{
	"idea_when_title": "When to use it",
	"idea_notes_title": "Why the example is built this way",
	"idea_where": "In the builder: [where]",
	"idea_recipe_off": "Off",
	"idea_build_title": "Build it yourself",
	"idea_build_open": "Open the [type] builder and fill in the [content] tab.",
	"idea_build_settings": "Change the settings under What makes it this. Each one says where it is in the builder.",
	"idea_build_share": "Share the link with your players, or embed the activity in your own site.",
	"idea_build_copy": "Or skip the building: copy this example and swap in your own content.",
	"idea_cw_vocab_when": "The lesson before a topic test, when the whole vocabulary list needs one more pass. A homework sheet that takes longer than one sitting. A revision station pupils come back to over a week, picking up where they left off.",
	"idea_cw_vocab_note_1_title": "Every clue is the textbook definition.",
	"idea_cw_vocab_note_1_body": "A pupil who knows the topic writes the word straight in, and one who half knows it gets there from the crossings. Riddles would turn a review into a cryptic.",
	"idea_cw_vocab_note_2_title": "Seventeen terms from one unit of work.",
	"idea_cw_vocab_note_2_body": "One coherent topic makes the finished grid the whole vocabulary list in one picture. Mix a few long words for the long runs with short, vowel-rich ones to cross them.",
	"idea_cw_vocab_note_3_title": "Seventeen clues is twenty minutes, not two.",
	"idea_cw_vocab_note_3_body": "Turn on Remember answers between visits, so a pupil who closes the tab finds their letters again in the same browser, with no sign-in and no name asked for.",
	"idea_cw_rtl_when": "An Arabic class learning to read and write with harakat, at the end of a vocabulary topic. A lesson on nouns of place and instrument, where one vowel on the mim is the difference between them. Homework for learners of Arabic who need to write words, not just recognise them.",
	"idea_cw_rtl_note_1_title": "Tell players where the marks go.",
	"idea_cw_rtl_note_1_body": "The check is exact, so state the rule in the description: a mark on every letter except the last one and the long vowels ا و ي. Leave out words with a shadda or tanween, because two marks on one letter have to be tapped in the order you typed them.",
	"idea_cw_rtl_note_2_title": "Pick words that cross on bare letters.",
	"idea_cw_rtl_note_2_body": "A shared square needs the same mark in both words, so بَ never crosses بِ. Words with a long alif and a bare last letter give the grid its crossings. Eight of these twelve have an alif.",
	"idea_cw_rtl_note_3_title": "Put the Arabic letters on screen.",
	"idea_cw_rtl_note_3_body": "Turn on Special-character keys and fill it with the whole Arabic alphabet, so a player without an Arabic keyboard can still type every word. Use every letter, not only the ones in your grid, or the panel gives the answers away. The vowel marks have their own bar under the grid.",
	"idea_fc_type_when": "Vocabulary a class has already met and now has to produce, not just recognise. Terms a new starter should be able to say unprompted by the end of their first week. Ten quiet minutes of self-study before a speaking test, where each learner sets their own pace.",
	"idea_fc_type_note_1_title": "Fifteen nouns, each with one natural answer.",
	"idea_fc_type_note_1_body": "The typed word is checked against the back of the card and a second spelling can't be accepted. Pick words with one obvious answer, and say in the instructions whether to leave out the article.",
	"idea_fc_type_note_2_title": "Time each card is switched off.",
	"idea_fc_type_note_2_body": "The default is five seconds a card, too short to read a word and type an answer, and the card turns over with whatever was half-typed. A recall drill is paced by the learner.",
	"idea_fc_type_note_3_title": "A button calls the next card.",
	"idea_fc_type_note_3_body": "With Move through the deck by itself on, the back is up for about two seconds. Off, there's time to compare what you wrote with what was there, which is the whole lesson.",
	"idea_st_theme_when": "A Monday starter that introduces the week's topic without naming it. The puzzle corner of a team newsletter or a class wall, solved in people's own time. A five-minute warm-up before any unit that has a clear family of words behind it.",
	"idea_st_theme_note_1_title": "Seven words from every part of the theme.",
	"idea_st_theme_note_1_body": "Take words from each section of the topic, not just the obvious corner. A player who guesses the theme early still has to name parts of it they hadn't thought of.",
	"idea_st_theme_note_2_title": "The theme is a riddle, the spangram its answer.",
	"idea_st_theme_note_2_body": "The Theme card sits above the board as a hint and the Spangram names it outright. If the two say the same thing, the riddle is spent before the first word.",
	"idea_st_theme_note_3_title": "Count the letters before you start.",
	"idea_st_theme_note_3_body": "There is no size setting: the board is worked out from the total letter count, and only some totals fill one exactly. The spangram also has to be at least as long as the board is wide.",
	"idea_wd_daily_when": "The first five minutes of a lesson, one word to crack before anything else starts. A staffroom or team channel where people compare their grids. The end of a topic, with every word clued from what was just taught, so the clue is revision too.",
	"idea_wd_daily_note_1_title": "Five words that follow one process, in order.",
	"idea_wd_daily_note_1_body": "Words taken from one sequence read as one thing rather than five unrelated ones. Leave Shuffle the words off so the order survives.",
	"idea_wd_daily_note_2_title": "Every word comes with a clue.",
	"idea_wd_daily_note_2_body": "The clue is drawn beside the board only when With media is on for the word list. Without it, the clues you wrote are never seen.",
	"idea_wd_daily_note_3_title": "Only real words count as guesses.",
	"idea_wd_daily_note_3_body": "A guess that isn't a word is handed back and costs no try, so players can test a hunch about the letters. It also stops the cheapest way out, typing vowels in a row.",
	"idea_hm_names_when": "The first week of term, while a class is still learning each other's names. A welcome session for a new intake or the first meeting of a club. This week's spelling words, played on the board with the whole room calling out letters.",
	"idea_hm_names_note_1_title": "Plain A to Z names, no hyphens.",
	"idea_hm_names_note_1_body": "A hyphen has to be guessed like a letter, and an accented letter isn't on the keyboard unless you turn on Special-character keys. Check your own list for both before you play.",
	"idea_hm_names_note_2_title": "Fourteen names, shuffled.",
	"idea_hm_names_note_2_body": "A register is alphabetical, so without Shuffle the word order everyone meets the same name first. More names than one sitting needs means a second go is a different set.",
	"idea_hm_names_note_3_title": "A school bus instead of a gallows.",
	"idea_hm_names_note_3_body": "Every picture under What gets drawn takes the same ten wrong letters, so choose one that suits the room. A class guessing each other's names doesn't need a gallows in front of them.",
	"idea_mp_lines_when": "Key terms in the first lesson of a new course, before the ideas that use them. A finance or compliance module for staff, where two terms are easy to confuse. A revision starter on the classroom screen, with learners taking turns to draw a line.",
	"idea_mp_lines_note_1_title": "Short meanings, eleven words at most.",
	"idea_mp_lines_note_1_body": "Every pair sits on its own row and the cards are sized to fit the board, so a long definition comes out small. Keep each meaning to one short line.",
	"idea_mp_lines_note_2_title": "The terms stay in teaching order.",
	"idea_mp_lines_note_2_body": "With Keep the first column in order on, only the meanings are shuffled. The list reads as a lesson, and players search one column instead of two.",
	"idea_mp_lines_note_3_title": "One pair that nearly overlaps, on purpose.",
	"idea_mp_lines_note_3_body": "Include two meanings a learner has to read carefully to tell apart. A wrong line is refused on the spot, so the near miss is caught when it happens rather than at the end.",
	"idea_mp_multi_when": "The first lessons on a new topic in a foreign language, when the words need to stick to the things they name. A station in a language classroom where pupils work in pairs. A quick check before a speaking task, so the nouns are ready when they are needed.",
	"idea_mp_multi_note_1_title": "Every column has a job.",
	"idea_mp_multi_note_1_body": "The picture is the meaning, the English is what learners already know, and the Spanish is the exercise. Picture to English is easy on purpose. It gets a row half built, and the row still counts only once the Spanish word is in it.",
	"idea_mp_multi_note_2_title": "The pictures stay put.",
	"idea_mp_multi_note_2_body": "With Keep the first column in order on, the pictures are never shuffled and can't be picked up, so the board reads as a list of eight things. Players only move the two word columns, by dragging or by tapping a card and then the place it belongs.",
	"idea_mp_multi_note_3_title": "Two near misses, on purpose.",
	"idea_mp_multi_note_3_body": "Cuchara and cuchillo start the same, and learners read vaso as vase or reach for copa. Put in a pair or two like that. The pictures in the first column settle it, so the mix-up is fixed on the board rather than in a test.",
