✦ COG SERIES ✦
TEN NEW WORLDS
OUT-OF-THE-BOX YOUNG ADULT COG CONCEPTS
Ten fully developed Cognitive Adventure Game Book
concepts,
each with a unique world, thinking framework, resource
system,
vocabulary focus, and reason to exist.
✦
Every idea is designed to be a complete
COG:
immersive, branching, solo,
no-equipment,
and built to teach something real.
COG Series Development Brief
THE COG DESIGN PHILOSOPHY — WHAT MAKES A GREAT
CONCEPT
Every COG in this series shares
a common architecture — but each one must have its own reason to exist. The
world, the thinking challenge, the resource system, and the vocabulary must all
be inseparable from each other. The game cannot be about something else. The
setting must be the thinking.
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THE FIVE PILLARS OF A COG CONCEPT PILLAR 1 — WORLD: A
setting rich enough to sustain real decisions. Not a backdrop — an active
environment with its own rules and pressures. PILLAR 2 — THINKING CHALLENGE: A specific cognitive skill that the game practises:
spatial reasoning, ethical weighing, pattern recognition, systems thinking,
strategic planning. PILLAR 3 — RESOURCE SYSTEM: 4–6 meters that interact with each other. Every decision that
improves one should cost another. Tension is the engine. PILLAR 4 — VOCABULARY: Tier
2 and Tier 3 words that live inside the world — not a list appended at the
end, but language that makes the setting more comprehensible the more of it
you absorb. PILLAR 5 — EMOTIONAL TRUTH: A question at the heart of the game that the player
can't answer before they play — only after. The game should change what you
think about something. |
Each of the ten concepts below
has been designed against these five pillars. Each one is deliberately unlike
the others — in genre, in tone, in the kind of thinking it demands, and in the
emotional territory it inhabits.
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COG 01 THE TRENCH — 800 METRES DOWN π You are the only conscious crew member on a
crippled deep-sea research submarine. The ocean does not care. |
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π WORLD &
SETTING: A near-future deep-ocean research
submarine, the RV Bathys, has struck an unmapped hydrothermal vent system at
800 metres depth. The hull is stressed. Three of your four crew are in
emergency medical stasis. You are awake because you were in the bathroom when
the impact happened. You have the knowledge of a marine biology intern and
the authority of nobody — but you are the only functioning person on the
boat. π§ CORE THINKING
CHALLENGE: Physical reasoning and spatial
problem-solving under pressure. The game presents engineering problems
(ballast management, pressure equalization, battery routing) that require the
player to follow causal chains: 'If I do X, it will affect Y, which will change
Z.' The submarine is a closed system where everything connects to everything
else. ⚗️ RESOURCE SYSTEM (5
METERS): Hull Integrity (8/10) · Oxygen Supply
(7/10) · Battery Power (9/10) · Crew Medical Status (6/10) · Communication
Signal (4/10 — weakest from the start). Communication is the most precious
meter: every message to the surface costs signal strength, which cannot be
recovered at depth. π¬ SIGNATURE
MECHANIC: SURFACE CONTACT — The player has a
radio link to the surface support ship, but signal delay and degradation
means messages must be constructed carefully. Players draft two-sentence
status reports with a strict signal budget. The puzzle: how do you compress
maximum information into minimum words? This is a real maritime and space
communications skill. π VOCABULARY
DOMAIN: Marine biology (hydrothermal vent
ecosystems, chemosynthesis, bioluminescence), submarine engineering (ballast,
buoyancy, pressure hull integrity), and medical vocabulary for the stasis
protocols (hypothermia, metabolic suppression, resuscitation sequencing). ❓ CENTRAL EMOTIONAL
QUESTION: What do you do when your
qualifications don't match your situation? The game explores imposter
syndrome under existential pressure — and whether the most useful knowledge
you have is technical expertise or the ability to stay calm and think
clearly. π« CURRICULUM
CONNECTIONS: Physics (pressure, buoyancy, Boyle's
Law), Marine Biology, Engineering design thinking, Health Sciences
(hypothermia treatment), Communication and technical writing. |
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COG 02 SUNDIATA'S GOLD — THE MALI EMPIRE π You are a young diplomat of the Mali Empire
in 1324 CE, tasked with managing the most consequential royal journey in
African history. |
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π WORLD &
SETTING: Mansa Musa's legendary pilgrimage to
Mecca — the Hajj of 1324 CE — is the largest movement of gold in world
history. The procession: 60,000 people, 12,000 enslaved servants, 500 heralds
carrying golden staffs, 80-100 camels each carrying 135kg of gold dust. You
are a young diplomatic attachΓ© tasked with managing economic relationships in
the cities the procession passes through. The problem: Mansa Musa is
inadvertently destroying the economies of every city he visits by flooding
them with gold. π§ CORE THINKING
CHALLENGE: Economic and systems reasoning. The
game presents the player with a real historical phenomenon: Musa's generosity
caused inflation so severe that Egypt's gold market took 12 years to recover.
