Worksheets registry
Per-game audit log · which PlayMemorize games print as worksheets, which don't, and the documented reasoning for each.
WORKSHEET_DECISIONS in
src/lib/worksheets/registry.ts. The verify category W
fails the build if any game in GAME_MODULES is missing a decision,
has an empty reason, or has wiring that disagrees with its decision. This
page can never silently drift from the source.
Supports worksheets
These games can be printed as paper worksheets. Tier 1 = the worksheet IS the game (pure text-based). Tier 2 = the worksheet is a lossy text fallback that still teaches the underlying skill.
analogies Tier 1 "A is to B as C is to ?" reasoning prompts. Pure text. Worksheet renders the analogy stem with multiple-choice completions. Standard SAT/aptitude-test format teachers already know.
backwards Tier 1 Word-spelled-backwards recognition. Worksheet shows the reversed word and asks student to write the forward spelling. Pure text.
decay Tier 1 Each round is "how long does this everyday item take to break down in nature" with short duration choices · pure text with one correct answer, so it prints with a clean answer key. A natural science-class handout (waste / environment units).
deduction Tier 1 A set of text clues describes one secret number; the candidate numbers are the multiple-choice options, exactly one of which satisfies every clue. Pure text, so it prints with a clean answer key and the elimination challenge survives on paper. Clue phrasings localised in all 25 locales.
define Tier 1 Vocabulary definitions. Pure text: "Define WORD" + 3 multiple-choice definitions. Localised word lists already exist for all 25 locales. Classic homework/SAT-prep format.
didyouknow Tier 1 Merged cloze-fact hub (useful facts, fun facts, how-it-works). All three topic slices produce a sentence with one word blanked and N multiple-choice options. Pure text; the stencil delegates to each sub-topic's buildClozeRound() so the printed answer key matches the live game exactly. Localised in all 25 locales.
example Tier 1 The canonical copy-target game. Each round is "pick the largest of N numbers" · pure numerals with one correct choice, so it prints to paper with a clean answer key and no loss.
expected-value Tier 1 Expected Value prints a table of chances and dollar results; computing the probability-weighted average is a pure pencil-and-paper calculation that survives on paper with a clean answer key.
facts Tier 1 True/false statements about facts. Most compact worksheet shape (80+ problems per page). Pure text statements.
emotions Tier 1 Plutchik Wheel emotion-combination questions are pure text: "Which two primary emotions combine to form Love?" with four multiple-choice answers. Worksheet format mirrors common emotional-intelligence exercises used in school counseling and psychology curricula.
fractions-faster Tier 1 Each problem shows four fractions with guaranteed-distinct values and asks for the largest · a clean four-choice question with one unique maximum, so the answer key is unambiguous. The stencil shares buildRound() with the live game so the printed fractions and key match exactly.
geofill Tier 1 Cloze geography game · the live game types a short passage; each printed problem is one geography statement with one key word (a capital, country, river, or landmark) blanked and N options. Pure text; the stencil shares buildProgressiveClozeRound() with the live game so the printed answer key matches exactly.
historyfill Tier 1 Cloze history game · the live game types a short passage; each printed problem is one historical statement with one key word (a year, place, or person) blanked and N options. Pure text; the stencil shares buildProgressiveClozeRound() with the live game so the printed answer key matches exactly.
history Tier 1 All three modes (year / actor / deed) are multiple-choice text trivia that print cleanly. The stencil reuses the live round builder (same same-era distractors), so the printed question and answer key match what the game shows on screen.
market-health Tier 1 Each round names a market indicator at a high or low reading and asks for a good or bad verdict · pure text with one correct choice, so it prints with a clean answer key and the understand-the-gauge challenge survives on paper. Indicator names localised in all 25 locales.
math Tier 1 Arithmetic problems are pure text. Difficulty 1-3 = +/- max 10, 4-6 adds multiplication, 7-10 adds division. Worksheet renders "a OP b = ?" with multiple-choice answers. Core teacher demand (Swedish elementary curriculum).
measure Tier 1 Each round is a geometry calculation (circumference, perimeter, area, volume, radius) from given dimensions with one correct numeric choice · classic printable maths-class material.
