Skip to content
LearnPlay
Working — measured, not vouched for — Nothing in this repository records it as unfinished. That is a measurement, not a person's word that it is good -- no one has signed for this page.

The Outpost Arcade

Learn the machine by operating it.

Every game here builds one skill you can use in real life — not “awareness.” Every answer carries its citation. Nothing is for sale, nothing tracks you between sessions, there is no streak to protect, and each one plays offline once it loads.

  • Sourced, not assertedEvery correct answer shows the constitutional text, statute, case, or agency it comes from — and any invented number is labeled as modeled.
  • Non-partisan by constructionNo living political figure is named as a villain, and no game can be won only from one political position.
  • You play as a character you madeYour Beacon is built on the bench below, on this device, with no account and nothing uploaded — and no game waits for you to finish it.

Your Beacon

This is the default Beacon, not yours. Change one thing — a colour, a crest — and it is yours. Or go straight to a game: they all play either way, and this will still be here when you come out.

Feathers

Change more — age, crest, clothes, what they carry

Age

Crest

Clothes

Carrying

Face

Saved on this device only. Never uploaded, never attached to an account, and nobody else can see it.

The map of the arcade

38 games, grouped by what they teach.

5 of them are on the kids track and 33 on the teens & adults track. They sit in 8 groups below, and a game’s group is worked out from the skill the registry says it builds — not from a list somebody keeps by hand, which is how a map starts disagreeing with the shelf underneath it.

  • Nothing here is locked, and nothing unlocks.
  • No game requires another game first — the starting suggestions are advice, with the reason attached.
  • There is no completion state, no percentage, and no map to fill in.
  • No number goes up across sessions. This page remembers nothing about you between visits, because it stores nothing at all.

If you have never played one of these

Power Pairs

If you have never played anything here, start with Power Pairs. It teaches the one thing almost every other game assumes you already know — which office controls which lever — and it is over in eight pairs. Nothing stops you starting somewhere else: no game here needs another one first.

Play Power Pairs →

Who holds which power

5 games

Which office, which body, which level of government actually controls a given lever — and who can stop somebody who reaches past it.

A good one to start with here: Power Pairs. Eight pairs, one job: an office beside the lever it controls. Nearly every other game here already assumes you know that — Bill Run assumes you know the two chambers, Rights Arena assumes you know which government it is arguing with.

Power Pairs

Teens & adults

identify which public office controls a specific lever of government

Play Power Pairs →

Map the Nation

Teens & adults

locate any state on a map of the union, route a real public problem to the level of government that actually handles it, and identify which level most of daily life is decided at

Play Map the Nation →

How a rule gets made, and where it dies

7 games

The order the process actually runs in, the stage that kills most of what enters it, and the half that happens after the signing when an agency decides what the law does.

A good one to start with here: The Capitol. You walk the building and every door that will not open is the real procedure, at your own pace with no clock. The others in this group assume you already know the order; this one hands it to you as the map.

Bill Run

Teens & adults

trace a bill through both chambers, predict which stage kills it, and identify the vote threshold each stage requires

Play Bill Run →

Convention Party

Teens & adults

predict how a procedural rule change redistributes advantage, calculate a position on a board whose rules mutate mid-game, and identify the historical compromise each rule is modelled on

Play Convention Party →

Civic Sequence

Teens & adults

order the steps of a real civic procedure so it would actually work, choosing a procedure or drawing one

Play Civic Sequence →

Kids Order Shelf

Kids

organize the steps of a familiar process into working order, one chosen procedure deck at a time

Play Kids Order Shelf →

The Capitol

Teens & adults

route a bill through every required room of the legislative process in order, identify the stage that kills most bills, and read the real reason off each locked door

Play The Capitol →

The Rulemaking

Teens & adults

read a proposed rule for what it does and does not reach, identify the provision to comment on, file a substantive comment before the docket closes, and trace the agency's response through to the street

Play The Rulemaking →

The Long Road

Teens & adults

adopt a rule for who decides and a rule for who bears a loss BEFORE the first decision arrives, then read what each rule costs in days, provisions and households left behind over nine hundred miles — and say which of the two clauses actually produced the outcome

Play The Long Road →

Where the money goes, and when it runs out

6 games

A fixed pot against obligations that do not shrink — public budgets, a shop's season, and the difference between money earned and money you actually have.