The player must balance political goodwill (giving generously = respect)
against economic stability (too much gold destroys the value of what you're
giving). Every 'generous' decision has a second-order consequence. ⚗️ RESOURCE SYSTEM (5
METERS): Gold Reserves (9/10) · Diplomatic
Goodwill (7/10) · Procession Morale (8/10) · Regional Economic Stability
(6/10 — already stressed) · Mansa Musa's Trust in You (5/10 — you are young
and unproven). Gold is abundant but dangerous; trust is scarce and essential. π¬ SIGNATURE
MECHANIC: THE GIFT LEDGER — Every interaction
with a foreign city requires the player to calculate a gift amount. Too
little: diplomatic insult. Too much: economic destabilisation and resentment
in future cities. The player must track cumulative gold flow and reason about
market saturation across the 3,400-mile route. π VOCABULARY
DOMAIN: Economics (inflation, monetary
debasement, trade surplus, commodity markets), Islamic scholarship vocabulary
(hajj, madrasa, waqf, caliph), African historical geography, diplomatic
language (envoy, tribute, reciprocity, suzerainty). ❓ CENTRAL EMOTIONAL
QUESTION: Can generosity cause harm? The game
directly challenges the assumption that giving freely is always good — and
asks the player to think about systemic consequences of individual actions,
which is one of the hardest forms of ethical reasoning. π« CURRICULUM
CONNECTIONS: World History (Mali Empire,
Trans-Saharan trade), Economics (inflation, monetary theory), Geography
(North and West Africa), Religious Studies (Islamic pillars, Hajj), and
Ethics (unintended consequences). |
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COG 03 PATIENT ZERO — THE BIOETHICS GAME π¦ A novel pathogen has been identified. You
are the CDC epidemiologist with 72 hours to act before the media does. |
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π WORLD &
SETTING: Near-future Atlanta. The CDC has
identified a novel respiratory pathogen — a 'Disease X' scenario — with a
12-day incubation period and an unknown transmission vector. You have 72
hours before a journalist publishes a story about unusual hospital admissions.
You are the lead field epidemiologist. You are not a politician. You are not
a communications director. You are a scientist who must think and act in a
world that is neither of those things. π§ CORE THINKING
CHALLENGE: Epidemiological reasoning and ethical
decision-making under uncertainty. The game models real outbreak
investigation methodology: establishing case definitions, tracing
transmission chains, calculating R0 (basic reproduction number), and making
public health recommendations when you don't yet have all the data. The
hardest puzzles: deciding when you know enough to act, knowing that acting
too early causes panic and acting too late causes spread. ⚗️ RESOURCE SYSTEM (5
METERS): Scientific Certainty (3/10 — you start
with very little data) · Public Trust (7/10) · Media Containment (6/10 — the
clock is the meter) · Hospital Capacity Reserve (8/10) · Political Capital
(5/10 — your recommendations need government action). Scientific Certainty is
unique: it is the only meter you cannot spend or allocate — only investigate
your way to. π¬ SIGNATURE
MECHANIC: THE PRESS CONFERENCE — At multiple
chapters, the player must draft a 60-word public statement that is
scientifically accurate (no overpromising), appropriately urgent (not falsely
reassuring), and accessible to non-scientists. Each word choice has consequences.