moviefill Tier 1 Cloze movie game · the live game types a short passage; each printed problem is one statement about a well-known film with one key word (a character, year, or title) blanked and N options. Pure text; the stencil shares buildProgressiveClozeRound() with the live game so the printed answer key matches exactly.
name-rarity Tier 1 Pick the rarer of two US first names · the live game is already a two-name duel, so the worksheet is a faithful two-choice question (only two answers) with the rarer name as the key. Prints cleanly as pure text.
oldcurses Tier 1 What-did-this-word-mean vocabulary quiz · the archaic word prints as the stem and the candidate meanings as multiple choice, exactly one correct, so it lays out on paper with a clean answer key. The history reveal is a screen-only bonus.
polyglot Tier 1 Foreign-language word translation. Pure text: source word + multiple-choice translations. Word lists localised across 25 locales via the shared emoji data set.
prime-time Tier 1 Each problem is "Is N a prime number?" with two language-neutral choices (Prime / Composite), exactly one correct. The stencil shares buildRound() with the live game so the printed number and answer key match exactly, and the answer is trivial to verify (factor the number).
proverbs Tier 1 Complete-the-saying cloze · the saying prints with one word blanked and the student picks the missing word from multiple choice. The stencil pins word mode so every printed proverb is fill-in-the-blank regardless of difficulty.
quotefill Tier 1 Cloze quote game · the live game types a short passage; each printed problem is one well-known quote or proverb with one key word blanked and N options. Pure text; the stencil shares buildProgressiveClozeRound() with the live game so the printed answer key matches exactly.
recipefill Tier 1 Cloze recipe game · the live game types a short passage; each printed problem is one cooking step with one word (a quantity, temperature, or technique) blanked and N options. Pure text; the stencil shares buildProgressiveClozeRound() with the live game so the printed answer key matches exactly.
redday Tier 1 The printable form pins the "which tradition?" mode · each problem names a holiday and asks which tradition it belongs to, with the localised tradition labels as choices and exactly one correct answer taken from the holiday's religion field. The date mode is omitted on paper (its date labels are English-only data). The stencil shares buildReddayRound() with the live game.
riddles Tier 1 Lateral-thinking riddles with multiple-choice answers. Each riddle is self-contained text; worksheet preserves the full puzzle without loss. Localised in all 25 locales via riddles-data.
sciencefill Tier 1 Cloze science game · the live game types a short passage; each printed problem is one science or nature statement with one key word blanked and N options. Pure text; the stencil shares buildProgressiveClozeRound() with the live game so the printed answer key matches exactly.
sequences Tier 1 "What comes next?" sequences (arithmetic, geometric, Fibonacci). Pure text; worksheet renders the visible terms followed by ? and multiple-choice answers. Excellent for pattern-recognition drills.
sportfill Tier 1 Cloze sports game · the live game types a short passage; each printed problem is one sports statement (a rule, record, or number) with one key word blanked and N options. Pure text; the stencil shares buildProgressiveClozeRound() with the live game so the printed answer key matches exactly.
trig Tier 1 Each problem is a language-neutral trig question ("sin(60°) = ?") with four exact symbolic-value choices, exactly one correct. The stencil shares buildChallenge() with the live game so the printed choices, their order, and the answer key all match the screen game · trivially verified against the unit-circle table.
whichphilosophy Tier 1 Statement + multiple-choice philosophy label · pure text shape, prints cleanly with answer key.
whodunit Tier 1 Scene clues and each suspect profile are emoji glyphs that print losslessly, so the paper version is the same task: tick the one suspect whose marks cover every clue. A clean multiple-choice item with a single correct answer.
chessmate Tier 2 Prints the mate-in-one position as a board diagram (letter-discs, B/W-print safe) and asks WHERE the marked piece moves to deliver checkmate. Answer choices are board squares (e.g. "D4"), not abstract A/B/C/D values · the student reads the diagram and names the square.