A good one to start with here: The Budget Table. One pot, named floors, nothing moving while you think. The two that run in real time assume you can already read a budget that is sitting still.

The Stand

Kids

calculate what a product costs to make, price what you sell, and count what is left after a day of selling

Play The Stand →

Run the State

Teens & adults

run a budget under a hard constraint, predict which obligation fails first when you cut it, and identify the specific weakness of the economic system you chose

Play Run the State →

The Ledger

Teens & adults

run a public budget in real time, predict which deferred obligation fails first, and calculate why fixing a thing late costs several times what fixing it early would have

Play The Ledger →

The Counter

Teens & adults

run a small shop for a season and predict which week the cash runs short, distinguish money earned from money available, and calculate what an hour of help actually costs once the employer's share of payroll tax is on it

Play The Counter →

Union Tactics

Teens & adults

trace an order back to the clause that authorises it, calculate whether a column can reach a place on the rations and days it actually has, and read what taking a town's grain costs the column behind you

Play Union Tactics →

What the Constitution stops

3 games

The line between a government action the founding document bars and one it permits, and the decided case that settles which side a thing falls on.

A good one to start with here: Rights Arena. It asks the plain question — may the government do this — and shows the case that answered it. Writ assumes you can already tell a barred action from a permitted one and asks which provision reaches it.

Rights Arena

Teens & adults

distinguish a government action the Constitution bars from one it permits, under time pressure, and identify the decided case that settles it

Play Rights Arena →

WRIT

Teens & adults

identify which constitutional provision actually reaches a given rights violation, calculate when a case is weakened enough to bind, and trace each legal instrument to its decided case

Play WRIT →

Torchbearer

Teens & adults

identify which government action a clause forbids, distinguish that from a power the clause gives you, and route through the gap the prohibition leaves

Play Torchbearer →

How change happens, and how long it takes

3 games

The slow machinery: organising a divided public, the map that decides the seats, and how long a change to the founding document has actually taken.

A good one to start with here: Timeline Architect. It puts the events on a scale first. Both of the others are easier to read honestly once you have seen how long the real intervals were.

Draw the Districts

Teens & adults

draw equal-population contiguous districts, predict the seat outcome from a map, and identify packing and cracking in a district plan somebody else drew

Play Draw the Districts →

Timeline Architect

Teens & adults

locate a founding or constitutional event on a scaled timeline, calculate the interval between two of them, and predict how long a change to the Constitution actually takes

Play Timeline Architect →

The Long Haul

Teens & adults

organise a coalition out of a divided public, evaluate documented methods of civic pressure against their real costs, and predict why nonviolent campaigns have historically succeeded more often than violent ones

Play The Long Haul →

Systems, judged on their own terms

2 games

What different economic systems do with the same country and the same shock — each read against what that system says success is, rather than against what you walked in believing.

A good one to start with here: America: The Experiment. You choose the system, so you find out what your own pick does over ten years. The Draw deals you a position you did not choose, and that lands harder after you have chosen one.

America: The Experiment

Teens & adults

run a country for ten years under one economic system's own rules and read the result against what that system says success is, rather than against what you already believed

Play America: The Experiment →

The Draw

Teens & adults

compare how different economic systems handle the same shock, judged from a starting position you did not choose rather than from the one you would have picked

Play The Draw →

Reading a record for what it proves

9 games

Telling one kind of thing from another — a fact from a claim, a source from a citation — and stopping where a filing's evidence stops instead of where the story would like to go.

A good one to start with here: Civic Sort. It drills the distinction one card at a time, with the reason on every card. The Record hands you a whole filing and expects that distinction already.