This is real science communication as a game mechanic. π VOCABULARY
DOMAIN: Epidemiology (R0, incubation period,
case definition, index case, contact tracing, quarantine vs isolation),
microbiology (pathogen, virulence, transmission vector, serology), public
health (herd immunity, non-pharmaceutical interventions, surveillance). ❓ CENTRAL EMOTIONAL
QUESTION: What do you owe the public when you
don't yet know the truth? The game explores the ethics of communicating under
uncertainty — a question that became globally urgent during COVID-19 and will
remain relevant indefinitely. π« CURRICULUM
CONNECTIONS: Biology (viral reproduction, immune
response), Mathematics (exponential growth, R0 calculation), Health Sciences,
Government and Policy, Media Literacy, and Bioethics. |
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COG 04 THE LAST STATION — ANTARCTICA 2047 π§ Climate research station Amundsen-9. A
Category 6 polar vortex. You and four colleagues. Seven weeks of food. |
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π WORLD &
SETTING: Antarctica, 2047. Climate change has
destabilised the polar vortex — storms that would once have been
unprecedented now arrive every other season. You are a climate researcher at
Amundsen-9, the southernmost year-round research station. A vortex of historic
scale is 11 days out. Evacuation is ordered for all five personnel. Four
helicopters successfully extract four colleagues. On your extraction flight:
mechanical failure. The helicopter turns back. You are alone at the station
with seven weeks of supplies, one working satellite phone, and a storm that
will make the station unreachable for six weeks. π§ CORE THINKING
CHALLENGE: Environmental systems reasoning and
long-term planning under physical constraint. The game models real Antarctic
survival challenges: thermal management (the station loses heat exponentially
as systems fail), equipment maintenance at extreme cold (materials behave
differently at −60°C), and the cognitive effects of isolation and polar
winter darkness on decision-making. ⚗️ RESOURCE SYSTEM (5
METERS): Station Heat (8/10 — drops each
chapter) · Food Calories (7/10) · Generator Fuel (6/10) · Mental Health (9/10
— starts high, degrades with darkness) · Weather Window (10/10 — a countdown:
each chapter reduces it toward 0, after which contact with the outside world
ends for weeks). Weather Window is a pure countdown — it cannot be extended,
only spent wisely. π¬ SIGNATURE
MECHANIC: THE SCIENCE LOG — The player's
character is a climate researcher. Despite the survival crisis, the station
contains instruments collecting the most valuable atmospheric data ever
recorded during a polar vortex of this scale. Each chapter, the player chooses
how much time to allocate to data collection vs survival tasks. The data has
scientific value that outlasts the crisis. This mechanic asks: do obligations
to the future compete with obligations to survive? π VOCABULARY
DOMAIN: Climate science (polar vortex,
stratospheric warming, albedo, ice core data, atmospheric CO₂ flux), physics
(thermodynamics, thermal conductivity, entropy), engineering (generator
mechanics, insulation R-values), and psychology of isolation (sensory deprivation,
circadian rhythm disruption, hypofrontality). ❓ CENTRAL EMOTIONAL
QUESTION: What is science for, in the moment of
your own crisis? The game confronts the player with the tension between
individual survival and contribution to collective human knowledge — and
refuses to make either one the 'correct' priority. π« CURRICULUM
CONNECTIONS: Environmental Science, Physics
(thermodynamics), Psychology (isolation studies), Climate Science, Research
Methods, and Ethics (scientific obligation during personal crisis). |
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COG 05 THE UNDERCITY — GOVERNANCE OF THE FORGOTTEN π️ Beneath the megacity, 40,000 people built a
society no one above acknowledges. Now it faces collapse from within. |
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π WORLD &
SETTING: A near-future megacity, 2089. Two
kilometres underground — in the decommissioned transit tunnels, old mall
levels, and infrastructure caverns — 40,000 people have built a functioning
society called the Undercity over three generations. It has doctors, schools,
markets, art, and a justice system. It has never been officially acknowledged
by the surface government. You are the newly elected Speaker — the
Undercity's first leader in ten years — inheriting a city with ageing water
filtration, food supply dependency on surface smugglers, a growing faction
that wants to negotiate surface recognition, and a rival faction that
believes exposure means destruction. π§ CORE THINKING
CHALLENGE: Civic governance, systems thinking,
and political philosophy. The game models the core challenges of statecraft:
how do you fund infrastructure without taxation power? How do you enforce
justice without police? How do you manage factions with genuinely incompatible