	"idea_ct_sort_when": "Straight after teaching a classification, such as states of matter, habitats or types of rock. A station in a carousel lesson where pupils work without you. Catching a misconception early, before it turns up in their written work.",
	"idea_ct_sort_note_1_title": "Every card belongs in exactly one box.",
	"idea_ct_sort_note_1_body": "State the condition the sort depends on, like room temperature, and leave out anything that could defensibly go in two boxes. A card that is only sometimes right starts an argument, not a lesson.",
	"idea_ct_sort_note_2_title": "One card that looks like a trap.",
	"idea_ct_sort_note_2_body": "Put in one card that seems to belong with its neighbours but doesn't. It's the misconception worth catching, and it gets caught the moment the card is dropped.",
	"idea_ct_sort_note_3_title": "Feedback per card, not per box.",
	"idea_ct_sort_note_3_body": "With Confirm each card as it lands on, a right card turns green and stays put while a wrong one shakes. A whole-box check says nothing until a box is complete, which a young learner can't act on.",
	"idea_fg_cloze_when": "Practice on one grammar point, such as prepositions or tenses, before a writing task. Homework where a stuck learner needs a nudge rather than the answer. Exam-style gap-fills in the last few weeks before a language test.",
	"idea_fg_cloze_note_1_title": "Every gap has one right answer.",
	"idea_fg_cloze_note_1_body": "Take out words the grammar forces, like the preposition after a verb, not words of style or vocabulary. The check is exact, so a gap with two defensible answers marks someone wrong for being right.",
	"idea_fg_cloze_note_2_title": "Two easily confused words, in different sentences.",
	"idea_fg_cloze_note_2_body": "Build the exercise around one pair learners mix up and give each its own sentence. The contrast is what the cloze is really about.",
	"idea_fg_cloze_note_3_title": "A typed gap, with the bank on request.",
	"idea_fg_cloze_note_3_body": "Word bank as a dropdown is off, so learners type and open the bank only when stuck. As a dropdown, every gap becomes a pick from a list and the exercise turns into matching.",
	"idea_dc_pos_when": "A grammar lesson on word classes, straight after the teaching and before pupils label their own writing. A starter for a class that keeps mixing up adjectives and verbs. Practice for a mixed group working at different speeds, since each word is marked as it's placed.",
	"idea_dc_pos_note_1_title": "Three labels that never overlap.",
	"idea_dc_pos_note_1_body": "A word can be a noun and the subject at the same time, and only one label is accepted per word. Offer labels where every word has exactly one right answer.",
	"idea_dc_pos_note_2_title": "Nothing tagged that a grammar book would argue over.",
	"idea_dc_pos_note_2_body": "Leave out nouns used as modifiers and words ending in -ing. Little words like the and a stay untagged, which gives each sentence somewhere to rest.",
	"idea_dc_pos_note_3_title": "Vary the endings so none gives it away.",
	"idea_dc_pos_note_3_body": "Mix regular and irregular past tenses with a present one, and singular nouns with plurals, so pupils can't sort by an -ed or an -s.",
	"idea_ro_timeline_when": "A history or science lesson where the order of events is the point. A general-knowledge round at a team day or during a training break. Revising a topic where learners know the events but blur which came first.",
	"idea_ro_timeline_note_1_title": "Every card is a dated first.",
	"idea_ro_timeline_note_1_body": "The order has to be a fact, not an opinion. Dated events give each column a single right answer, which a list of process steps often doesn't.",
	"idea_ro_timeline_note_2_title": "No two events in the same decade.",
	"idea_ro_timeline_note_2_body": "Spread the dates so no pair is a coin toss, and keep them off the cards, since knowing them is the puzzle. Where a first is disputed, add the word that settles it.",
	"idea_ro_timeline_note_3_title": "Three columns of six, not one long list.",
	"idea_ro_timeline_note_3_body": "The board sets several sequences side by side and sizes each one on its own. Parallel strands on related themes suit it better than one list of eighteen.",
	"idea_qz_knock_when": "The end of a unit, when you want to know who really knows it rather than who guessed well. The last round of a quiz night, where one slip is out. A safety or compliance topic where mostly right isn't good enough.",
	"idea_qz_knock_note_1_title": "Twelve questions, the easy ones first.",
	"idea_qz_knock_note_1_body": "Everyone clears the first three, so a knockout on question nine feels fair rather than random.",
	"idea_qz_knock_note_2_title": "Twenty seconds a question, not fifteen.",
	"idea_qz_knock_note_2_body": "Four options have to be read before a wrong click ends the run, and running out of time counts as a miss.",
	"idea_qz_knock_note_3_title": "No answer review at the end.",
	"idea_qz_knock_note_3_body": "A review would show every right answer, which is exactly what a knockout keeps back for the next try.",
	"idea_na_recall_when": "The first lesson back after a topic, to see how much of a list has stuck. A starter where the class races the clock together on the board. A quiz-night round where each team gets five minutes and one box to type into.",
	"idea_na_recall_note_1_title": "A closed list with a count nobody argues about.",
	"idea_na_recall_note_1_body": "Players need to know when they're done. Pick a list with one agreed membership and number, not one where people could reasonably disagree about what belongs on it.",
	"idea_na_recall_note_2_title": "Five minutes for twenty-seven names.",
	"idea_na_recall_note_2_body": "About eleven seconds a name is brisk enough that players stop deliberating and start sweeping through what they know. Set the Time limit to match the length of your list.",
	"idea_na_recall_note_3_title": "Every fair spelling goes on the row.",
	"idea_na_recall_note_3_body": "Only the spellings you add are accepted, so add the older or longer forms people really type. Capitals, accents and punctuation are ignored, so those need no extra spellings.",
	"idea_na_notells_when": "Checking anatomy, vocabulary or formulas a class has already learned, without the screen confirming anything along the way. A sign-off check at the end of product or safety training. A mock exam question that has to be answered cold, with the results read afterwards.",
	"idea_na_notells_note_1_title": "Only for a list they have learned.",
	"idea_na_notells_note_1_body": "Nothing is marked while they type, so this tests recall rather than teaching it. Use it after the lesson, on a list students are expected to produce from memory.",
	"idea_na_notells_note_2_title": "Twelve names in three minutes.",
	"idea_na_notells_note_2_body": "Twelve items are either in someone's head or they aren't. Without feedback, a long list or a long clock turns into an endurance test rather than a check.",
	"idea_na_notells_note_3_title": "One list, no groups.",
	"idea_na_notells_note_3_body": "In this mode the group a player files a name under counts too, so a right name in the wrong group is a miss. Leave groups out unless the class has been warned.",
	"idea_ws_secret_when": "The closing lesson of a science topic, where the leftover letters sum up the big idea. A cover lesson that has to run itself and needs a clear finish. A station at a school open evening, where typing the message is how visitors know they're done.",
	"idea_ws_secret_note_1_title": "The words and the message fill the grid exactly.",
	"idea_ws_secret_note_1_body": "Any spare letter would be read as part of the message. Fit the solution exactly can drop words to make it fit, so check every word on your list made it in.",
	"idea_ws_secret_note_2_title": "Four directions, none of them backwards.",
	"idea_ws_secret_note_2_body": "Words run left to right, down and diagonally. For ten-year-olds, hunting for backwards words is a different puzzle from the one this is about.",
	"idea_ws_secret_note_3_title": "The message is the finish line.",
	"idea_ws_secret_note_3_body": "With Solving it completes the activity on, typing the message finishes it even with words still to find. The sentence is the goal, not a bonus round.",
	"idea_ac_key_when": "The end of a topic, when the class should see how the separate terms fit under one idea. A revision starter that checks the definitions from last lesson. A homework task where the word in the column tells pupils they got every row right.",
	"idea_ac_key_note_1_title": "Give the rare letters several candidates.",
	"idea_ac_key_note_1_body": "The builder decides which answer sits on which letter. Make sure the key term's awkward letters appear in two or three of your answers, so no row is left without a word.",
	"idea_ac_key_note_2_title": "The column spells itself as rows are filled.",
	"idea_ac_key_note_2_body": "Shuffle the solution letters stays off. The term then appears under the grid as each row is answered; shuffled, it would turn into an unscramble.",
	"idea_ac_key_note_3_title": "Clues are the lesson's own definitions.",
	"idea_ac_key_note_3_body": "Each clue is the definition the class was actually given, so the puzzle checks the lesson rather than general knowledge. Keep the helper numbers too: hiding them makes it much harder.",
