Open commons

The Open Ludeme Commons

Traditional games belong to everyone. Spark & Anvil authors its own clean-room descriptions of the world's classic board games — the parameterised rule-data (board, pieces, moves, end-conditions) behind our games — and releases them here as an open commons under Creative Commons BY 4.0: free to read, share, and build on, with attribution.

It's the open, reusable alternative to closed or non-derivative game databases — a small contribution back to the open-education and games-research communities that make traditional-game scholarship possible. This is a licence and provenance index over descriptions we already own; the descriptions themselves live in our games.

The licence

Default: CC BY 4.0

Attribution required; commercial use and derivatives allowed — the deliberate opposite of a no-derivatives wall. Read the licence →

CC0 1.0 for raw data

Reserved for the rawest reconstruction data (e.g. archaeological wear-facts), where attribution friction is undesirable. CC0 →

“Game description authored by Spark & Anvil (sparkanvil.org) from primary sources, released under CC BY 4.0. Game rules are uncopyrightable methods of operation; this is our own clean-room expression of them.”

What's in the commons — and what isn't

✓ In the commons
  • Our own clean-room rule descriptions — board, pieces, moves, end-conditions, metadata
  • The primary source each description was authored from
✗ Not in the commons
  • Our engine or app source code (their own licence)
  • Cast art, story or lesson content
  • Any child data — we collect none (see our privacy policy)

The descriptions

8 traditional games, each authored from primary sources. Every one also plays in your browser, free.

Game Licence Primary source (provenance)
Nine Men's Morris CC BY 4.0 R.C. Bell, Board and Table Games from Many Civilizations; H.J.R. Murray, A History of Board-Games Other Than Chess (the Roman/medieval merels family).
Fox & Geese CC BY 4.0 R.C. Bell; H.J.R. Murray (the asymmetric hunt-game family).
Nim CC0 1.0 Classical impartial game, public domain (C.L. Bouton, "Nim, a game with a complete mathematical theory", 1901).
Dots & Boxes CC BY 4.0 Édouard Lucas, La Pipopipette (1889); Elwyn Berlekamp, combinatorial game theory of the game.
Hex CC BY 4.0 Piet Hein (1942) and John Nash (independent invention); the rules are a method of operation — this is our own clean-room expression.
Go (9×9) CC BY 4.0 Traditional (East Asian); R.C. Bell; H.J.R. Murray. The 9×9 board is our own beginner parameterisation of the classical rules.
Xiangqi (Chinese Chess) CC BY 4.0 Traditional (Chinese); H.J.R. Murray, A History of Board-Games Other Than Chess.
Ludus Coriovalli (rule-space reconstruction) CC0 1.0 (wear-facts) + CC BY 4.0 (our rule-space) The CC0 Ludus Coriovalli reconstruction dataset (board wear-facts); our own clean-room expression of the candidate rule-space (ADR-196 corpus).

Heritage games — added with care

We add descriptions of living cultural-heritage games respectfully — sources cited, and the difference between a described and an authoritative ruleset made clear (traditional games have regional variants; ours is one described version, not the single canon). These are publicly-documented, publicly-played games:

Game Tradition Primary source (provenance)
Ô Ăn Quan Vietnam · CC BY 4.0 Traditional Vietnamese mancala-family game, documented in the Vietnam Museum of Ethnology; first Western description 1944. A described ruleset as commonly taught — regional variants exist.
Cờ Gánh Vietnam · CC BY 4.0 Traditional Vietnamese custodial-capture ("carry") game, documented in Vietnamese folk-game scholarship. A described ruleset as commonly taught — regional variants exist.
Cờ Chân Chó Vietnam · CC BY 4.0 Traditional Vietnamese alignment-and-capture game, documented in Vietnamese folk-game references. A described ruleset as commonly taught — regional variants exist.

The Emotion Lexicon

Feeling words belong to everyone too. Our emotion-science games teach children to name feelings precisely — and the word list they use is open. Here is the same 24-word English seed bank every emotion game reads, published with its provenance, plus the honest review process a word passes before it reaches a child in any language.

CC BY-NC-SA 4.0

Valence/arousal coordinates: Warriner, Kuperman & Brysbaert 2013 (open affective norms), normalised. Read the licence →

How a feeling word reaches a child

  1. Seed. Start from an open affective-norms corpus (Warriner et al.) — a coordinate on the pleasantness × energy map, never a bare word.
  2. Safety-screen. Reject clinical / self-harm / diagnosis vocabulary at the schema level — the lexicon carries feeling words a child can use, not a symptom list.
  3. Band-fit. Assign each word to the youngest band it belongs to (the simplest feelings first), so a surface only ever offers band-appropriate words.
  4. Native review. A mother-tongue educator reviews register + cultural fit for that language. Until this passes, NOTHING ships to a child in that language — no raw machine translation, ever (ADR-060).
  5. Ship. Only then does the word reach a kid-facing surface, and it appears here with its provenance + review status.