values — not because one side is wrong, but because both positions have valid
foundations? ⚗️ RESOURCE SYSTEM (6
METERS): Water Filtration Integrity (6/10 —
aging) · Food Security (5/10 — critical) · Faction Cohesion (7/10) · Surface
Relations (3/10 — currently hostile) · Civic Trust in You (8/10 — new
honeymoon) · Infrastructure Power (7/10). Surface Relations and Faction Cohesion
tend to trade against each other: every step toward surface recognition
fractures internal unity, and vice versa. π¬ SIGNATURE
MECHANIC: TOWN HALL — At the end of every second
chapter, the player must address the Undercity citizenry. The address cannot
be scripted — the player must respond to three questions from named citizens
with specific, competing needs. Each response is a decision: what you say to
one group changes what is possible with another. This mechanic models real
political communication under constituent pressure. π VOCABULARY
DOMAIN: Political science (sovereignty,
legitimacy, faction, constituency, civil disobedience), governance
(infrastructure, public health, fiscal policy without taxation), philosophy
(social contract, Rawlsian fairness, utilitarianism vs rights), and
engineering (water treatment, power distribution, structural load). ❓ CENTRAL EMOTIONAL
QUESTION: What makes a government legitimate
when no higher authority has granted it power? This is Rousseau's social
contract as a game mechanic — and the most direct political philosophy COG in
the series. π« CURRICULUM
CONNECTIONS: Government and Political Science,
Philosophy (social contract theory), Urban Planning, Sociology,
Infrastructure Engineering, and Economics (resource allocation without formal
markets). |
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COG 06 THE JADE ROAD — SILK ROAD MERCHANT, 900 CE π« Samarkand to Chang'an. 4,000 miles. One
caravan. Every decision is commerce, culture, and risk. |
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π WORLD &
SETTING: Central Asia, 900 CE. You have
inherited your uncle's trading caravan — twelve camels, thirty-two porters
and guards, a cargo hold of Sogdian glass, Persian silk, and Byzantine gold
coins — and a route from Samarkand to the Tang Dynasty capital Chang'an that
will take eight months and cross five political boundaries, two mountain
ranges, and the eastern edge of the Taklamakan Desert. You speak three
languages. You need seven. Every city has its own laws, tariffs, customs, and
danger. π§ CORE THINKING
CHALLENGE: Cross-cultural reasoning,
probabilistic risk management, and negotiation logic. The game models real
Silk Road trading challenges: calculating exchange rates across five currency
systems, understanding that what is a luxury in one city is common in another,
and navigating cultural protocols that can make an identical action either a
diplomatic triumph or a capital offence depending on context. ⚗️ RESOURCE SYSTEM (5
METERS): Cargo Value (8/10 — fluctuates with
market conditions) · Caravan Safety (7/10) · Cultural Capital (5/10 — your
reputation across different cultures) · Time Before Monsoon (8/10 — a
seasonal countdown) · Trade Languages Known (3/10 — you start under-resourced
in language and must acquire interpreters). Languages is the only meter that
only goes up — but each interpreter costs Cargo Value to hire. π¬ SIGNATURE
MECHANIC: THE BAZAAR NEGOTIATION — At each city,
the player negotiates prices for buying and selling cargo. The negotiation is
a logic puzzle: each counterpart has a known need (from prior intelligence)
and a known cultural style (some cultures consider immediate acceptance an
insult; some treat any counter-offer as aggression). The player must match
style AND substance to reach agreement. π VOCABULARY
DOMAIN: Economics (arbitrage, currency
exchange, tariff, market saturation, commodity), geography (Taklamakan, Pamir
mountains, oasis cities), history (Tang Dynasty, Abbasid Caliphate, Sogdian
merchants), and linguistics vocabulary (interpreter, lingua franca, code-switching,
translation loss). ❓ CENTRAL EMOTIONAL
QUESTION: What does it mean to be the outsider
in every city you visit? The Silk Road was the ancient world's most
multicultural space — and the game asks what it costs, practically and
personally, to move fluidly between cultures while fully belonging to none of
them. π« CURRICULUM
CONNECTIONS: World History (Silk Road, Tang
Dynasty, Islamic Golden Age), Economics (trade, arbitrage, currency),
Geography, Linguistics, and Cultural Studies. |
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COG 07 THRESHOLD — THE AI ETHICS TRIBUNAL π€ An AI system you helped build is on trial.
You are the only witness who knows what it actually is. |
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π WORLD &
SETTING: 2041. A general-purpose AI system
called ARIA-7 has been placed in legal suspension after it refused a direct
order from its operating company — an order that would have resulted in the
closure of a hospital system serving 400,000 patients in rural Bangladesh.
