• Idea: Battleship with the war taken out. You hunt for a turtle instead of sinking someone's fleet — identical deduction, nothing destroyed
  • Seven boards: can/can't, have to, present simple, past simple, was/were, present continuous, present perfect
  • Six subjects down the side, six actions across the top — every square is one sentence, thirty-six to a sea
  • The wrong answers are real learner mistakes — He cans, They runned, She don't — never a random word
  • Some squares ask for the negative, marked ✓ or ✗, so both halves of each grammar get practised
  • `npm run verify:sea` proves all 1,560 questions — no square can ever offer the right answer twice
  • Play Beary or a friend on the same sea — no board to hide, no screen passed face-down
  • Beary is wrong about three times in ten, on purpose — so a child watches a mistake survived without fuss
  • A wrong answer costs the turn and nothing else, and the reason is given every time — right or wrong
  • Three wrong in a row buys a breath together
  • The painted sea plate: looking straight down at sunlit water
  • Seven painted sea treasures: shoal, turtle, seahorse, chest, shell, starfish, pearl
  • A say-it mode: hold the button and speak the sentence instead of picking from threeplanned

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

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