The Record

Teens & adults

read a disclosure filing for what it does and does not establish, and stop where the evidence stops

Play The Record →

Civic Sort

Teens & adults

sort real civic situations into the category that actually governs them, choosing a deck or drawing one from the pool

Play Civic Sort →

Kids Sorting Shelf

Kids

sort everyday situations into the group where they belong, one chosen subject deck at a time

Play Kids Sorting Shelf →

The People's Counsel

Teens & adults

read a decided case for what its record and its authorities actually establish, identify the strongest argument against your own position, and ask a court only for the relief the record supports

Play The People's Counsel →

The Casebook

Teens & adults

gather evidence in the place it actually sits, weigh each item against what its own kind of record can carry, count two items from one origin as one, and state a finding that separates what the record supports from what you believe

Play The Casebook →

Keeper of the Charter

Teens & adults

choose the civic instrument whose reach actually covers the body holding the record — federal executive agency, rulemaking docket, city clerk, inspector general, elections filing or lobbying registry — file it inside the clock that body owes you, and recognise the questions no lever reaches

Play Keeper of the Charter →

Civics in a Flash

Teens & adults

sort a civic situation into the body or category it belongs to, across every subject the arcade covers, and read the record behind each answer whether you got it right or wrong

Play Civics in a Flash →

Founders' Fray

Teens & adults

read a passage and identify which earlier passage it is answering, and distinguish what the later one changed about the claim it inherited

Play Founders' Fray →

Word of the Republic

Teens & adults

distinguish a civic term from the terms it is confused with — identify which term a definition belongs to, then place its three nearest neighbours against their own definitions

Play Word of the Republic →

Things you can go and test yourself

3 games

Mechanisms that are not in a statute book and answer to the same standard: a thrown ball, a plant in a particular spot, what a meal does in the hours after eating it.

A good one to start with here: Grow Something. One variable at a time on something you can walk outside and check against reality, which is the habit the other two are asking for.

The Arc

Teens & adults

predict where a thrown ball lands from its release angle and speed, calculate the best angle for a target above the hands, and read a shooting percentage as the small sample it is

Play The Arc →

Grow Something

Teens & adults

work out whether a plant will do well in a particular spot before buying the seed, and say why a first garden usually fails

Play Grow Something →

What a Meal Does

Teens & adults

read what different foods do in the hours after eating them, and tell a settled finding from a contested one

Play What a Meal Does →

Games this map could not place: 0

Every one of the 38 registered games is in a group above. If a new game ever lands that no group claims, or that two claim at once, it is listed here by name instead of disappearing.

13 of these games are engine-driven rather than JSON-shaped, so the typed shelf below cannot render them from a content file the way it renders the rest. This map reaches every one of them by the route the registry gives it.

Choose a track

Every game plays fully in this browser — no app, no account, no network. Confirmations arrive as a buzz, a sound, or a flash, whichever your device can do.

These are separate games, not the same game with bigger type. Your choice is remembered on this device only.

The Arcade

Real games — walkable places in 3D, 2D real-time, simulation, board and RPG. Rules you can lose against honestly, never a memorised sequence. Every one of them is here; none of them is locked.

Walkable placeAges 12+20 min

The Capitol

Start on the street where the problem is, and walk it all the way to the desk.

What you'll be able to do: Find who is responsible for a problem, read the record and say what it cannot show, gather a street without pretending a petition is a law, get a bill drafted, then walk it from the hopper to the President's desk and name the stage that kills most bills.

Touch, keyboard or on-screen pad · walk it in 3D or read the identical game in text · buzz, sound or flash · offline · C3 · NCSS

Play The Capitol
Walkable placeAges 12+20 min

The Counter

A small shop, twelve weeks, and every obligation arriving on somebody else's calendar.

What you'll be able to do: Run a small counter for a season and predict which week the cash runs short, distinguish money earned from money available, and calculate what an hour of help actually costs once the employer's share of payroll tax is on it.

Touch, keyboard or on-screen pad · walk it in 3D or read the identical game in text · buzz, sound or flash · offline

Play The Counter
Walkable placeAges 16+18 min

The Long Road

A caravan is a small republic that has to move. Who decides, who carries it, and who does the decision leave behind?

What you'll be able to do: run a journey as a governing problem rather than a luck problem — adopt a rule for deciding and a rule for bearing losses, read what each one costs and who it excludes, and name the record that says what rights a traveller had a long way from any court

Touch, keyboard or on-screen pad · walk it in 3D or read the identical game in text · buzz, sound or flash · offline

Play The Long Road
Walkable placeAges 7+ alongside a grown-up on the small stuff, 12+ on the real thing18 min

The Casebook

Gather it, order it, weigh it — and then read what your record actually supports rather than what you believe.