	"idea_ca_secret_when": "Arithmetic practice at the end of the week, where the message is the reward for finishing. Times-tables revision before a test. A well done or a clue to the next activity for the class, hidden behind a page of sums.",
	"idea_ca_secret_note_1_title": "Twenty-five letters make twenty-five sums.",
	"idea_ca_secret_note_1_body": "Every letter is one sum, so the length of the sentence is the length of the worksheet. Six short words gave an upper-primary class a full page without it dragging.",
	"idea_ca_secret_note_2_title": "Letters and single spaces only.",
	"idea_ca_secret_note_2_body": "Spaces make no sum, but a comma or an exclamation mark gets a sum and a blank of its own. Write the sentence without punctuation.",
	"idea_ca_secret_note_3_title": "The biggest number kept to twelve.",
	"idea_ca_secret_note_3_body": "Under Maths level, a biggest number of 12 keeps every multiplication and division inside the times tables, while two steps per sum still carry answers up towards 100.",
	"idea_fp_quote_when": "A Monday starter in English or history, with a new line each week. A team meeting that opens with a quote worth talking about. The last five minutes of a lesson, when a short puzzle can still leave the class with something to think about.",
	"idea_fp_quote_note_1_title": "No word longer than a row.",
	"idea_fp_quote_note_1_body": "The board wraps whole words, fourteen characters to a row at the default width. A longer word would be broken across two rows, so check your line before you pick it.",
	"idea_fp_quote_note_2_title": "The board left at its default width.",
	"idea_fp_quote_note_2_body": "At a Board width of 14 this line falls into five rows, so a heap can hold five letters to put in order. A wider board means shallower heaps and an easier puzzle.",
	"idea_fp_quote_note_3_title": "Name the source, not the line.",
	"idea_fp_quote_note_3_body": "The instructions say whose words they are and where they come from. That gives solvers a way in without handing over any of the words.",
	"idea_sh_map_when": "A geography or history lesson where the picture is the source: a map of the island you're studying, a plan of the town, a painting worth reading closely. A trail at a summer fair drawn on your own site plan. A lesson that runs over two sittings, where the solved pins wait for the second one.",
	"idea_sh_map_note_1_title": "Every riddle is answered from the picture.",
	"idea_sh_map_note_1_body": "The map isn't decoration, it's the clue material. Write each step about something players can find on it, so looking closely is the work.",
	"idea_sh_map_note_2_title": "Pins sit beside their landmark, not on it.",
	"idea_sh_map_note_2_body": "A pin covers whatever is under it, so drop it in open space next to the thing the riddle asks about. Only the last one sits on its spot, because the X is a marker, not a clue.",
	"idea_sh_map_note_3_title": "Seven steps, in one fixed order.",
	"idea_sh_map_note_3_body": "The route only draws itself when steps are solved in order. Let players pick their own order and the trail disappears, and every pin is open at once, so nothing says where to go next.",
	"idea_mz_quiz_when": "Times-tables and mental-maths practice in the last fifteen minutes of a lesson. A revision round before a test, where every wrong door explains itself on the way back. A homework task for a class that would skip a worksheet but still has to answer each question to reach the exit.",
	"idea_mz_quiz_note_1_title": "Every wrong door explains itself.",
	"idea_mz_quiz_note_1_body": "After each step players see the note on the door they took, right or wrong. Make each wrong option the answer to a different sum and say which one, so a dead end teaches something.",
	"idea_mz_quiz_note_2_title": "Twelve questions, the easy ones first.",
	"idea_mz_quiz_note_2_body": "Times-table facts they know cold open the maze, with rounding, decimals and a time sum at the end. Move the right door around too, so nobody learns that the second door keeps working.",
	"idea_mz_quiz_note_3_title": "Five seconds shut after a dead end.",
	"idea_mz_quiz_note_3_body": "With the walking done for them, the pause is all a wrong door costs. For a class that guesses its way through, choose Doors shut for 15 seconds under After a dead end.",
	"idea_mz_fog_when": "The end of a history or science unit, revised in the order it was taught and walked like a museum after dark. A reward lesson where taking your time is the point. A quiet station at an open evening, where one visitor at a time maps the way through.",
	"idea_mz_fog_note_1_title": "Eleven galleries, in the order of the story.",
	"idea_mz_fog_note_1_body": "The halls stand along the path in the order you write the questions, so the walk can follow the timeline. Put yours in the order the topic unfolds.",
	"idea_mz_fog_note_2_title": "A large maze, and no shortcut.",
	"idea_mz_fog_note_2_body": "With Sections set to Large, a wrong turn in the dark is a real walk back. Offer a shortcut to the next hall stays off, because it would lead players through corridors they have never seen.",
	"idea_mz_fog_note_3_title": "Only five seconds shut after a dead end.",
	"idea_mz_fog_note_3_body": "Finding the way back through the dark already costs a wrong door something. Doors shut for 15 seconds would punish the same mistake twice, so 5 is enough.",
	"idea_kp_lock_when": "The final door of a classroom escape room, where a logic clue stands between the group and the way out. A maths starter on reasoning with place value. The last station of a team event, with the code's clue on a card under a chair or at the end of another activity.",
	"idea_kp_lock_note_1_title": "The whole puzzle sits in the question.",
	"idea_kp_lock_note_1_body": "The keys say nothing about which to press, so What players are asked carries every clue. Write it as one paragraph, since line breaks run together on the play page.",
	"idea_kp_lock_note_2_title": "Five failed attempts, and only one code fits.",
	"idea_kp_lock_note_2_body": "Each attempt should rule something out, and together they should leave exactly one code. Check that before you share the link: a second code that fits turns the lock into a guess.",
	"idea_kp_lock_note_3_title": "Exact order, and no digit used twice.",
	"idea_kp_lock_note_3_body": "Choose Exact order, or the same digits in any order open the lock. Pressing a key again takes it back out, so never repeat a digit in the code, and say so in the clue.",
	"idea_cg_escape_when": "One station of a classroom escape room, where the decoded line sends the group to a shelf, a drawer or a locked box. A starter before a lesson on codes and letter frequency. A table at a team day where each cracked note points to the next clue.",
	"idea_cg_escape_note_1_title": "The decoded note is an instruction.",
	"idea_cg_escape_note_1_body": "The reward isn't a score, it's a sentence players can act on. Write where to go or what to look for next, so cracking it moves the room forward.",
	"idea_cg_escape_note_2_title": "Two short sentences, about sixty letters.",
	"idea_cg_escape_note_2_body": "Punctuation isn't encoded, so a full stop shows where a sentence ends. A common short word that comes back several times opens the board once it's spotted, and sixty letters can be cracked against a clock.",
	"idea_cg_escape_note_3_title": "The vowels are given for free.",
	"idea_cg_escape_note_3_body": "With Letters given for free set to The vowels, about a third of the letters are standing from the start. None is a cold start on a note this short, and the most common letter alone is barely a foothold.",
	"idea_jp_solo_when": "Safety or induction training that people work through at their own desk, in their own time. A revision board a pupil plays again the night before a test, chasing a better score. A check everyone takes alone before a training day, so you know where to start.",
	"idea_jp_solo_note_1_title": "Easiest clues at the top of each column.",
	"idea_jp_solo_note_1_body": "A clue's row sets its worth, 100 at the top to 500 at the bottom on the default Points per row. Order each column from what everyone knows to what only the keen will get.",
	"idea_jp_solo_note_2_title": "Thirty seconds to answer, not twenty.",
	"idea_jp_solo_note_2_body": "The default is written for a team saying an answer to a host. Playing alone, people type their answers, and some clues ask for a list of names.",
	"idea_jp_solo_note_3_title": "A pass mark of 60 percent.",
	"idea_jp_solo_note_3_body": "At the default of 100, anything short of a perfect board misses the finishing message. With Score needed for the message at 60, fifteen of the twenty-five clues is a pass.",
	"idea_qz_learn_when": "Onboarding on security or safety, where the aim is to change what people do rather than to score them. A lesson that tackles common misconceptions head on. Self-study before a training session, so people arrive having already read why the usual mistakes are mistakes.",
	"idea_qz_learn_note_1_title": "Every wrong option is a real belief.",
	"idea_qz_learn_note_1_body": "Write distractors people actually hold and give each one its own explanation. A player sees only the note on the right option and on the one they picked, so each correction reaches the person who needed it.",
	"idea_qz_learn_note_2_title": "No clock while they read.",
	"idea_qz_learn_note_2_body": "Reading a scenario, weighing four options and then reading the explanation is the activity. Fifteen seconds a question turns that into a reflex test, so turn off Give every question a time limit.",