estimation Tier 2 Merged estimation hub. The comparisons topic (which is heavier?) is pure text and prints cleanly with multiple-choice options. The products topic uses a numeric free-input UI that cannot be reduced to multiple-choice without losing the estimation skill. The volumes topic is visual-only. Stencil renders the comparisons sub-topic only.
finnfemfel Tier 2 Prints two small (4 by 4) coordinate-labelled emoji grids with one cell changed; the student finds the differing square and names it (e.g. "C2") from multiple choice. A smaller mini-game version of the screen game, which runs up to 500 cells.
geo Tier 2 Country/capital trivia. Worksheet renders text-only quiz form: "What is the capital of X?" + multiple choice. Loses the map visual but keeps the recall-of-facts drill. Strong curriculum tie-in.
ordering Tier 2 Mini-game version · the items print numbered in a scrambled order and the student picks the numbered SEQUENCE that lists them in the correct order (oldest-to-newest / smallest-to-largest / by rank). Keeps the full-ordering skill, not just "which is first", on paper.
sudokuforce Tier 2 Prints a real 9×9 grid with one target cell marked, student picks the forced digit. Starts from the solved board but hides the target plus a spread of its peers · one clue per other digit across the row, column and box · so the answer is forced yet not a give-away: the solver must combine all three units, not read one near-complete row. Tier 2 because the timed solver is the richer experience, but the grid stands alone.
wheresmempi Tier 2 Prints a smaller (~30-cell) coordinate-labelled grid with MemPi hidden among emoji decoys; the student finds him and names his square (e.g. "C2") from multiple choice. The visual search survives on paper once the grid shrinks from the screen game's hundreds of cells.
Not suitable for worksheets
These games stay in-browser by design. The visual, audio, hidden-state, or meta nature of the game cannot survive printing without losing the entire learning outcome. Each carries the developer's documented reasoning.
music audio Merged music trainer · tones (random sequence playback) and songs (melody learning). Audio-only · cannot be represented on paper.
akari Akari is solved by toggling bulbs on a rendered grid and watching light spread down rows and columns; a static sheet cannot show the illumination the deduction depends on.
hashiwokakero Bridges is solved by drawing connections between islands on a rendered board; the no-crossing and single-network rules cannot be conveyed on a static sheet.
butwhy But Why? is a cloze explanation mode whose printable form is covered by the Did You Know? worksheet at the hub level, so this card shares that stencil rather than adding one.
compound-interest Compound Interest generates fresh rates and horizons each round; pinning one scenario to paper loses the estimate-the-growth practice the game is built around.
crazy-comparisons Crazy Comparisons spins randomised real-world quantities each round; a static sheet would fix a single comparison and lose the spin-and-guess mechanic.
funfact Fun Facts is a cloze trivia mode whose printable form is handled by the Did You Know? worksheet at the hub level, so the standalone card adds no separate stencil.
infinityloop Infinity Loop is solved by rotating pipe tiles until every connection matches; the rotation mechanic cannot be reproduced on a static printout.
polymath-knowledge Polymath gauntlet host that dispatches into Geo + Facts + Define. Worksheets are generated per-game.
polymath-math Polymath gauntlet host that dispatches into Math + Sequences + Convert. Worksheets are generated per-game; the gauntlet has no standalone worksheet form (use the constituent games instead).
matrix Matrix reasoning shows a grid of rendered abstract figures whose relationships must be seen; reproducing the analogies on a static sheet would mean drawing the very figures the player compares.
wondrous-shannon Melody Lab teaches a tune by ear in growing segments; the listen-and-repeat loop has no meaningful static-paper form.
polymath-memory Polymath gauntlet host that dispatches into Memory + Ghost + Pi. Worksheets are generated per-game.
spatial Mental Rotation needs the player to turn rendered 3D figures in their head and compare them; a flat printed pair cannot stand in for the rotation the task is about.
mirror-draw Mirror Draw asks the player to fill cells to complete a reflection on a rendered grid; the symmetry construction cannot be entered or checked on a static sheet.
nurikabe Nurikabe is solved by shading cells into walls and islands on a rendered grid; the connectivity rules cannot be conveyed or checked on a static printout.
