• Personal finance, taught nowhere else in the line-up — the design review's second pick (Game_Concepts.md §2 G2)
  • The split is committed on day one, before the concert is proposed. A budget made after the month is a receipt
  • Must-pays are not a choice and wants are. A month made only of choices would teach that everything is one
  • When the fun envelope empties the rest comes out of savings, shown rather than blocked — that is the lesson that lands
  • Every month searched exhaustively before any UI existed — every ฿50 split × every subset of the wants
  • Three rules the verifier enforces: the month must be winnable, saying yes to everything must NOT win, and it must be winnable with fun still in it
  • The check caught months 2 and 3 as unwinnable by any plan — the unavoidable costs exceeded the money. Both were rebalanced
  • Money is never a moral score: the decline button says “not this month”, not “no”, and a short month ends in a rebuild rather than a game over
  • EQ fallback: two short months and Ping drops the act — other people's new things come out of their envelope, and you never see their envelope
  • Play-tested on a 430px phone: saving ฿1,300 and accepting two wants ends at ฿1,130 against a ฿1,100 goal, and reports the ฿170 taken back out
  • Painted market-square and study-loft plates — the Teen tier still has no interiors of its ownplanned
  • An end-of-month bar chart of where the money actually went — the data strand §2 G2 asks forplanned

✓ = done · ☐ = planned. Every game is built one step at a time like this.

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