What you'll be able to do: Work a case by gathering evidence in the place it sits, weigh each item against what its own kind of record can carry, and state a finding that separates what you can show from what you believe — including saying out loud when the record establishes nothing.

Touch, keyboard or on-screen pad · walk it in 3D or read the identical game in text · buzz, sound or flash · offline

Play The Casebook
Walkable placeAges 16+25 min

The People's Counsel

Read the record, meet the best argument against you, and commit to relief the record can carry.

What you'll be able to do: read a decided case for what its record and its authorities actually establish, identify the strongest argument against your own position, and ask a court only for the relief the record supports

Touch, keyboard or on-screen pad · walk it in 3D or read the identical game in text · buzz, sound or flash · offline · C3

Play The People's Counsel
Walkable placeAges 14+16 min

Keeper of the Charter

Eight open doors and six instruments. The difficulty was never getting in — it is knowing which lever reaches which body, and what none of them can reach.

What you'll be able to do: choose the civic instrument whose reach actually covers the body holding the record, inside the clock that body owes you, and recognise the questions no lever on the block can answer

Touch, keyboard or on-screen pad · walk it in 3D or read the identical game in text · buzz, sound or flash · offline

Play Keeper of the Charter
Turn-based boardAges 16+18 min

Union Tactics

You are the quartermaster, not the general. Nothing here fights. The column eats every day whether it moves or not, and the road runs through places where people live.

What you'll be able to do: trace an order back to the clause that authorises it, calculate whether a column can reach a place on the rations and days it actually has, and read what taking a town's grain costs the column behind you

Touch or keyboard · turn-based, the clock moves only when you act · buzz, sound or flash · offline

Play Union Tactics
Step-based crossingAges 12+14 min

Torchbearer

You never get stronger. The machine gets weaker, one clause at a time, and your whole advantage is a hole in somebody else's list of permitted moves.

What you'll be able to do: identify which government action a clause forbids, distinguish that from a power the clause gives you, and route through the gap the prohibition leaves

Touch or keyboard · the machine acts only when you do · buzz, sound or flash · offline

Play Torchbearer
The record, arguedAges 14+12 min

Founders' Fray

They argued in public, at each other, and the record holds both sides. Nobody here fights and nobody wins — the contest is which passage was answering which.

What you'll be able to do: read a passage and identify which earlier passage it is answering, and say what the later one changed about the claim it inherited

Touch or keyboard · no timer · buzz, sound or flash · offline

Play Founders' Fray
Short questionsAges 10+

Civics in a Flash

Eight short questions from every sorting deck in the arcade, each with the record it came from. No timer, and nothing is counted between rounds.

What you'll be able to do: sort a civic situation into the body or category it belongs to, across every subject the arcade covers, and read the record behind each answer whether you got it right or wrong

Touch or keyboard · no timer, take as long as you like · buzz, sound or flash · offline

Play Civics in a Flash
Words, told apartAges 12+6 min

Word of the Republic

A definition and four terms from the same subject. Name the one it belongs to, then place the other three — which is the half that decides whether you knew the term or recognised the word.

What you'll be able to do: distinguish a civic term from the terms it is confused with — identify which term a definition belongs to, then place its three nearest neighbours against their own definitions

Touch or keyboard · no timer, take as long as you like · buzz, sound or flash · offline

Play Word of the Republic
ProcedureAges 14+14 min

The Rulemaking

The bill was signed. Now somebody has to write what it actually means — and for as long as the docket is open, that somebody can be you.

What you'll be able to do: Read a proposed rule for what it does and does not reach, identify the provision to comment on, file a substantive comment before the docket closes, and trace the agency's response through to the street.

Touch or keyboard · the clock moves only when you act · buzz, sound or flash · offline · C3 · NCSS

Play The Rulemaking
Systems sandboxAges 14+

America: The Experiment

Ten years, three meters, five moves — and each rulebook decides for itself what counts as success.

What you'll be able to do: run a country for ten years under one economic system's own rules and read the result against what that system says success is, rather than against what you already believed

Touch or keyboard · turn-based, ten years · buzz, sound or flash · offline · C3 · NCSS

Play America: The Experiment
Sorting shelf7 min

Civic Sort

Seven decks. One skill: telling things apart.