	"idea_qz_learn_note_3_title": "The review brings every explanation back.",
	"idea_qz_learn_note_3_body": "Turn on Review every question at the end and the notes can be read again, question by question, once the quiz is over. Someone who rushed a question gets a second look at why.",
	"idea_ct_conn_when": "The first five minutes of a team meeting or training day, played in pairs so people have to talk it through. A round at a quiz night or a staff social. A vocabulary lesson on words with more than one meaning, where the arguing is the learning.",
	"idea_ct_conn_note_1_title": "Build the groups on meanings, not topics.",
	"idea_ct_conn_note_1_body": "Give every group at least one word that seems to fit another group too. A player who sorts by first instinct ends up one word short in two places, and that's the puzzle.",
	"idea_ct_conn_note_2_title": "Four wrong answers in a row, not in total.",
	"idea_ct_conn_note_2_body": "With Unlimited attempts off, the puzzle locks after the number set in Wrong answers allowed, but every correct group resets the count. Four is the number this kind of puzzle is known for.",
	"idea_ct_conn_note_3_title": "Short words, and names that explain the twist.",
	"idea_ct_conn_note_3_body": "Four cards sit across each row, so keep every word short. A group's name only appears once the group is solved, so use it to say what the connection was.",
	"idea_wf_names_when": "Cold-calling in a lesson, when every pupil should answer once before anyone answers twice. Picking who presents next in a team meeting or on a training day. Setting the order of speakers at a workshop, so nobody can say the draw favoured anyone.",
	"idea_wf_names_note_1_title": "Fourteen names, one colour each.",
	"idea_wf_names_note_1_body": "The wheel's colours run to fourteen, so every name gets its own and no two neighbouring slices match. Copy it and paste your own class list in.",
	"idea_wf_names_note_2_title": "Four seconds a spin, not seven.",
	"idea_wf_names_note_2_body": "Fourteen turns at the default length is well over a minute and a half of watching a wheel. Set Spin length in seconds to four: it still reads as a spin and keeps the lesson moving.",
	"idea_wf_names_note_3_title": "The result stays beside the wheel.",
	"idea_wf_names_note_3_body": "The card next to the wheel counts how many names have come up and lists who has had a turn. Show the outcome in a pop-up would hide that, and need closing fourteen times.",
	"idea_qz_exam_when": "The last lesson of a unit, when you want to know what stuck before you move on. A mock before the real exam, sat at the class's own pace. A knowledge check at the end of a training course, where the result should arrive as a verdict rather than a running score.",
	"idea_qz_exam_note_1_title": "No time limit on an assessment.",
	"idea_qz_exam_note_1_body": "When a question's time runs out it moves on unanswered and nothing is said. A check people sit at their own pace has no clock, so turn off Give every question a time limit.",
	"idea_qz_exam_note_2_title": "One point for the right answer, zero otherwise.",
	"idea_qz_exam_note_2_body": "The total is then simply the number correct, so the outcomes can be written as marks out of ten. Set zero on every wrong option on purpose: one left alone scores the same as the answer.",
	"idea_qz_exam_note_3_title": "Outcomes that cover every score, with no overlap.",
	"idea_qz_exam_note_3_body": "Four bands from nought to ten, each saying what to go back over. A score that falls in two bands shows two verdicts, and one that falls in none shows no verdict at all.",
	"idea_sc_warm_when": "The first five minutes of a lesson, while the class settles and you take the register. The start of a new topic, to get its key words in front of pupils before you use them. A vocabulary check the week before a test, when you want every pupil working at once.",
	"idea_sc_warm_note_1_title": "Nine words of seven to nine letters.",
	"idea_sc_warm_note_1_body": "Long enough that the jumble is a real rearrangement, short enough that a class gets through all nine in about five minutes.",
	"idea_sc_warm_note_2_title": "Check every word for a second anagram.",
	"idea_sc_warm_note_2_body": "Only the word you typed is accepted, so a pupil who spells another real word from the same letters is marked wrong with nothing to explain why. If a word has a twin, leave it out.",
	"idea_sc_warm_note_3_title": "The definition waits behind the question mark.",
	"idea_sc_warm_note_3_body": "The letters are the puzzle, so write a real definition for every word and let the pupil who stalls ask for it. Keep Word bank off: for a set of anagrams it is the answer key.",
	"idea_ro_sentence_when": "An English or language lesson on word order: questions, adjective order, phrasal verbs. Homework for learners who can read a sentence but still build it in the order of their first language. A starter at the top of a grammar lesson, one sentence for each rule you're about to teach.",
	"idea_ro_sentence_note_1_title": "Pick sentences with only one right order.",
	"idea_ro_sentence_note_1_body": "Only the order you typed is accepted, so a time phrase that could move or a comparison that reads both ways marks a correct answer wrong. Avoid repeated words too: two identical cards can't be told apart.",
	"idea_ro_sentence_note_2_title": "No capitals and no full stops.",
	"idea_ro_sentence_note_2_body": "A capital marks the first word and a question mark the last, which gives away the ends of the puzzle. Name the grammar point in each sentence's heading instead.",
	"idea_ro_sentence_note_3_title": "Each sentence is handed in, not lit up.",
	"idea_ro_sentence_note_3_body": "Without Players hand in their answer, a sentence turns green the moment it comes right, so learners nudge words until it lights. With it, each sentence gets its own Check button and the order becomes a decision.",
	"idea_fc_deck_when": "Revising terms before an exam or a certificate, one card at a time. A new starter learning the vocabulary of a team or a field in their first week. Study between course sessions, when people work alone and need to linger on the cards they find hard.",
	"idea_fc_deck_note_1_title": "Both clocks switched off.",
	"idea_fc_deck_note_1_body": "The card timer isn't just a readout: when it runs out, the back comes up whether anyone has remembered or not. Turn off Time each card and Move through the deck by itself so the learner sets the pace.",
	"idea_fc_deck_note_2_title": "One short sentence on the back.",
	"idea_fc_deck_note_2_body": "The text shrinks to fit the card, so a paragraph ends up too small to read. Say the meaning in the fewest words that keep it true, and where two terms are close, make the difference the whole back.",
	"idea_fc_deck_note_3_title": "Sixteen terms, in the order you'd teach them.",
	"idea_fc_deck_note_3_body": "Group the cards by topic and leave the order unshuffled, so a second run through the deck goes over the same groups in the same order.",
	"idea_fc_board_when": "Revising facts a class must know by heart, such as symbols, dates or key terms, on the classroom screen. A starter where pupils take turns to call out which card to open next. The lesson before a test, when the board fills up to show how much has been covered.",
	"idea_fc_board_note_1_title": "Short fronts, readable across the room.",
	"idea_fc_board_note_1_body": "With twelve cards on the board each one is small, so put one or two characters or a single word on the front. Set Maximum cards per row to four and twelve cards lay out as three rows of four.",
	"idea_fc_board_note_2_title": "Six seconds to read the answer.",
	"idea_fc_board_note_2_body": "On a board, a card closes itself after it has been turned over. Pause between cards sets how long the answer stays up, and the two-second default is too short to read it. Players can close it sooner.",
	"idea_fc_board_note_3_title": "Numbered cards and a closing message.",
	"idea_fc_board_note_3_body": "Every player's board is shuffled differently, so Number the cards lets you say card seven and everyone finds it. Turn on Message when they finish too: the board has no ending of its own.",
	"idea_tp_wpm_when": "A keyboarding unit in the computer room, one short session a week. The first minutes of an ICT lesson while the machines start up. Younger pupils who type by hunting for letters and need to learn which finger goes where before speed means anything.",
	"idea_tp_wpm_note_1_title": "Home row, then the top row, then sentences.",
	"idea_tp_wpm_note_1_body": "The first three lines use only the keys under the resting fingers, and each step adds one reach. Keep the lines in order: shuffled, a beginner meets a full sentence before finding the home row.",
	"idea_tp_wpm_note_2_title": "Only letters, spaces and full stops.",
	"idea_tp_wpm_note_2_body": "Every character is a key the player has to hit, so leave out apostrophes, curly quotes, dashes and accents. The on-screen keyboard has no punctuation, so turn on Special-character keys with just the full stop in it.",
	"idea_tp_wpm_note_3_title": "A keyboard that shows which finger.",
	"idea_tp_wpm_note_3_body": "Always show the keyboard puts it on desktop screens too, with a coloured bar under each letter for the finger that types it. A keyboarding lesson without that is only a spelling test.",
