concentration
Breaks: Every patient gets the same dose
Safe dosing scales the drug's amount to the patient's weight and the concentration on hand, not a flat number.
Reflex Arc
playablereflex_arc · health · sequencer.linear
Concept: Reflex arc
Player does: Order receptor, sensory neuron, spinal cord, motor neuron, effector
Breaks: Reflexes go through the brain first
A reflex arc routes through the spinal cord, which is what makes it faster than a decision made by the brain.
Antibiotic Resistance
playableantibiotic_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.
Timeline Reconstruction
playabletimeline_reconstruction · history · sequencer.timeline
Concept: Chronology
Player does: Rebuild the events in order; dates reveal after placing
Breaks: Events happened in the order the textbook mentions them
A textbook's narrative order can differ from the true chronology of events, which is what dated evidence establishes.
★ Domino Engine
playabledomino_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.
Causal Weighting
playablecausal_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.
Evidence Lab
playableevidence_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.
Source Seer
playablesource_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
playableperspective_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.
Map Evolution
catalogmap_evolution · history · mapper.map
Concept: Borders & movement over time
Player does: Move borders, migrations, and battles to the right year
Breaks: Borders have always been where they are now
Borders have shifted repeatedly through conquest, treaty, and negotiation, so today's map is a recent snapshot.
★ Evidence Board
playableevidence_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
playablecounterevidence_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.
Context Reconstruction
playablecontext_reconstruction · history · recall.cloze
Concept: Period vocabulary
Player does: Infer a term's meaning from its use in the source
Breaks: Terms meant then what they mean now
Words can shift meaning over time, so a period term's sense has to be inferred from its use in context, not today's usage.
Oracle of Consequence
playableoracle_of_consequence · history · truth_finder.predict_reveal
Concept: Decisions & consequences
Player does: Advise the ruler, then see the documented outcome
Breaks: The outcome was inevitable
Historical outcomes followed from real, contested decisions, not an inevitable script.
Who Said It
playablewho_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.
Era Sorter
playableera_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.
Museum Palace
catalogmuseum_palace · history · recall.memory_palace
Concept: Remembering lists
Player does: Tour the museum, then recall which exhibit stood in which room
Breaks: Rereading is the best way to memorize
Spatial memory techniques like a memory palace outperform passive rereading for recalling lists.
Branch Router
playablebranch_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.
Bill to Law
playablebill_to_law · civics · sequencer.linear
Concept: Legislative process
Player does: Move the bill through every stage to become law
Breaks: A bill becomes law after one vote
A bill must pass committee, both chambers, and the president's signature or an override before it becomes law.
Checks Network
playablechecks_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
playableamendment_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.
Federalism Venn
playablefederalism_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.
Precedent Court
playableprecedent_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.
Electoral Math
playableelectoral_math · civics · balance.ledger
Concept: Electoral systems
Player does: Allocate electoral votes to reach the threshold
Breaks: Winning the national popular vote guarantees the presidency
The presidency is decided by a majority of electoral votes, which can diverge from the national popular vote.
Map Placement
catalogmap_placement · geography · mapper.map
Concept: Locations & regions
Player does: Pin places onto the regions of the stylized map
Breaks: Maps show countries at their true size
Most flat maps distort area with the projection, so a country's map size is not its true relative size.
Lat-Long Navigator
playablelat_long_navigator · geography · mapper.plane
Concept: Latitude & longitude
Player does: Sail to the coordinates on the grid
Breaks: Longitude lines are parallel
Longitude lines converge at the poles, while only latitude lines run parallel to each other.
Climate Zone Sorter
playableclimate_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.
Migration Flows
playablemigration_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.
Population Pyramid
playablepopulation_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
playableliving_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.
Price Shock
playableprice_shock · economics · tuner.formula
Concept: Elasticity
Player does: Change the price to hit target revenue given elasticity
Breaks: Raising prices always raises revenue
Whether a price rise raises revenue depends on the good's elasticity, since demand may fall enough to offset the higher price.
Opportunity Fork
playableopportunity_fork · economics · tuner.optimize
Concept: Opportunity cost
Player does: Split a fixed budget between two upgrades; name what you gave up
Breaks: Free things have no cost
Opportunity cost is the value of the best alternative given up, which exists even when no money changes hands.
Two-Nation Trade
playabletwo_nation_trade · economics · tuner.optimize
Concept: Comparative advantage
Player does: Allocate workers in two nations, then trade to beat going it alone
Breaks: A country better at everything gains nothing from trade
Comparative advantage means both countries can gain from trade by specializing where their relative opportunity cost is lowest, even if one is better at everything.
