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puzzle with a win state
One configuration counts as solved, and the player knows it when they reach it. Moves are limited, so every turn spent on a wrong arrangement is a turn gone. The teaching sits in the constraint on moves rather than in the answer: running out of swaps is what makes the ordering rule visible.
One configuration counts as solved, and the player knows it when they reach it. Moves are limited, so every turn spent on a wrong arrangement is a turn gone. The teaching sits in the constraint on moves rather than in the answer: running out of swaps is what makes the ordering rule visible.
Example
Best when the structure has one correct arrangement and you want the player to feel why the wrong ones fail.
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