	"idea_su_mini_when": "A first taste of logic for five- and six-year-olds, solved together on the board before they try alone. A quiet table activity during maths work on the numbers to four. The early finishers' corner, for a child who wants a puzzle that is done in a few minutes.",
	"idea_su_mini_note_1_title": "Four by four, the smallest board there is.",
	"idea_su_mini_note_1_body": "Choose 4 × 4 under Board size. The numbers only go up to four, so a young child can keep the whole rule in mind, and there is no difficulty to set at this size.",
	"idea_su_mini_note_2_title": "Every right square turns green at once.",
	"idea_su_mini_note_2_body": "With Mark parts as they are answered on, a correct number is confirmed as it goes in rather than only when the board is full. For a five-year-old, that's the difference between a puzzle and a test.",
	"idea_su_mini_note_3_title": "Say the rule once, before they start.",
	"idea_su_mini_note_3_body": "A child who has never met a sudoku needs it put in a sentence: every row, column and box holds each number once. Turn on Show the name and instructions to players and write it there.",
	"idea_sr_rules_when": "Upper primary lessons on position words, where pupils turn sentences about above, inside and behind into an arrangement. A pre-reader or EAL group, with the same rules shown as pictures instead. A station in a carousel that needs no adult beside it, because every rule ticks itself off.",
	"idea_sr_rules_note_1_title": "Each exercise adds one kind of rule.",
	"idea_sr_rules_note_1_body": "Direction first, then size, containment, which shape is in front and colour, and finally all of them at once. The first exercise teaches what the board does; the last only works because the others came before.",
	"idea_sr_rules_note_2_title": "Written rules for readers, pictures for pre-readers.",
	"idea_sr_rules_note_2_body": "Pictures show each relation as an arrow or a diagram, which skips the step readers are practising. For a younger group, change How rules reach the player and nothing else needs to change.",
	"idea_sr_rules_note_3_title": "One of each shape.",
	"idea_sr_rules_note_3_body": "With Each object placed only once on, nobody can meet one rule with one star and the next with a second, so each exercise stays one scene. Leave Hide the colour picker off when a rule is about colour.",
	"idea_su_picture_when": "A reception or year one class who can't read numbers yet but can spot an apple. A vocabulary lesson where you want the new words said out loud while the class solves. A first taste of sudoku logic before the numbered grids, so the rule is learned before the digits get in the way.",
	"idea_su_picture_note_1_title": "Four pictures on a 4 × 4 board.",
	"idea_su_picture_note_1_body": "A 4 × 4 board uses exactly four values, so four pictures cover every one. A value you leave without a picture keeps its number, which looks odd on a board of fruit.",
	"idea_su_picture_note_2_title": "A colour and a shape, nothing more.",
	"idea_su_picture_note_2_body": "On a phone a square is small, so a picture is really a colour and a silhouette. Pick things that differ in both, on a plain white background like the board's, that young children can also name.",
	"idea_su_picture_note_3_title": "Tell players the pictures are the numbers.",
	"idea_su_picture_note_3_body": "Nothing on the board says so. Turn on Show the name and instructions to players and give the rule in one line; with Mark parts as they are answered on, each right square turns green.",
	"idea_jg_photo_when": "The last lesson before a holiday, with a photo from the class trip. A wet break when the class needs something quiet to do on the tablets. A stand at an open day or a team event, where people assemble a picture of the venue while they wait.",
	"idea_jg_photo_note_1_title": "A busy picture, right to the edges.",
	"idea_jg_photo_note_1_body": "Every piece has to be placeable from what's printed on it. A big flat sky gives players a dozen identical blue pieces; a scene with detail in every corner gives each piece something to match.",
	"idea_jg_photo_note_2_title": "Five by five on a square picture.",
	"idea_jg_photo_note_2_body": "A square grid on a square picture cuts square pieces, and twenty-five is what the tray around the board holds comfortably. A finer grid shrinks the pieces without giving the tray any more room.",
	"idea_jg_photo_note_3_title": "No glowing spot where a piece fits.",
	"idea_jg_photo_note_3_body": "Light up where a piece fits stays off. With the tray, the Faded picture behind the board and the Picture preview in a pop-up, a fourth aid makes the puzzle too easy too fast.",
	"idea_sl_num_when": "The first time a class meets a sliding puzzle, on the smartboard with everyone calling out moves. A warm-up for younger pupils who need to see where each tile goes before they can plan how to get it there. Early finishers who want something that isn't another worksheet.",
	"idea_sl_num_note_1_title": "Detail in every tile, not just the middle.",
	"idea_sl_num_note_1_body": "On a plain background the corner tiles look the same, so only the number tells them apart. Pick a picture with colour and shapes reaching every edge, and the numbers become a help, not the only route.",
	"idea_sl_num_note_2_title": "Three by three, scrambled on Easy.",
	"idea_sl_num_note_2_body": "Nine tiles and the gentlest shuffle are where a beginner learns that only a tile next to the gap can move. Both are the defaults, so a new sliding puzzle already starts here.",
	"idea_sl_num_note_3_title": "The numbers go at the finish.",
	"idea_sl_num_note_3_body": "With Hide piece edges when finished on, the clean picture closes over the seams and the numbers when the last tile slides home. Beginners get every aid on the way and the whole picture as the reward.",
	"idea_me_pairs_when": "The first weeks of a new language, when a topic's words need to stick to what they mean. A starter for pupils learning English as an additional language. A quick review of topic words before a reading task, so the text doesn't stop them at every noun.",
	"idea_me_pairs_note_1_title": "Square cards for square pictures.",
	"idea_me_pairs_note_1_body": "A picture fills its card and is cropped to fit, so on the default wide card a square drawing loses its top and bottom. Set Card shape to 1:1 and the whole drawing shows; short words fit either way.",
	"idea_me_pairs_note_2_title": "Things with only one name.",
	"idea_me_pairs_note_2_body": "The game teaches that this picture is called this word, so leave out anything people name two or three ways. Pick things that look different at a glance, too, since the cards shrink to fit the board.",
	"idea_me_pairs_note_3_title": "Four seconds for a wrong pair, not two.",
	"idea_me_pairs_note_3_body": "How long a wrong pair stays up is the only chance to read what was under both cards. Two seconds is enough to notice a picture, not to read a word you're still learning.",
	"idea_me_calm_when": "Nursery or reception, with a child on a tablet and an adult beside them. A quiet-corner activity for a pupil who is easily unsettled by alarms and shaking. A first go at memory for children still learning to hold two things in mind at once.",
	"idea_me_calm_note_1_title": "Six pairs, each its own shape and colour.",
	"idea_me_calm_note_1_body": "Choose pictures a three-year-old can't mix up at card size: every one with its own silhouette and its own main colour, and nothing round and red twice.",
	"idea_me_calm_note_2_title": "Six seconds before a wrong pair turns back.",
	"idea_me_calm_note_2_body": "Two seconds is a glance. Six is long enough to say both pictures out loud, and turning a third card ends the wait at once, so nobody is held up.",
	"idea_me_calm_note_3_title": "A closing message, but no confetti.",
	"idea_me_calm_note_3_body": "Found pairs stay face up, so the board never empties and the end needs saying. Confetti stays off because a burst across the screen is the one thing left that might make a small player jump.",
	"idea_cw_media_when": "A beginner English class at the end of a vocabulary topic, when pupils know the things but not yet the spellings. Young readers practising everyday nouns without clues they can't read yet. Homework for a language class, where the picture stands in for a translation.",
	"idea_cw_media_note_1_title": "Things a drawing can't get wrong.",
	"idea_cw_media_note_1_body": "Pick everyday objects nobody could mistake for something else. Mix a few long words, which make the long runs across the grid, with shorter ones full of vowels that cross them.",
	"idea_cw_media_note_2_title": "A line under each picture that never names it.",
	"idea_cw_media_note_2_body": "Text next to media adds a sentence under the picture, which screen readers also read out. Describe the object without using its name, or the sentence hands over the answer in writing.",
	"idea_cw_media_note_3_title": "No word bank on top.",
	"idea_cw_media_note_3_body": "With a picture, the first letter and a list of the words, nothing is left to recall. Leave Word bank off and let Give away the first letter be the only scaffold.",
	"idea_sr_custom_when": "When a class is learning in, behind, above and below — early years, or anyone new to the language — and the words need real things to be about.",
	"idea_sr_custom_note_1_title": "Four pictures, one of each.",
	"idea_sr_custom_note_1_body": "The tray holds a cat, a dog, a box and a tree, and nothing else: the eight shapes are out of play. Each object placed only once means there is one cat to put in the box, not a spare one to satisfy the next rule.",