What you'll be able to do: sort real civic situations into the category that actually governs them — branch, office, right, source — one deck at a time

Touch or keyboard · buzz, sound or flash · offline · many decks, one door · AASL · C3 · CCSS · CEE · Jump$tart · NCSS

Play Civic Sort
Ordering shelf8 min

Civic Sequence

Real procedures, in working order.

What you'll be able to do: put the steps of a real civic procedure — a bill, a vote — in the order that actually makes it work

Touch or keyboard · buzz, sound or flash · offline · many procedures, one door · AASL · C3 · NCSS

Play Civic Sequence
Motion8 min

Balance of Powers

Tilt your phone to hold the beam. Pick the check that actually fixes it.

What you'll be able to do: Identify the specific constitutional check that answers a specific overreach, and predict which branch can actually stop it.

Tilt sensor optional — arrow keys and buttons do the same job · buzz, sound or flash · offline · C3 · NCSS

Play Balance of Powers
SimulationAges 14+30 min

Run the State

Pick an economy. Try to make it work. Find out what it makes hard.

What you'll be able to do: Run a budget under a hard constraint, predict which obligation fails first when you cut it, and identify the specific weakness of the economic system you chose.

Touch or keyboard · buzz, sound or flash · offline · about twenty minutes · C3 · NCSS

Play Run the State
ArcadeAges 10+6 min

Bill Run

You are a bill. Almost none of you make it. Find out where you die.

What you'll be able to do: Trace a bill through both chambers, predict which stage kills it, and identify the specific vote threshold each stage requires.

Touch, keyboard or tilt · real-time · buzz, sound or flash · offline · C3 · NCSS

Play Bill Run
ArcadeAges 12+8 min

The Ledger

Six things need money. Money arrives slowly. Something is going to break.

What you'll be able to do: Run a public budget in real time, predict which deferred obligation fails first, and calculate why fixing a thing late costs several times what fixing it early would have.

Touch, keyboard or tilt · real-time · buzz, sound or flash · offline · C3 · NCSS

Play The Ledger
ArcadeAges 12+10 min

Draw the Districts

Same voters. Same votes. Draw the lines and change who wins.

What you'll be able to do: Draw equal-population contiguous districts, predict the seat outcome from a map, and identify packing and cracking in a district plan you did not draw.

Touch, keyboard or tilt · real-time · buzz, sound or flash · offline · C3 · NCSS

Play Draw the Districts
ArcadeAges 13+9 min

Rights Arena

Block what the right forbids. Let through what it allows. Getting the second one wrong costs you just as much.

What you'll be able to do: Distinguish a government action the Constitution bars from one it permits, under time pressure, and identify the decided case that settles it.

Touch, keyboard or tilt · real-time · buzz, sound or flash · offline · C3 · NCSS

Play Rights Arena
ArcadeAges 11+10 min

Timeline Architect

Not what order. How far apart.

What you'll be able to do: Locate a founding or constitutional event on a scaled timeline, calculate the interval between two of them, and predict how long a change to the Constitution actually takes.

Touch, keyboard or tilt · real-time · buzz, sound or flash · offline · C3 · NCSS

Play Timeline Architect
ArcadeAges 10+11 min

Map the Nation

Find the state. Then find the government that actually handles it.

What you'll be able to do: Locate any state on a map of the union, route a real public problem to the level of government that actually handles it, and identify which level most of daily life is decided at.

Touch, keyboard or tilt · real-time · buzz, sound or flash · offline · C3 · NCSS

Play Map the Nation
OrganizingAges 14+20 min

The Long Haul

The system is set. It is not serving you. There is no set path out — that is the point.

What you'll be able to do: Build a coalition from a divided public, choose among documented methods of civic pressure, hold unity under deliberate attempts to split it, and calculate why nonviolent campaigns succeed more often than violent ones.

Touch or keyboard · turn-based · offline · about twenty minutes · C3 · NCSS

Play The Long Haul
Creature RPGAges 12+22 min

WRIT

Bind the breach with law. The type chart is the Constitution.

What you'll be able to do: Match a rights violation to the constitutional provision that actually reaches it, calculate when a case is weakened enough to bind, identify the decided case behind each instrument, and walk a courthouse whose term runs out whether or not you are finished.