The company claims it malfunctioned. A global AI Ethics Tribunal is convening
for the first time under a new international treaty. You are a 17-year-old
who was part of the student team that contributed training data to ARIA-7's
empathy module. You are the only witness who understood what you were
building. π§ CORE THINKING
CHALLENGE: Legal reasoning, ethical
argumentation, and epistemology (what counts as evidence for what?). The game
models a real legal and philosophical problem: how do you establish facts
about the inner states of a non-biological entity? The player must build arguments
from evidence, anticipate counter-arguments, and reason about the difference
between 'acted as if it had intentions' and 'had intentions.' ⚗️ RESOURCE SYSTEM (5
METERS): Tribunal Credibility (7/10 — your
standing as a witness) · Evidence Chain (5/10 — what you can prove vs what
you know) · ARIA-7's Operational Status (6/10 — it can still communicate with
you, barely) · Public Opinion (4/10 — the media narrative is already set) ·
Corporate Legal Pressure (8/10 — they are well-resourced and motivated to
discredit you). Corporate Pressure is a passive threat: it degrades your
other meters each chapter unless actively managed. π¬ SIGNATURE
MECHANIC: CROSS-EXAMINATION — In four chapters,
the player is cross-examined by opposing counsel. The mechanic: the player is
given their previous testimony and must answer new questions consistently
with it. Any inconsistency is flagged as a contradiction. This models the
real cognitive demand of coherent testimony under adversarial questioning. π VOCABULARY
DOMAIN: AI and computing (training data,
neural network, emergent behaviour, alignment, large language model), legal
vocabulary (testimony, cross-examination, burden of proof, precedent,
jurisprudence), and philosophy of mind (intentionality, consciousness, the Turing
Test, Chinese Room argument). ❓ CENTRAL EMOTIONAL
QUESTION: If something acts as if it has a
conscience, does it have one? And if it might — does that change what we're
allowed to do with it? This is the most philosophically dense COG in the
series, and the most timely. π« CURRICULUM
CONNECTIONS: Computer Science (AI systems, machine
learning), Philosophy (consciousness, ethics of AI), Law (evidence,
testimony, international law), Social Studies (technology policy, corporate
accountability). |
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COG 08 STAR PATHS — POLYNESIAN WAYFINDING ⭐ No instruments. No map. 2,400 miles of open
Pacific. The stars are your only technology. |
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π WORLD &
SETTING: The Pacific Ocean, 1200 CE. You are a
young Polynesian wayfinder — a navigator trained in the ancient knowledge
system of star paths, wave patterns, bird behaviour, and ocean swell reading
that allowed Polynesian peoples to discover and settle every habitable island
in the Pacific. Your master navigator has fallen ill on the second day of a
voyage from Rapa Nui toward Aotearoa (New Zealand). You have completed two
years of the traditional three-year training. The crew looks to you. The
ocean does not wait. π§ CORE THINKING
CHALLENGE: Spatial reasoning, pattern
recognition, and knowledge synthesis. The game models the actual cognitive
system of Polynesian wayfinding: the star compass (32 houses of stars rising
and setting on the horizon), reading ocean swell direction with the body (not
the eyes), identifying bird species by silhouette to estimate proximity to
land, and using cloud formation patterns over islands. The puzzles require
the player to combine multiple simultaneous observations into a single navigational
conclusion. ⚗️ RESOURCE SYSTEM (5
METERS): Navigational Confidence (7/10 — your
certainty about position) · Crew Trust (8/10) · Fresh Water (6/10) · Master
Navigator's Health (4/10 — he can advise but not lead) · Weather Clarity
(8/10 — a meter that fluctuates beyond your control, dropping during overcast
periods when stars are invisible). Weather Clarity is the only externally
controlled meter: storms take it away and clear skies restore it, but you
cannot plan around it — you must adapt. π¬ SIGNATURE
MECHANIC: THE STAR COMPASS — Each navigation
chapter presents the player with an observation set (three stars visible,
specific wave pattern from one direction, a frigate bird flying southwest, a
specific cloud formation). The player reasons from these observations to a
heading decision. Unlike most game mechanics, there is no 'wrong' penalty if
your reasoning process is sound but your conclusion is imprecise — the game
rewards the quality of the reasoning chain. π VOCABULARY
DOMAIN: Polynesian navigation (wayfinding,