	"idea_sr_custom_note_2_title": "The rules are pictures too.",
	"idea_sr_custom_note_2_body": "How rules reach the player stays on Pictures, so each rule is drawn as picture, arrow, picture, with the words underneath. A child who can't read yet can still follow it, and one learning English sees the word under the thing it names.",
	"idea_sr_custom_note_3_title": "Use your own photos.",
	"idea_sr_custom_note_3_body": "The class pet, the reading corner, the playground slide: any picture can be an object, and its name is the word on the card. A picture can't take a colour, so Hide the colour picker is on — keep colour rules for the built-in shapes.",
	"idea_lb_diagram_when": "A science lesson on the parts of a plant, a cell or the heart. A new starter's first week, learning the parts of the equipment they'll use. A geography starter where the class drags names onto a map before anyone has to spell them.",
	"idea_lb_diagram_note_1_title": "Six labels, spread well apart.",
	"idea_lb_diagram_note_1_body": "A drop socket is the biggest marker this type draws, so each one covers a good slice of the picture. Choose parts that sit apart; when two sockets crowd each other, every socket on the picture shrinks.",
	"idea_lb_diagram_note_2_title": "Each socket sits on its part.",
	"idea_lb_diagram_note_2_body": "There are no lines pointing anywhere, so what a socket is drawn over is the only thing that says which part it means. Place it in the middle of the part, clear of its neighbours.",
	"idea_lb_diagram_note_3_title": "The drop zones stay visible.",
	"idea_lb_diagram_note_3_body": "Hide the drop zones makes a harder test, but a first-time player then has nothing on the picture saying where anything goes. Save it for a class that has seen the diagram before.",
	"idea_lb_typed_when": "The end of a history or science topic, when you want pupils to produce the term rather than recognise it. A trainee naming the parts of a machine before they're let near it. A map lesson where the class writes each place name from memory.",
	"idea_lb_typed_note_1_title": "Only parts with one name.",
	"idea_lb_typed_note_1_body": "A typed answer has to match the name you wrote, give or take capitals and spaces, and there are no alternative spellings. Leave out any part that half the class would call something else.",
	"idea_lb_typed_note_2_title": "The word bank is a button, not a dropdown.",
	"idea_lb_typed_note_2_body": "Word bank as a dropdown is on by default for this type. Turn it off and players still type, with a button at the end of each blank that opens the names not yet used.",
	"idea_lb_typed_note_3_title": "Numbered in reading order.",
	"idea_lb_typed_note_3_body": "Players read the numbers top row first, left to right. Once the pins are placed, use Renumber by position so the blanks follow the picture rather than the order you clicked.",
	"idea_lb_dots_when": "A bike maintenance or workshop session, where the parts that matter are thin and close together. Lab equipment or a circuit, where a numbered square would hide the very thing it points at. A health and safety induction on the controls of a machine.",
	"idea_lb_dots_note_1_title": "An angle where every part shows.",
	"idea_lb_dots_note_1_body": "Pick a picture where each part is separately visible, like a straight side view. A dot on a part nobody can make out is marking a smudge.",
	"idea_lb_dots_note_2_title": "Room to the right of every dot.",
	"idea_lb_dots_note_2_body": "The dot sits on the exact spot and its number hangs to its right. Place each one where there's a little clear space beside it, so the number doesn't land on the next part.",
	"idea_lb_dots_note_3_title": "Names offered, not typed.",
	"idea_lb_dots_note_3_body": "Part names are easy to get slightly wrong, singular or plural, so Word bank is on and each blank becomes a dropdown. The list shrinks as parts come right, which keeps it a puzzle to the last dot.",
	"idea_ho_scene_when": "A wet break or the last ten minutes of a Friday, on the board with the class pointing. A stand at an open day, where visitors hunt through a picture of your school or venue. A younger group's warm-up that trains careful looking before a detailed task.",
	"idea_ho_scene_note_1_title": "Things spread out, none overlapping.",
	"idea_ho_scene_note_1_body": "A click counts for the first box it lands in, so two boxes that overlap leave one piece that can never be found. Use a picture where the things to find stand apart.",
	"idea_ho_scene_note_2_title": "Boxes snug, with a little air.",
	"idea_ho_scene_note_2_body": "The box is both the spot to click and the piece shown in the strip. Tight enough that the piece gives the thing away, loose enough to hit with a finger on a phone.",
	"idea_ho_scene_note_3_title": "Three seconds after a wrong click.",
	"idea_ho_scene_note_3_body": "At the default one second, players can click their way across the picture. Three freezes it long enough that looking is quicker than guessing, without punishing someone who just wandered in.",
	"idea_ho_media_when": "A language lesson on the words for a room, a house or a town. Pupils learning English as an additional language, finding things they know by the name they're learning. A starter the week after new vocabulary, to see which words really landed.",
	"idea_ho_media_note_1_title": "The new word, with its translation beside it.",
	"idea_ho_media_note_1_body": "Each clue gives the word being learned and then the English, so a beginner can check themselves. When the class is ready, delete the English half and it becomes the real drill.",
	"idea_ho_media_note_2_title": "The whole list stays on screen.",
	"idea_ho_media_note_2_body": "Find them one at a time stays off. Learners take the words they know first and work the rest out by elimination; one at a time would count a click on a known word as a miss.",
	"idea_ho_media_note_3_title": "A short pause after a wrong click.",
	"idea_ho_media_note_3_body": "Here guessing is part of working a word out, so Pause after a wrong click stays at its one-second default. A longer freeze would punish exactly the learner who is thinking.",
	"idea_sd_ai_when": "A Friday afternoon or an observation warm-up, from a picture of your own classroom or school trip. A picture round at a quiz night or a party. A settling activity at the start of a lesson that needs everyone looking closely before you begin.",
	"idea_sd_ai_note_1_title": "A busy scene with space between things.",
	"idea_sd_ai_note_1_body": "A single object on a plain background has room for about two changes. Whether you upload it or make it with the AI assistant, pick a picture with a dozen separate things, well spaced, and no people or lettering.",
	"idea_sd_ai_note_2_title": "Three hints for strangers, none for a class.",
	"idea_sd_ai_note_2_body": "Hints a player may use starts at none, which suits a lesson. For visitors with nobody to ask, three hints let someone who is stuck still reach the end.",
	"idea_sd_ai_note_3_title": "Check every box before you share it.",
	"idea_sd_ai_note_3_body": "The activity only finishes when every box is found, so a box on something that didn't really change leaves it unfinishable. Drag, resize or delete that box in the builder first.",
	"idea_na_media_when": "A primary class recalling a list they've been taught, like the planets or the continents. The end of a science topic, with a diagram of a cell or a flower on the board. A two-minute starter that shows at once which names the class still can't reach.",
	"idea_na_media_note_1_title": "A list that's true without the picture.",
	"idea_na_media_note_1_body": "The picture sets the scene; it isn't the answer key. Pick a fixed, taught list rather than everything you can see, so the answers still hold whatever the picture shows.",
	"idea_na_media_note_2_title": "The first letter on every slot.",
	"idea_na_media_note_2_body": "With An empty slot shows set to First letter, a child stuck on a name is asked to remember it, not guess it. Show the missed names at the end then makes the one they missed the lesson.",
	"idea_na_media_note_3_title": "Two minutes on the clock, not ten.",
	"idea_na_media_note_3_body": "A new list of this type starts with ten minutes. A short list needs only enough time for a young typist to find the letters, not a long silence after the last name.",
	"idea_cg_symbol_when": "The first clue of a playground treasure hunt, for a class that is just starting to read. A code to crack at a birthday party or a scout evening. A phonics lesson where decoding the note is the reading practice.",
	"idea_cg_symbol_note_1_title": "A short note built from few letters.",
	"idea_cg_symbol_note_1_body": "Every different letter needs its own picture. Two short instructions that reuse the same ten letters mean ten drawings, so reword before you add an eleventh.",
	"idea_cg_symbol_note_2_title": "Pictures that differ in outline and colour.",
	"idea_cg_symbol_note_2_body": "Symbols are drawn small on the board. A compass, a ship's wheel and a life ring would all read as circles, so pick shapes that can't be confused.",
	"idea_cg_symbol_note_3_title": "The vowels are given as the way in.",
	"idea_cg_symbol_note_3_body": "Young readers start from words whose shape they can already sound out. Only show letters that occur then leaves one letter chip for each picture still to name.",