Languages

A bank ships to a child only once a native speaker has reviewed it. We publish the status honestly — most languages are seeded but not yet reviewed, so nothing ships in them yet.

English ✓ Published

Open Warriner norms, safety-screened, band-organised — the seed bank below.

Tiếng Việt Review pending

First non-English target (ADR-139). Native-review pending — no raw machine translation ships to a child.

Español Review pending

Roadmap Tier-A. Native-review pending.

Français Review pending

Roadmap. Native-review pending.

Português Review pending

Roadmap. Native-review pending.

Українська Review pending

Roadmap. Native-review pending.

हिन्दी Review pending

Roadmap. Native-review pending.

The published English seed bank

Feeling First band Corner (energy × pleasantness) Status
happy 3-5 Kite — bright & breezy seed-open-norm
proud 3-5 Kite — bright & breezy seed-open-norm
excited 3-5 Kite — bright & breezy seed-open-norm
calm 3-5 Nestle — warm & still seed-open-norm
sleepy 3-5 Drizzle — grey & quiet seed-open-norm
scared 3-5 Gust — stormy & windy seed-open-norm
angry 3-5 Gust — stormy & windy seed-open-norm
sad 3-5 Drizzle — grey & quiet seed-open-norm
cheerful 6-8 Kite — bright & breezy seed-open-norm
glad 6-8 Kite — bright & breezy seed-open-norm
cozy 6-8 Nestle — warm & still seed-open-norm
surprised 6-8 Kite — bright & breezy seed-open-norm
bored 6-8 Drizzle — grey & quiet seed-open-norm
grumpy 6-8 Gust — stormy & windy seed-open-norm
worried 6-8 Gust — stormy & windy seed-open-norm
lonely 6-8 Drizzle — grey & quiet seed-open-norm
grateful 9-14 Nestle — warm & still seed-open-norm
content 9-14 Nestle — warm & still seed-open-norm
relaxed 9-14 Nestle — warm & still seed-open-norm
eager 9-14 Kite — bright & breezy seed-open-norm
restless 9-14 Gust — stormy & windy seed-open-norm
nervous 9-14 Gust — stormy & windy seed-open-norm
frustrated 9-14 Gust — stormy & windy seed-open-norm
gloomy 9-14 Drizzle — grey & quiet seed-open-norm

Coordinates are open affective norms, not a claim about any child. The lexicon is a resource for naming feelings — never a mood tracker, a diagnosis, or a score. See how it's used on our emotion-science games and the Feeling Science ladder.

How we measure our content

Openness is also about being honest when something isn't perfect. Our quiz questions should let a parent tell a good question from a bad one — so we measure them, and publish the result. This is our content error budget: how often a question carries a mechanical flaw, checked across every question we ship.

0.000%

of 52,925 questions (across 132 apps) carry a confirmed mechanical flaw — that's 0. Checked in full, every question, not a sample.

Read by a person, too

A machine can't tell if a wrong answer is genuinely tempting or a question is fair, so we also read a sample by hand each cycle. Latest: 0 flagged of 22 — a reproducible slice across math, science, ELA, logic, genetics and dominoes, read against the item-writing rubric.

What we check on every question

The structural number counts only the flaws a machine can detect with zero false alarms. It deliberately leaves out "the correct answer looks a little longer" style hunches, which are wrong ~9 times in 10 — counting those would inflate the number dishonestly. The judgement a machine cannot make — is a wrong answer genuinely tempting? is the question fair? — is what the sampled human read checks.

For scale: when experts review pools of questions written by a strong AI with no human editing, they typically keep only ~59% unchanged and discard ~1 in 4. Our questions are written and edited by our team and checked before they ship — we never publish raw AI output — which is why the measured number is so low.

This measures the CONTENT, never a child — we collect no learning data (see our privacy policy). Spotted a question that looks wrong? Every question carries a “⚑ Report this question” link. Reported questions go to the front of our review queue.

Game rules are uncopyrightable methods of operation; every description here is Spark & Anvil's own clean-room expression, authored from the cited primary sources — never copied from another games database. Contributions (including a moderated gallery of learner-authored descriptions) are planned. Questions about reuse or attribution? Reach us via About.