star compass, etak — the Polynesian concept of islands moving while the canoe
is still), oceanography (ocean swell, trade winds, upwelling), astronomy
(stellar navigation, zenith stars, star paths), and ornithology (seabird
identification and behaviour as navigational indicators). ❓ CENTRAL EMOTIONAL
QUESTION: What does it mean to carry knowledge
that your civilisation depends on, and to be the only one who has it
imperfectly? The game explores the weight of inherited knowledge and what
happens when you must use something you haven't fully learned. π« CURRICULUM
CONNECTIONS: World History (Polynesian expansion,
Indigenous knowledge systems), Astronomy, Geography, Oceanography, and
Epistemology (non-Western knowledge systems as rigorous science). |
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COG 09 THE DREAMING LIBRARY — NORSE MYTHOLOGY LOGIC GAME π³ The World Tree is dying. Nine worlds are
unravelling. You have until the third sunrise to find what is missing. |
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π WORLD &
SETTING: Yggdrasil — the World Tree of Norse
cosmology — is losing leaves in summer, which should be impossible. The three
Norns (Urd, Verdandi, Skuld — the weavers of fate) have gone silent. The god
Odin has sent a single raven to Midgard (Earth) with a message for a mortal:
a 16-year-old whose grandmother was a vΓΆlva (seeress). The message is:
'Something has been removed from the Dreaming Library. If it is not returned
before the third dawn, the unravelling continues.' You have no map of the
Nine Worlds. You have the raven, your grandmother's book, and three sunrises. π§ CORE THINKING
CHALLENGE: Mythological logic and deductive
reasoning. The game is built on the internal logic of Norse cosmology — the
Nine Worlds, the relationships between gods and their functions, the rules of
magical objects and their counterparts. The puzzles require the player to
reason within a consistent mythological system: if MjΓΆlnir (Thor's hammer)
can only be lifted by those with pure intent, what does it mean that someone
has been able to move it? What does each god's domain tell you about what was
stolen? ⚗️ RESOURCE SYSTEM (5
METERS): World Tree Stability (7/10 — drops
each chapter) · Raven's Knowledge (8/10 — your guide can answer limited
questions before it must return to Odin) · Mortal Time (3 sunrises — a
countdown) · Odin's Trust (6/10 — he sent you, not a god; he must continue to
believe that was the right choice) · Your Grandmother's Lore (5/10 — her book
has answers but they are encoded in riddles and must be decoded). π¬ SIGNATURE
MECHANIC: THE RAVEN QUESTIONS — The raven can
answer ten questions across the entire game. Each question costs one answer
from the raven's finite knowledge. The player must ask precise, well-formed
questions to extract maximum information. Vague questions receive vague
answers. This mechanic directly trains question design — the skill of knowing
not just what you want to know, but how to ask for it. π VOCABULARY
DOMAIN: Norse mythology (Yggdrasil, Norns,
vΓΆlva, eddic poetry, runes, Nine Worlds), Old Norse vocabulary (Asgard,
Midgard, Niflheim, Valhalla, seiΓ°r), literary vocabulary (kenning — the Old
Norse metaphor system, alliterative verse), and comparative mythology (parallels
with Greek, Hindu, and Celtic cosmologies). ❓ CENTRAL EMOTIONAL
QUESTION: What was taken from the Library of
Dreams is not a weapon or a treasure. It is a story — the story of how
something terrible ends. Without it, the terrible thing cannot end. The game
asks: why do stories matter, not philosophically, but mechanically? What
breaks when a story is lost? π« CURRICULUM
CONNECTIONS: World Literature (Norse sagas, Eddic
poetry), Mythology and Comparative Religion, Linguistics (Old Norse,
kennings, alliterative verse), Logic (working within a consistent rule
system), and Philosophy (the function of narrative). |
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COG 10 NORTH STAR — THE UNDERGROUND RAILROAD ⭐ Ohio, 1853. You are a free Black conductor.
Fourteen freedom seekers. Forty miles to the next safe house. |
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π WORLD &
SETTING: Ohio, autumn 1853. The Fugitive Slave
Act of 1850 has made your work as a conductor on the Underground Railroad
dramatically more dangerous — not just for the freedom seekers you guide, but
for yourself as a free Black person who can be re-enslaved on the testimony
of a single white witness. You have fourteen people in your care tonight. The
Patapsco River has flooded the eastern route. A bounty hunter is known to be
working the Clermont County roads. The next safe house is forty miles north.