odd-one-out Odd One Out depends on comparing rendered figures by a shared visual rule; the set cannot be reproduced on paper without supplying the images the player must inspect.
odds Odds & Probability poses freshly generated chance scenarios; a fixed sheet would reveal the answer set and remove the on-the-fly probability judgement.
all "All games" hub page; not a single-round mini-game.
estimation-engine Product Estimate generates fresh quantities each round and rewards order-of-magnitude judgement; a fixed sheet would expose one answer set and lose the timed estimation feel.
polymath-reasoning Polymath gauntlet host that dispatches into Sequences + Analogies + Riddles. Worksheets are generated per-game.
rule-induction Rule Induction reveals examples one at a time and updates as you respond; the interactive feedback loop cannot be carried by a fixed printed page.
shikaku Shikaku is solved by dragging rectangles across a grid; a printed sheet cannot capture the spatial partitioning, so the puzzle does not survive on paper.
slitherlink Slitherlink is solved by drawing loop edges between dots on a rendered grid; the single-loop constraint cannot be presented or validated on paper.
tones Tone Memory is an ear-training game · the challenge is hearing and reproducing pitches, which a silent printed worksheet cannot present.
usefulfact Useful Facts is a cloze-style trivia mode whose printable form is covered by the Did You Know? worksheet at the hub level, so the standalone card does not duplicate that stencil.
whocomposed Who Composed It? is an ear-recognition game built on audio excerpts; a silent printed sheet cannot present the music the player must identify.
whopainted Who Painted It? shows a rendered artwork the player must recognise; a printed sheet cannot reproduce the paintings the question is built on.
whowrote Who Wrote It? presents localised literary excerpts to identify; the passages are the content and are covered by the Who Made This? worksheet at the hub level.
battlemate reasoning Excluded from worksheets · the game is programming eight simultaneous orders and watching every unit resolve at once, where flanking and timing emerge from the clash. On paper it collapses to "pick the orders that win" against a frozen board, which tests reading a diagram, not the plan-and-resolve loop the game teaches.
circuit-breaker reasoning Live logic-gate puzzle · the player toggles AND/OR/XOR and reads the output update in real time. A static sheet cannot show the changing OUT value, which is the whole interaction. Hold pending a truth-table stencil design.
minesweeperflag reasoning Minesweeper-style deduction on a hidden grid. Hidden-state mechanic cannot survive printing (every cell would be revealed at print time).
hash reasoning Logic black-box deduction · the probe-and-deduce loop is the experience, no paper analogue.
inference reasoning Each round is a colour-coded mix of tokens drawn from competing bags; the best-explanation judgment relies on comparing colour proportions that do not reduce to a clean printable stem without colour reproduction.
logic-puzzles reasoning Grid constraint puzzle hub (Akari, Shikaku, Nurikabe, Slitherlink, Bridges, Infinity Loop). Individual pencil-and-paper puzzles could in principle print, but the hub mixes visual-only (Infinity Loop) with pen-and-paper classics. Hold pending a per-puzzle stencil split.
masterminddeduce reasoning Mastermind code-deduction. Hidden code + interactive guess feedback IS the game; cannot be linearised onto paper without revealing the answer.
power-grid reasoning Live network puzzle · the player toggles wires and reads the delivered power and the growing bulb update in real time. A static sheet cannot show that changing value or the connectivity feedback, which is the whole interaction. Hold pending an interactive-circuit stencil design.
robot reasoning Excluded from worksheets · the game is composing a program and watching it run step by step, with the crash giving feedback that drives the next edit. On paper it collapses to "pick the sequence that reaches the goal", which tests path-reading, not the plan-and-run loop the game teaches.
rubiks reasoning Rubik's Cube notation quiz. The quiz is text-based but the interactive 3D cube is the primary learning tool; a paper version loses the hands-on rotation feedback that makes it educational.
schedule-conflict reasoning Constraint tables can be printable later; excluded until the worksheet engine has table layouts.
hanoi reasoning Excluded from worksheets · the printed form collapsed to repetitive "minimum moves = 2^n - 1" multiple-choice questions with near-identical numeric decoys, drilling the formula by rote rather than the disk-moving skill the game teaches.
