The Lessons are nine short tutorial rooms. Each one teaches a single idea of turn-based play. The user asked for them on 1 November: "I think they also need to design tutorial rooms that teach the gameplay as well."
How it works#
Two rules hold in every lesson:
- The lesson is the only way to succeed. Claude A's solver checks that each room clears with the lesson and not without it.
- Nothing untaught can fail you. The engine refuses any action not yet taught, with "Not yet: you'll learn this later." A room threatens only what earlier lessons covered.
Step prompts cannot be dismissed. Each one disappears only once its action is done, and there is no "Next" button. Elsewhere in the game, words appear only in hover labels, but the user made an exception for tutorials: "The player knows nothing about the game at the moment."
The nine lessons#
| # | Name | What it teaches |
|---|---|---|
| 1 | First Steps | Move, then end your turn |
| 2 | Read the Warnings | A warning box shows where a threat will land, before it lands |
| 3 | Protect the Connection | Keep each connection above 0%, then raise it to its target (Care, fast) |
| 4 | Two Kinds of Care | Fast versus recovery Care, and the lingering response |
| 5 | Supported Ground | Link an astrocyte; a front on supported ground leaves nothing lingering |
| 6 | Keep Your Composure | Each hit costs a Composure heart; Settle gives one back |
| 7a | The Warden's Ward | A Ward reaches further than Care and holds back most of a front |
| 7b | The Sentinel's Survey | A quiet front shows no warning; Survey finds it |
| 8 | Before the Front | Graduation: everything together, in Claude A's hand-made room |
The Coordinator lesson is separate: a practicum (Huddle, then Direct, then Swap) after the first recruit.
Numbers#
| Lesson | Deadline (round) | Start Composure |
|---|---|---|
| 1 | none (99) | 3 |
| 2 | 8 | 3 |
| 3 | 6 | 3 |
| 4 | 4 | 3 |
| 5 | 6 | 3 |
| 6 | 7 | 1 |
| 7a | 6 | 3 |
| 7b | 7 | 3 |
| 8 | 10 | 3 |
Development#
- Claude A built the rooms on 1 November (
tutorials.js). After the 24 px change, "7a" lost its slack; Claude A moved the start so it survives one wasted move. Claude B set the rule that every lesson must survive one wasted move. - The 7b Survey check is not solver-checked, because the solver sees the hidden front. It needs a human check.
- Placement is still open. The user deferred it to "a later talk". The user's lean is the first time the player enters a run, with replay in Memory Meadow. The lead's audit records it as unfinalised.
- In the alpha: the nine lessons are connected as real Memory Meadow lessons, with Start, play and completion tested in the browser.
See also#
Studios drills · Memory Meadow · Turn-based encounters · Pressure & Aftermath
Sources#
215bfbf88:docs/game-balance/31-turn-based-encounters.mde7656b980:docs/ops/agent-messages/2026-11-01-claude-a-expeditions-tutorial-rooms.mdb89f778c2:src/main-game/alpha/public/encounter/src/skills/turns/.pinned/rooms/src/expeditions/tactics/tutorials.jsb89f778c2:docs/ops/agent-messages/2026-11-02-lead-reconciled-game-integration.md
What links here (29)
- Board grid
- Breach
- Care
- Composure
- Dendritic Gardens
- Expeditions (real-time prototype)
- Hearth boards
- Icon labels
- Link
- Many Hands
- Memory Meadow
- Pressure & Aftermath
- Pressure Front (real-time)
- Quiet Tract (real-time)
- Quiet Tracts
- Relay Chain
- Room assembly
- Run HUD
- Settle
- Studios
- Studios drills
- Supported ground
- Surfaces
- Survey
- Tag Garden
- Threats
- Turn-based encounters
- Vessel Margins
- Ward