Mission worlds

Five worlds. Five money skills. Hundreds of ways through.

Each world is a short interactive story with one lesson at its center. The AI improvises the moments; the lesson never moves. Press a world below, or scroll for the full detail on each.

Mission worlds

Five worlds, five money skills

Each world is a short interactive story. Press one to see what it teaches.

Earning

The Lemonade Stand

Run a stand for one hot afternoon. Buy lemons, set a price, handle a customer who haggles, and decide what to do with what you earned.

What it teaches

  • Money comes from work plus a little planning
  • Costs come before sales: lemons first, coins later
  • Keeping some back for tomorrow is a choice, not a rule

The parent question

"If you ran the stand again tomorrow, what one thing would you change?"

Example choices

Two options every turn. Both reasonable, neither a trick.

  1. Turn 1
    A: Buy the big bag of lemonsB: Buy the small bag and save two coins
  2. Turn 2
    A: Charge one coin a cupB: Charge two coins a cup
  3. Turn 3
    A: Take the shiny cups dealB: Say no thanks and keep your coins

Age tuning

  • 6 to 8

    Starts with 6 coins. Counting cups sold, one price, one neighbor with a deal.

  • 9 to 11

    Starts with $12. Introduces cost versus price and the word profit in a single sentence.

  • 12 to 13

    Starts with $25. Names margin and reinvesting, and the neighbor's deal has a real trade-off.

Saving

The Birthday Money

You got birthday cash. A shiny thing is right there. A better thing is two weeks away. What do you do?

What it teaches

  • Spending now and saving for a goal are both real choices
  • A goal with a name is easier to wait for
  • A shopkeeper making something sound exciting is not the same as it being worth it

The parent question

"What is one thing you want that is worth waiting two weeks for?"

Example choices

Two options every turn. Both reasonable, neither a trick.

  1. Turn 1
    A: Buy the glow yo-yo right nowB: Put it toward the art set
  2. Turn 2
    A: Spend a little, save the restB: Save all of it this week
  3. Turn 3
    A: Go back for the yo-yoB: Check how close the art set is

Age tuning

  • 6 to 8

    $10 of birthday money, a $4 thing now versus a $14 thing in two weeks.

  • 9 to 11

    $30 of birthday money, a split option appears, and the word goal is used on purpose.

  • 12 to 13

    $60 of birthday money, a sale that may or may not come back, and a line about trade-offs.

Smart spending

The Trading Table

A swap meet at school. Some trades are fair, some sound great and are not. Learn to check before you say yes.

What it teaches

  • Compare what you give to what you get
  • Ask one question before you say yes
  • It is fine to say no thanks to a friend

The parent question

"Was there a trade or deal this week that looked better than it turned out to be?"

Example choices

Two options every turn. Both reasonable, neither a trick.

  1. Turn 1
    A: Trade your holo card for three plain onesB: Ask what the plain cards are worth first
  2. Turn 2
    A: Take the mystery bag dealB: Trade sticker for sticker, even
  3. Turn 3
    A: Say yes to be niceB: Say no thanks and keep looking

Age tuning

  • 6 to 8

    Stickers and small toys. Fair means same for same. The tricky trader is silly, not sneaky.

  • 9 to 11

    Trading cards with rough values. One trade sounds great and is not. Kids practice one checking question.

  • 12 to 13

    A trade with hidden conditions, and the idea that pressure to decide fast is itself a signal.

Giving

The Giving Jar

Your class is helping the animal shelter. Decide how much of your jar to give, and how, and feel what it does.

What it teaches

  • Giving is a choice you make with your own money
  • Any amount counts, and time counts too
  • You can tell a friend without bragging

The parent question

"If you could give to one cause this month, what would it be and why?"

Example choices

Two options every turn. Both reasonable, neither a trick.

  1. Turn 1
    A: Give 2 coins from the jarB: Give half the jar
  2. Turn 2
    A: Give moneyB: Give an afternoon walking the dogs
  3. Turn 3
    A: Tell everyone how much you gaveB: Just tell your friend about the shelter

Age tuning

  • 6 to 8

    A jar of 8 coins and a shelter with kittens. The kid picks how many to give and feels the result.

  • 9 to 11

    A $20 jar and a choice between money and time. A friend asks how much you gave.

  • 12 to 13

    A $45 jar, a goal the kid is also saving for, and the real tension between giving and the goal.

Waiting

The Waiting Game

Spend on the okay skateboard today, or wait two weeks for the one you actually want. The wait is the whole game.

What it teaches

  • Waiting is a skill, and it gets easier with practice
  • The okay thing today has a cost: the better thing later
  • Choosing to spend now is allowed, and so is noticing how it felt

The parent question

"When was the last time you waited for something, and was it worth it?"

Example choices

Two options every turn. Both reasonable, neither a trick.

  1. Turn 1
    A: Buy the okay skateboard todayB: Wait two weeks for the one you want
  2. Turn 2
    A: Go look at the skateboards againB: Do something else while you wait
  3. Turn 3
    A: Spend a little on stickersB: Keep every coin for the board

Age tuning

  • 6 to 8

    Two coins short of the board you want. Two weeks is explained as fourteen sleeps.

  • 9 to 11

    $8 short of a $40 board. The boring middle of the wait is a whole turn on purpose.

  • 12 to 13

    $30 short of a $120 board, and the phrase opportunity cost appears with a one-line kid explanation.

New worlds arrive a few times a year.

Grow plan families get them first. Every world ships with the same safety rules, the same validated schema, and the same kind debrief.