Card Atelier

Puzzle

Tinny Works

Three beats. One shared Hold.

Program three conveyor beats, coordinate one shared movement pause, and assemble toys in a cooperative factory puzzle.

In development. Not yet released.

Artwork for Tinny Works

The decision at the heart of it

Commands work only at a station’s bay. Coordinate earlier programs and the shared Hold so each toy gets its next part and a separate approval.

Spring, Wheel, Eye, Approve. A toy needs the right commands in the right places as the belt moves.

Plan three beats for each station in a cooperative factory puzzle. Tickets show their two-part recipes, and the loading schedule is visible from the start. A command acts only at its station's work bay, so a useful program must account for the movement between beats.

Vote on one shared Hold, then let the round's coordinator choose which belt movement to skip. Commit station programs in order, using earlier commitments to coordinate later ones. Each real command can appear only once per station in a round; Wait can fill the gaps.

After four rounds, only fully assembled and approved toys count toward the dispatch goal. In solo play you operate two stations yourself. With a team, build a shared plan one station at a time.

How a game unfolds

  1. Inspect every recipe and loading plan, then advise the coordinator on a shared Hold.
  2. Commit three commands for each station in order, accounting for movement between beats.
  3. Dispatch enough assembled and approved toys by the end of the fourth round.

At the table

Play solo by controlling two stations yourself. With two to five player seats, each seat controls one station; bot teammates can fill seats. Share a device with a handover between players, or use a private invite room online. Offline puzzles save on this device.

  • Programming
  • Timing
  • Shared planning