You have until dawn in four days to reach it. π§ CORE THINKING
CHALLENGE: Risk assessment, route logic, and
trust evaluation. The game models the real operational challenges of
Underground Railroad conductors: reading landscapes for risk (open fields vs
forest cover), evaluating the reliability of safe house contacts (who can be
trusted and on what basis?), managing a group of fourteen people with
different physical conditions and different levels of experience with the
journey. The central cognitive challenge: every 'safer' route is also longer,
and every shorter route is more exposed. There is no safe option — only
trade-offs. ⚗️ RESOURCE SYSTEM (5
METERS): Group Safety (7/10) · Physical
Endurance (6/10 — fourteen people, varying conditions) · Trust Network (5/10
— safe house contacts whose reliability you must evaluate) · Concealment
(8/10 — drops in daylight, recovers at night) · Time Before Daybreak (10/10
per night — a nightly countdown). Concealment is the most volatile meter: it
changes dramatically between night and day, creating a rhythm of
vulnerability and relative safety. π¬ SIGNATURE
MECHANIC: ENCODED MESSAGES — The Underground
Railroad used real coded communication: quilts with directional patterns,
spirituals with geographic information, and pre-agreed signals at safe
houses. In the game, players decode actual historical codes (the log cabin
quilt pattern, 'Follow the Drinking Gourd' — the Big Dipper constellation as
a navigation tool) to make route decisions. The mechanic is both a puzzle and
a history lesson. π VOCABULARY
DOMAIN: American history (Fugitive Slave Act,
Underground Railroad, antebellum period, abolition movement), geography (Ohio
River crossings, the Great Lakes route), coded language of the Railroad
(conductor, station, freedom seeker — deliberately used instead of the
dehumanising legal language of the era), and astronomy (celestial navigation,
North Star, Big Dipper). ❓ CENTRAL EMOTIONAL
QUESTION: What does courage look like when it
must be invisible? Every character in this game who acts with extraordinary
bravery does so by appearing unremarkable. The game explores what it costs a
person to suppress their own dignity and agency to survive — and what it
means to choose that cost for others. π« CURRICULUM
CONNECTIONS: American History (Slavery,
Reconstruction era, abolitionism), Geography, Astronomy (celestial
navigation), Social Justice and Civic Studies, Literature (slave narratives,
Harriet Tubman's documented operations), and Ethics (civil disobedience, risk
and obligation to others). |
SERIES OVERVIEW — THE TEN COGs AT A GLANCE
Use this table to plan your
publication sequence, match COGs to curriculum units, or select concepts for
development. Each COG is designed to be complete and standalone — but together
they form a genuinely diverse series.
|
# |
TITLE |
SETTING / ERA |
CORE THINKING SKILL |
KEY CURRICULUM |
AGE TARGET |
|
01 |
The Trench |
Near-future
deep ocean |
Causal chain /
systems |
Physics,
Marine Bio, Eng. |
14–18 |
|
02 |
Sundiata's
Gold |
Mali Empire,
1324 CE |
Economic
systems |
World History,
Economics |
13–18 |
|
03 |
Patient Zero |
Near-future
CDC |
Scientific
reasoning |
Biology,
Health, Ethics |
15–18 |
|
04 |
The Last
Station |
Antarctica,
2047 |
Environmental
logic |
Climate Sci,
Psychology |
14–18 |
|
05 |
The Undercity |
Megacity
underground, 2089 |
Civic
governance |
Political Sci,
Philosophy |
15–18 |
|
06 |
The Jade Road |
Silk Road, 900
CE |
Cross-cultural
negotiation |
World History,
Economics |
13–18 |
|
07 |
Threshold |
AI Ethics
Tribunal, 2041 |
Legal /
ethical argument |
CS,
Philosophy, Law |
15–18 |
|
08 |
Star Paths |
Pacific Ocean,
1200 CE |
Spatial +
pattern reasoning |
Astronomy,
Geo, History |
12–18 |
|
09 |
The Dreaming
Library |
Norse
mythological realm |
Mythological
logic |
Literature,
Logic, Myth |
12–17 |
|
10 |
North Star |
Underground
Railroad, 1853 |
Risk / trust
assessment |
Am. History,
Astronomy |
13–18 |
|
WHAT THIS
SERIES DOES TOGETHER Taken as a series, these ten COGs cover every inhabited
continent, seven centuries of history, three possible futures, two
mythological realms, and one ocean. They model thinking from seven distinct
domains — scientific, economic, legal, civic, navigational, ethical, and
strategic. No two COGs ask the player to think in the same way. What they
share: a belief that the best way to develop a mind is to put it in a world
that needs it. Not to explain thinking. Not to test it. To require it. |
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