	"idea_ws_shape_when": "A kindness week or anti-bullying assembly, with the words inside a heart. A club night or open day where the grid takes the shape of your crest. A lesson before a holiday, where the outline carries the season and the words carry the topic.",
	"idea_ws_shape_note_1_title": "A solid silhouette on a plain background.",
	"idea_ws_shape_note_1_body": "The grid follows the outline of the picture. One filled shape cuts cleanly; inner lines, shading or a second object turn into holes in the grid.",
	"idea_ws_shape_note_2_title": "A bigger grid than a plain square needs.",
	"idea_ws_shape_note_2_body": "The shape cuts cells away, so the same words need more room. This example sets Smallest grid to 16 to leave them enough of the heart.",
	"idea_ws_shape_note_3_title": "No word longer than ten letters.",
	"idea_ws_shape_note_3_body": "A shape has fewer long straight runs than a square. A very long word only fits across the widest part and pushes the whole grid bigger.",
	"idea_sh_escape_when": "A classroom escape room that strings together puzzles you've already made, one behind each lock. A team-building afternoon where groups work their way through a building's worth of stations. The last lesson before a holiday, with a story that runs from the first lock to the way out.",
	"idea_sh_escape_note_1_title": "Each code comes only from solving the puzzle.",
	"idea_sh_escape_note_1_body": "The card says which word or number to bring back, never what it is. Avoid asks with a small set of answers, like a colour or a season, which can be guessed without doing the work.",
	"idea_sh_escape_note_2_title": "Three wrong codes, then twenty seconds frozen.",
	"idea_sh_escape_note_2_body": "That makes fishing for the answer pointless without stranding an honest player for long. Protect the sincere ones with extra accepted answers for the near-misses your clue invites, not with more wrong codes allowed.",
	"idea_sh_escape_note_3_title": "Links open in a new tab.",
	"idea_sh_escape_note_3_body": "With Open links in a new tab on, the hunt stays open behind each puzzle, so progress can't be lost on the way back. Remember answers between visits covers anyone who closes it anyway.",
	"idea_sd_safety_when": "A toolbox talk at the start of a shift, before people walk the floor themselves. A new starter's first week, when they're learning what a tidy bay should look like. A refresher after a near miss, when naming what changed matters as much as spotting it.",
	"idea_sd_safety_note_1_title": "Five differences, not more.",
	"idea_sd_safety_note_1_body": "A warehouse bay holds fewer small, separate objects than a shop window. Ask the AI assistant for more changes than the scene can hold and they end up merged together or lost.",
	"idea_sd_safety_note_2_title": "A picture with no people and no lettering.",
	"idea_sd_safety_note_2_body": "Choose a scene of separate, nameable objects with space around each one. Signs and labels are left unchanged, and people make the second picture harder to get right, so leave both out.",
	"idea_sd_safety_note_3_title": "You write the notes, and there are no hints.",
	"idea_sd_safety_note_3_body": "Say what changed shows your note once a difference is found, so look at each pair of boxes and type the notes yourself. Keep Hints a player may use at none: a walk-round with hints isn't one.",
	"idea_bd_race_when": "Revising a unit before an end-of-unit test, with pupils in pairs racing each other on their own devices. A homework task where a pupil plays alone and meets different questions each game. A quiz corner at an open day, where a visitor can start a game without anyone setting it up.",
	"idea_bd_race_note_1_title": "Twenty-four questions for eight question tiles.",
	"idea_bd_race_note_1_body": "A question tile draws at random from the questions not yet used in that game, so nothing repeats and the next game asks different ones. Write about three questions for every question tile.",
	"idea_bd_race_note_2_title": "A four-sided die on a short board.",
	"idea_bd_race_note_2_body": "Set Highest number on the die to four: more landings per lap means more tiles fire, and an exact finish stays winnable. Twenty-four tiles is short enough to reach the end in one sitting.",
	"idea_bd_race_note_3_title": "No shortcut lands on another shortcut.",
	"idea_bd_race_note_3_body": "A bonus that drops you onto a setback that throws you back onto the bonus is a pawn that never leaves. Point every jump at a plain, info or question tile.",
	"idea_bd_collect_when": "A topic built on a set of things to know, like the planets, the elements or capital cities, with pupils in pairs playing each other on their own devices. A revision lesson where a pupil working alone plans a route round the loop instead of racing to a finish.",
	"idea_bd_collect_note_1_title": "Six of eight to win.",
	"idea_bd_collect_note_1_body": "Asking for six different items takes one more lap than players expect and makes the trade tiles worth landing on. Set Different items needed to win a little below the number of items on the board.",
	"idea_bd_collect_note_2_title": "Every tile does something.",
	"idea_bd_collect_note_2_body": "Players choose which way to move after every roll, so a blank tile is a wasted turn. Twenty tiles keeps the loop tight, and an item you missed soon comes round again.",
	"idea_bd_collect_note_3_title": "Two items appear twice, far apart.",
	"idea_bd_collect_note_3_body": "The easiest items to reach aren't always the ones you end with, and a duplicate never counts twice. Leave out steal tiles if people may play alone: there's nobody to steal from.",
	"idea_bd_device_when": "The end of an away-day, with the team gathered round one laptop or the projector. A last lesson of term where a small group shares one classroom computer. A club or family evening where nobody has to join on a phone, and the laptop simply goes round the table.",
	"idea_bd_device_note_1_title": "Six seats and sixteen tiles.",
	"idea_bd_device_note_1_body": "Set Players per game to six for a table rather than a huddle. Sixteen tiles gives each player roughly five rolls, which keeps the wait between turns short.",
	"idea_bd_device_note_2_title": "The finish doesn't have to be hit exactly.",
	"idea_bd_device_note_2_body": "Turn off Finish must be hit exactly. Bouncing back off the last tile is a good ending for two players and a long wait for six.",
	"idea_bd_device_note_3_title": "Some tiles are for the whole table.",
	"idea_bd_device_note_3_body": "Four info tiles ask the room to do something together, like a quick round of answers or swapping seats. They open on landing and cost no steps, so the game carries on around them.",
	"idea_bg_class_when": "A lesson starter on new vocabulary, where you read the words out and the class marks them off on their phones. The lesson before a test on a topic with a lot of names to learn. A revision lesson where you want every pupil listening, not just the ones with their hands up.",
	"idea_bg_class_note_1_title": "Thirty words for a four-by-four card.",
	"idea_bg_class_note_1_body": "Each card holds sixteen of the thirty, so two neighbours share only about half their squares. With a list the size of the card, everyone holds the same card and wins on the same call.",
	"idea_bg_class_note_2_title": "Three patterns, the easiest first.",
	"idea_bg_class_note_2_body": "Four corners, then the top row, then the full card gives three winning moments across the list. Nobody can win until you open the next pattern, so each round ends with a deliberate pause.",
	"idea_bg_class_note_3_title": "Let the claims be judged for you.",
	"idea_bg_class_note_3_body": "A claim waiting for your decision holds up the next call. With Judge claims for me on, a claim is answered at once and you never have to leave the calling screen.",
	"idea_bg_def_when": "Checking key terms at the end of a topic, when recognising a word isn't the same as knowing what it means. A starter before an exam where definitions carry marks. A language lesson where you read out the meaning and the class has to find the word.",
	"idea_bg_def_note_1_title": "Why the numbers come off.",
	"idea_bg_def_note_1_body": "With Number the cards on, the number on a square matches the number shown beside the clue, and the class soon stops listening to the definitions. The host console still shows which word each clue belongs to.",
	"idea_bg_def_note_2_title": "Each clue fits exactly one term.",
	"idea_bg_def_note_2_body": "A definition that is true of two squares costs someone a fair claim. Add the detail that separates close pairs, and don't define a term using another word from the same list.",
	"idea_bg_def_note_3_title": "Twelve squares, because a meaning takes time.",
	"idea_bg_def_note_3_body": "Hearing a definition and thinking it through takes longer than hearing a word, so a four-by-three card keeps the full card to one starter. The top and bottom rows share no squares, so those rounds stay separate.",
	"idea_bg_ice_when": "The first half hour of a conference or a team day, when people don't know each other yet. A new class's first week, to get pupils talking to someone outside their friends. A training course where the group needs to mix before the real work starts.",
	"idea_bg_ice_note_1_title": "Prompts people are happy to answer.",
	"idea_bg_ice_note_1_body": "Nothing about home, money, health or belief, only things people like being asked about. Add a couple anyone can check by looking around, so nobody's card is stuck at nothing.",