salesman reasoning Excluded from worksheets · the game is dragging a closed tour into shape and watching the live length tick down toward the optimum. On paper it collapses to "pick the shortest of these four printed routes", which tests route-reading, not the search-and-refine loop the game teaches.
card-count text Tempo and hiding previous values are the skill; paper would become ordinary arithmetic.
vocab text The game is any-of-25 → any-of-25 languages with three card directions (emoji→word, word→emoji, word→word) chosen at play time. A single printable sheet would have to freeze one language pair and one direction, so it cannot represent the game without significant loss.
country text Three-fact incremental reveal · the reveal pacing is core to scoring.
hangman text Hangman needs turn-by-turn wrong-letter state and a live strike counter. On paper it becomes a word-list answer reveal rather than the game, so worksheets exclude it intentionally per user request 2026-05.
headsofstate text The quiz shape (country + title + reign span → which leader) prints as clean multiple choice, but the leader dataset is English-only for all but two entries (names, countries, and titles fall back to English), so a printed sheet would read in English in 24 locales · it fails the worksheet-language gate. Hold until the leader data is localised.
multi-tasker text The core challenge is simultaneous timing and reaction; static paper removes the second task.
periodic text Periodic table drill · the colour palette is part of recall, hold for now.
wordsquare text Anagram-pool puzzle · the entry interface is the game, not portable to paper.
wordle text Mini-game variant is "fill in the missing letter" - printable in principle, but the stencil renderer for the dashed-tile layout is still pending design.
bubblewrap visual Pure speed/tapping toy · the whole game is the timed pop-the-sheet interaction, which has no paper analogue.
bullseye visual The whole challenge is dragging a bow to a judged power and releasing at the right moment · a static printed sheet cannot convey the live draw, the arrow flight, or the pull-strength trade-off, so nothing solvable survives on paper.
catchthecat visual Interactive containment puzzle · the cat reacts to each cell you block, so a printed board is either a single fixed position (trivial) or cannot represent the turn-by-turn play.
circlepuzzle visual Rotate-the-rings alignment toy · the whole game is the tap-to-turn interaction and its move budget, which has no paper analogue (a static diagram would just give the answer away).
eras visual Era classification of paintings · the paintings are essential, paper version pending.
coast visual The whole challenge is watching a stone decelerate in real time and committing to a zone before it settles · a static printed sheet cannot convey the motion, the slowing, or the speed-versus-certainty trade-off, so nothing solvable survives on paper.
color visual Colour-sequence memorisation (Simon-style). Cannot represent colour sequences and timed playback on paper without losing the entire mechanic.
crocodile visual Pure-suspense toy · the trap tooth is randomised and only revealed by tapping; a printed sheet would either spoil the trap or be unsolvable.
cups visual Follow-the-ball shell game · the answer depends on a live shuffle animation you must track; a printed sheet either shows the final position (no challenge) or cannot convey the motion (unsolvable).
finance visual Merged finance trainer · candlestick chart recognition, options Greeks scenarios, stock valuation, compound interest, and probability. Mixed visual + text shape; hold pending a design pass on the rendered worksheet layout.
fold-out visual Net folding is a 3D mental-rotation task: the player imagines a flat net wrapping into a solid, which a static paper grid cannot present without picturing the fold for them.
gear-train visual Direction-of-rotation puzzle read off a meshing gear diagram. The worksheet renderer cannot yet draw the interlocking gear train the question depends on. Hold pending print renderer support for gear diagrams.
ghost visual "Which emoji disappeared?" depends on timed visual disappearance animation, which paper cannot reproduce. Static printed grid would simply mark the missing item and remove the memorisation challenge entirely. Excluded per user request 2026-05.
how-many-cubes visual The puzzle is reading two isometric 3-D cube renderings and judging how many copies of the piece fill the block · the text worksheet renderer cannot draw the cube shapes, so a printed version would lose the mechanic.
laser-bounce visual The player aims by spinning mirrors against a live beam; excluded until the print renderer can pose a fair static reflection puzzle.
