Five numbered beams of light run down a hall. Ride one and fire, and a pulse destroys an automaton only when the beam divides the number it carries — while the beam sings the remainder against it, and goes pure when it hits zero.
The pack suggests age 8 and up. The difficulty itself follows the player, not the age.

THE TUNING HALL draws its questions from these parts of the curriculum. Which of them a player sees, and how hard the questions are, follows the player.