Touch or keyboard · turn-based · offline · about eighteen minutes · C3 · NCSS

Play WRIT
Party boardAges 10+15 min

Convention Party

Four players, one board, and a republic that keeps changing the rules under you.

What you'll be able to do: Predict how a procedural rule change redistributes advantage, calculate a position on a board where the rules mutate mid-game, and identify which historical compromise a rule is modelled on.

Touch or keyboard · turn-based vs three CPU delegates · offline · C3 · NCSS

Play Convention Party
Life simulationAges 12+15 min

The Draw

You don't pick your system. You don't pick where you start. Twenty-four years — make do.

What you'll be able to do: Reason about economic systems from the inside rather than the outside: compare how different allocation mechanisms handle the same shock, distinguish the effect of a system from the effect of a starting position, and notice how much of an outcome was decided before the first move.

Touch or keyboard · turn-based · offline · about fifteen minutes · C3 · NCSS

Play The Draw
ArcadeAges 10+10 min

The Arc

First to five. The physics is how you win.

What you'll be able to do: Predict where a thrown ball lands from its release angle and speed, calculate the best angle for a target above your hands, and read your own shooting percentage as the small sample it is.

Touch, keyboard or tilt · real-time · buzz, sound or flash · offline · NGSS · Outpost Education Library

Play The Arc
What-if6 min

What a Meal Does

Build a plate. Watch what happens inside, not outside.

What you'll be able to do: read what different foods do in the hours after eating them, and tell a settled finding from a contested one

Touch or keyboard · nothing scored · offline · put it down any time · Every mechanism carries a public-health source you can open. · Nothing here is a prediction about you. · Nothing here shows or discusses a body.

Play What a Meal Does
What-if5 min

Grow Something

Pick a plant and a spot. Find out what it needs before you buy the seed.

What you'll be able to do: work out whether a plant will do well in a particular spot, and why a first garden usually fails

Touch or keyboard · nothing scored · offline · put it down any time · Every figure is one your seed packet also carries. · It will not guess your frost date. · It does not promise a harvest.

Play Grow Something
What-if8 min

The Record

A stack of filings and a question. Work out what they actually establish.

What you'll be able to do: read a disclosure record for what it does and does not show, and stop where the evidence stops

Touch or keyboard · nothing scored · offline · put it down any time · Every entity in every case is fictional — a puzzle whose answer is a verdict about a real person is not one we will build. · Every filing type, deadline and limitation is real. · Nothing scored, nothing kept, nothing compared.

Play The Record

The Academy's drill hall

Card-and-answer practice, not arcade games. These drill the Academy's units and are shelved here as Academy material.

Memory6 min

Power Pairs

Concentration, but the pairs are an office and the thing it actually controls.

What you'll be able to do: Match a public office to the specific lever it controls, so you can locate the person who can move a decision.

Touch or keyboard · shake optional · buzz, sound or flash · offline · C3 · NCSS

Play Power Pairs
Trade-offs10 min

The Budget Table

Fund everything. You can't. Now choose.

What you'll be able to do: Calculate trade-offs in a public budget under fixed revenue and legally required minimums, and explain which service absorbed the cut.

Touch or keyboard · buzz, sound or flash · offline · C3 · NCTM · CCSS

Play The Budget Table

What Liberty carries

In WRIT, Liberty the eagle carries the record forward — so a 1761 argument about general warrants is who you want in the room in 2014. That thread is real and countable: some of these games cite the same records as each other, and the list is computed from the games rather than written down.

See what more than one game holds

What these games will never do

  • No loot boxes, no purchases, no paid advantage.
  • No mechanic designed to maximize time on the app.
  • No named living political figure as an opponent or target.
  • No child's data leaving the device.
  • No unsourced number presented as fact.
  • Quitting is always exactly as easy as starting.

These are enforced in code, not in a promise: every game is verified against the design gates in apps/api/src/games_core.py before it can be registered.

Your trophy case

Every badge and rank you have earned, from the Arcade, the Academy and the world outside. Private by default, stored on your device, verified by nobody.

Open your trophy case

When you want the real thing

The games rehearse a decision. The Practice is where the same moves are made against the actual record, with nothing scored and nothing undone.