	"idea_bg_ice_note_2_title": "Twenty-eight prompts, sixteen to a card.",
	"idea_bg_ice_note_2_body": "Two people sitting together hold noticeably different cards, so they go looking for different people. A three-by-three card is only nine conversations: a warm-up rather than an away-day.",
	"idea_bg_ice_note_3_title": "Only a full pattern can be claimed.",
	"idea_bg_ice_note_3_body": "Turn off Let players call a bingo they don't have. Nobody can check the conversations happened, you judge every claim yourself, and an early call costs the player nothing but interrupts you.",
	"idea_bg_event_when": "A company all-hands or quarterly update, where people listen for the phrases that always come up. A conference keynote or a long webinar with a few prizes to give away. An awards evening where the speeches do the calling and you tick the words off as they're said.",
	"idea_bg_event_note_1_title": "Prizes you can actually hand over.",
	"idea_bg_event_note_1_body": "First pick of the pastries, a coffee voucher, lunch with the leadership: none of it is money. With Prizes per pattern on, each prize shows on the players' screens and when someone wins it.",
	"idea_bg_event_note_2_title": "Ask for a full name, not a first name.",
	"idea_bg_event_note_2_body": "In a company of any size, several people share a first name. Set What to ask when joining to Name, so the prize goes to the right person on the winners' list.",
	"idea_bg_event_note_3_title": "Claims are checked against your ticks.",
	"idea_bg_event_note_3_body": "With Judge claims for me on, a card that matches the phrases you've ticked is accepted at once. That leaves you two jobs: listening to the meeting and drawing lots when people tie.",
	"idea_jp_show_when": "The last lesson of term, reviewing a whole unit with the class split into teams. A revision session where you want a team to talk an answer through before anyone says it. A school quiz evening, with the board on the big screen and you running it from your own device.",
	"idea_jp_show_note_1_title": "Responses written as questions.",
	"idea_jp_show_note_1_body": "With Answers must be phrased as a question on, write each response as a question and add the plain word as an accepted answer. A team that forgets the form is then visibly right too, and you decide.",
	"idea_jp_show_note_2_title": "Thirty seconds, not the default twenty.",
	"idea_jp_show_note_2_body": "Teams say a whole phrase out loud, in question form, so set Seconds to answer to 30. A steal runs on half the clock, which is still a real chance.",
	"idea_jp_show_note_3_title": "The Daily Double sits on an easier clue.",
	"idea_jp_show_note_3_body": "A miss on the Daily Double always costs the wager, so put it on something most of the room will know rather than on the hardest square on the board.",
	"idea_jp_buzz_when": "A company quiz night where everyone plays for themselves. A team meeting with half the people on a video call who can't see your screen. A class revision game where every pupil answers on their own phone, instead of one voice speaking for a whole team.",
	"idea_jp_buzz_note_1_title": "Short answers, every spelling listed.",
	"idea_jp_buzz_note_1_body": "A phone keyboard and a matcher decide here, not your ear. Keep typed answers to one or two words and add every spelling people will actually type as an accepted answer.",
	"idea_jp_buzz_note_2_title": "Forty seconds to read, buzz and type.",
	"idea_jp_buzz_note_2_body": "The clock covers reading the clue, buzzing and typing on a phone, which the default twenty seconds doesn't. Set Seconds to answer to 40; a steal runs on half of it.",
	"idea_jp_buzz_note_3_title": "Wrong answers cost nothing here.",
	"idea_jp_buzz_note_3_body": "Leave Wrong answers cost the clue's value off. With a matcher judging, a spelling nobody thought of shouldn't cost anyone points. You can still undo any judgement from the console.",
	"idea_qt_live_when": "A classification or vocabulary topic where things fall naturally into sets of four, played in threes at the end of a lesson. A small-group station while you work with another table. A club or family evening where a card game on everyone's phone replaces a pack nobody can find.",
	"idea_qt_live_note_1_title": "Every fact points at one card.",
	"idea_qt_live_note_1_body": "When a card is asked for, the player sees only its fact, never its name. A fact that could describe two cards in the set isn't a weak fact, it's a broken card.",
	"idea_qt_live_note_2_title": "Include the ones people put in the wrong set.",
	"idea_qt_live_note_2_body": "Every card prints its whole set, so a surprising member is a lesson repeated every time it's asked for. Choose sets where each card has exactly one defensible home.",
	"idea_qt_live_note_3_title": "Every card dealt, no pile.",
	"idea_qt_live_note_3_body": "Leave Deal from a pile off. Three players then start with ten or eleven cards each and the game lasts; with a pile each starts with two, and an empty hand ends the game.",
	"idea_wf_prize_when": "A trade-show or open-day stand where each visitor gets exactly one go. A staff party draw without paper tickets. A thank-you at the end of a customer event, one spin each for guests on the way out.",
	"idea_wf_prize_note_1_title": "Slice sizes that show the odds.",
	"idea_wf_prize_note_1_body": "Give each slice its own size instead of repeating a prize. The chance and the picture then agree, so visitors can see the top prize is rare.",
	"idea_wf_prize_note_2_title": "A losing slice, said plainly.",
	"idea_wf_prize_note_2_body": "A wheel where every slice wins is one nobody believes. A come-back-tomorrow slice costs the stand nothing and brings people back.",
	"idea_wf_prize_note_3_title": "Ask who they are after the spin.",
	"idea_wf_prize_note_3_body": "This example asks nothing, so a reload is a fresh spin. For a real stand, turn on Record results and Ask players who they are, with When to ask set to After they play.",
	"idea_ws_prize_when": "A coffee shop or brand stand at a fair, where the code enters a monthly draw. A newsletter puzzle where readers who find the code can win a sample. A product launch at work, with the new name hidden in the grid.",
	"idea_ws_prize_note_1_title": "The code is a name from your own range.",
	"idea_ws_prize_note_1_body": "Use one of your product names as the code and your own vocabulary as the words, so the puzzle is about the brand from the first word found.",
	"idea_ws_prize_note_2_title": "Nothing left over but the code.",
	"idea_ws_prize_note_2_body": "The words and the code have to fill the grid exactly; one spare cell puts a stray letter in the code and every honest entry is wrong. Twelve words around a fifteen-letter code fitted cleanly.",
	"idea_ws_prize_note_3_title": "Keep the letters-found strip showing.",
	"idea_ws_prize_note_3_body": "On a word search, Hide the letters found so far also hides the button for typing the code. Leave it off, or nobody can enter the draw.",
	"idea_aw_news_when": "The puzzle corner of a weekly staff mail or a company magazine, with a new solution word each issue. A seasonal edition before the summer or the holidays, with a small prize for a correct entry. The same grid printed in the PDF edition and linked for anyone reading on screen.",
	"idea_aw_news_note_1_title": "The solution word is the whole point.",
	"idea_aw_news_note_1_body": "Readers open a newsletter puzzle for the numbered cells. Pick a word or phrase none of your answers contains, and check that each of its letters appears in several of them, so the grid always has a cell to number.",
	"idea_aw_news_note_2_title": "Spelling the word is enough.",
	"idea_aw_news_note_2_body": "Solving it completes the activity is on. A prize draw asks for the word, not a full grid, so the activity finishes the moment the numbered cells spell it. Leave Shuffle the solution letters off, or the numbers disappear from the grid.",
	"idea_aw_news_note_3_title": "Two or three words per clue.",
	"idea_aw_news_note_3_body": "Each clue is drawn inside a grid cell, so keep it short: \"Tea maker\", not a definition. Remember answers between visits is on, because a newsletter puzzle gets done over several coffee breaks.",
	"idea_qz_outcome_when": "A team day, where everyone compares results over coffee. An event stand that needs something quick and personal to play. A newsletter or intranet post that invites people to find out which kind of colleague they are.",
	"idea_qz_outcome_note_1_title": "One scale, every answer on it.",
	"idea_qz_outcome_note_1_body": "An assessment adds points into one total, so it can only measure one thing: here, improviser to planner. Every answer sits somewhere on that same scale. An answer that measured something else would be added in too and blur the result.",
	"idea_qz_outcome_note_2_title": "Each question covers the whole scale.",
	"idea_qz_outcome_note_2_body": "Every question has one answer at 0, 1, 2 and 3 points, in a different order each time. Any question can then move a player anywhere on the scale, and the planner answer is never in the same spot. Set 0 on purpose: an answer left alone counts as 1.",
	"idea_qz_outcome_note_3_title": "Outcomes that describe, not grade.",
	"idea_qz_outcome_note_3_body": "The total and its range stay on screen, so say in the description what 0 and 21 mean. Write each outcome about the player, with neither end better than the other. Four ranges cover 0 to 21 with no gap and no overlap, so everyone gets exactly one."
}