load-bearing visual Every round turns on a scaled 2D diagram (beam cross-section, leaning stack, braced frame) that the current paper renderer cannot draw faithfully; excluded until it can.
loading visual Pure real-time reaction toy · the bars fill on a live clock and you tap to reset them before they complete, so a static printed sheet has nothing to ask.
memory visual Card-matching memory game. The face-down card → reveal → match mechanic IS the game. Static text descriptions defeat the purpose (no surprise reveal, no working-memory load). Players already see the answers in the worksheet preview.
mirror-symmetry visual Possible later, but current worksheet renderer does not preserve precise mirrored pixel/emoji grids.
mixing visual The prompt and answers are colour swatches and food emoji whose blend is judged by sight · the text worksheet renderer cannot show the colours mixing, so a printed version would lose the visual cause-and-effect.
mosaic visual Pixel-art completion. Requires precise grid-cell rendering and the "see what it becomes" reveal moment.
name-shape visual The prompt is a drawn geometric figure (circle, hexagon, rhombus…) identified by sight. The text worksheet renderer cannot draw the shapes, so a printed sheet would have nothing for the student to name.
nuance visual Distinguish very-close shades of colour. Printer reproduction and B/W photocopying lose the colour distance the puzzle hinges on; the browser version is sub-pixel-precise and has no faithful paper analogue.
pathfinder visual The skill is remembering a path before a rotation; paper output would show both states at once and remove the memory step.
patterns visual Merged pattern-recognition hub (matrix, odd-one-out, rule-induction). Matrix and rule-induction are visual-grid tasks that cannot be textified; odd-one-out could in principle be text-only but the merged surface cannot cleanly separate sub-topics for the worksheet renderer. Hold pending design pass.
pi visual Memorise digits of Pi. The single-correct-answer-string format and the in-game numpad + audio feedback are the entire learning loop; a paper "next digit?" sheet is just a digit lookup table.
scratchcard visual Pure-luck reveal toy · the cards are hidden under foil and only uncovered by tapping; a printed sheet would either spoil every cell or be unsolvable.
shadow-cast visual Shadow projection needs a block read under a chosen light direction matched to its cast 2D shape; paper cannot render the interactive light cue that makes the puzzle fair.
silhouette visual The whole puzzle is recognising a colour emoji flattened to a black silhouette via filter:brightness(0). Print/PDF engines (notably iOS) do not apply that CSS filter to colour-emoji glyphs, so the printed sheet leaks the full-colour emoji and gives the answer away. Skipped until a print-safe silhouette renderer exists.
spatial-reasoning visual Merged spatial hub (mental rotation, net folding, shadow projection). All three sub-topics are visual spatial reasoning tasks; none can be reduced to printable text without losing the trained skill entirely.
stroop visual Stroop interference (colour word vs. ink colour). The interference effect requires the word and its ink colour to differ - printing in colour is unreliable, B/W loses the test entirely.
vector-arrows visual The judgement is reading a fan of arrows at arbitrary angles and estimating their vector sum direction. The text worksheet renderer cannot draw the arrow field, so it would lose the entire mechanic.
volume-estimate visual Volume estimation compares three rendered 3D containers by length × width × height; a static paper sheet cannot convey the relative box sizes the player must read to judge which holds the most.
whackamole visual Pure timed-reaction toy · the moles appear and vanish on a real-time schedule, so there is nothing a printed sheet could ask a student to do.
mapsteps visual The puzzle is reading a rendered map · the house, four places dotted around it, and following the direction arrows from cell to cell. A flat text worksheet cannot draw the grid with its positioned markers, so a printed version would lose the spatial mechanic that makes the round solvable.
whomade visual Merged creator-recognition hub (art/literature/music). Art renders the actual painting on a canvas, music plays the melody on a piano · both are irreducible to paper. The literature topic is text-compatible but cannot ship separately as a worksheet sub-topic without a dedicated design pass.
Adding a new game?
Every new game in GAME_MODULES must be added here too · the
verify rule W-01 blocks the build otherwise. See the full
workflow in ADDING_A_GAME.md §5f.