Circuit Breaker
Light every lamp inside its rating by choosing what carries the current.
3
levels3–10 min
a run, player-paced6
crew movesNo timer
player-paced, always
Circuit Breaker
Light every lamp inside its rating by choosing what carries the current.
A board with a cell, lamps, and empty runs. Fill the runs from the parts bin, then close the master switch — the one commitment. The current goes exactly where the resistances send it: a bare wire where a load belongs is a burnout, and too much resistance is a lamp that never glows.
Levels
3 levelsThe tag on each level says how it gets harder. Levels gate on ideas, not on each other — jump wherever it gets interesting.
What decides the outcome
The game never restates the science — it imports it. These are the model layers that do the deciding.
The nodal circuit solver (Kirchhoff with internal resistance), bulb ratings and overload detection, short-circuit detection, and the ideal-wire constant. The game states no electrical law of its own.
Why it teaches
The author's own delete-the-science argument: remove this game's substrate and there is nothing left to choose.
Every decision is a resistance decision, and the consequence is computed by the same solver the physics widgets use: the learner cannot light the delicate lamp without reasoning I = EMF over total resistance and P = I squared R, because guessing burns it out and the mechanism line prints the watts that did it.
Accessibility
The contract's declarations, stated before you commit to a run.
Keyboard
Playable start to finish from the keyboard.
Screen reader
Every move is narrated — the narration is the state, not a description of a picture.
Motion
Reduced-motion: consequences render statically.
Audio
Silent — no sound, and nothing on screen moves on its own.