- Every step has a PHYSICAL reason it cannot come earlier, so the order can be reasoned out instead of memorised
- A wrong card hands back the REASON, never the answer — ice goes in while the glass is empty, or the drink overflows
- The glass on the counter really fills as the cards land, so looking at it suggests what it obviously needs next
- Three, four, five or six steps — and putting the glass down is always the first
- A script checks the answer is always the canonical order, and that the tray never falls out already sorted
- Fills roadmap row J12, named at the start and never built
- Let the cards be dragged into order instead of tapped one at a timeplanned
- Recipes where two steps genuinely can swap, so “before” is not assumed to bind every pairplanned
✓ = done · ☐ = planned. Every game is built one step at a time like this.