Purchasing Power World
playablepurchasing_power_world · economics · tuner.formula
Concept: Inflation
Player does: The same coins buy less each year; compute the real price
Breaks: Inflation raises every price by the same percent
Inflation is an average across goods; individual prices rise by different amounts, some more and some less.
Hidden Spillover
playablehidden_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.
One More Unit
playableone_more_unit · economics · tuner.optimize
Concept: Marginal thinking
Player does: Produce until marginal benefit meets marginal cost
Breaks: Decisions depend on totals, not margins
The best decision compares the marginal benefit and marginal cost of one more unit, not the totals.
Crowded Factory
playablecrowded_factory · economics · tuner.optimize
Concept: Diminishing returns
Player does: Add workers until the next one adds less than she costs
Breaks: More workers always means proportionally more output
Diminishing returns mean each added worker eventually contributes less extra output than the one before.
GDP Sorter
playablegdp_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
playablepolicy_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.
Business Cycle Wheel
playablebusiness_cycle_wheel · economics · sequencer.cycle
Concept: Business cycle
Player does: Turn the wheel through expansion, peak, contraction, trough
Breaks: Recessions come out of nowhere
Recessions follow the business cycle's contraction phase, which typically follows a peak of overextended growth.
Money Multiplier
playablemoney_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.
Compound Tower
playablecompound_tower · finance · tuner.formula
Concept: Compound interest
Player does: Choose the rate or years so the tower reaches the target
Breaks: Interest grows by the same amount each year
Compound interest grows on the growing balance, so each year adds more than the last.
Credit Card Trap
playablecredit_card_trap · finance · truth_finder.predict_reveal
Concept: Minimum payments & APR
Player does: Predict the payoff time on minimum payments, then watch
Breaks: Paying the minimum clears debt quickly
Minimum payments are sized to barely cover interest, so they can take years to clear a balance.
Budget Balance
playablebudget_balance · finance · balance.ledger
Concept: Budgeting
Player does: Balance income against expenses and savings goals
Breaks: Budgets only need to track big purchases
A budget only balances when every regular expense, not just the big ones, is tracked against income.
Diversification Simulator
playablediversification_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.
Conditioning Lab
playableconditioning_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.
Reinforcement Schedule
playablereinforcement_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.
Memory Stages
playablememory_stages · psychology · sequencer.linear
Concept: Memory model
Player does: Route information from sensory to short-term to long-term memory
Breaks: Memory records like a video camera
Memory is reconstructed through encoding, storage, and retrieval stages, not recorded and replayed like video.
Bias Detector
playablebias_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.
Experiment Designer
playableexperiment_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.
Brain Regions
playablebrain_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.
Maslow Tower
playablemaslow_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.
Syllogism Gate
playablesyllogism_gate · philosophy · truth_finder.counterexample
Concept: Validity
Player does: Find the counterexample world that breaks the invalid argument
Breaks: True premises and a true conclusion make an argument valid
Validity is about the argument's form, so it needs a conclusion that must follow, not just premises and conclusion that happen to be true.
Fallacy Duel
playablefallacy_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.
Argument Map
playableargument_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.
Ethics Lenses
playableethics_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.
Truth Table Logic
playabletruth_table_logic · philosophy · builder.circuit
Concept: Propositional logic
Player does: Fill the truth table for the compound statement
Breaks: "If P then Q" means "if Q then P"
A conditional and its converse can differ in truth value, so "if P then Q" does not imply "if Q then P".
Plot Arc
playableplot_arc · literature · sequencer.linear
Concept: Plot structure
Player does: Place scenes along exposition → rising action → climax → resolution
Breaks: The climax is the ending
The climax is the turning point of highest tension, and the resolution afterward is what closes the story.
Character Motive
playablecharacter_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.
Device Hunter
playabledevice_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.
Theme Evidence
playabletheme_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
playableunreliable_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.
Setting Map
catalogsetting_map · literature · mapper.map
Concept: Setting
Player does: Place key events on the story's map
Breaks: Setting is just backdrop
Setting shapes plot and character choices, functioning as more than a passive backdrop.
Thesis Forge
playablethesis_forge · writing · truth_finder.mimic
Concept: Arguable thesis
Player does: Expose the "thesis" that's really a statement of fact
Breaks: A thesis announces the topic
A thesis makes an arguable claim about the topic, not just a statement of fact or a restatement of the topic.
Appeal Sorter
playableappeal_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.
Paragraph Builder
playableparagraph_builder · writing · sequencer.linear
Concept: Paragraph structure
Player does: Order claim, evidence, analysis, transition
Breaks: Evidence speaks for itself
Evidence needs analysis connecting it back to the claim; it rarely makes its point on its own.
Evidence Fit
playableevidence_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.
Transition Bridge
playabletransition_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.