A sandbox lets you do anything. A puzzle has a problem in it.
Play today's puzzleEvery day opens with one sentence naming what is going wrong — a specific duel, a specific gap. The work is deciding what that costs you and what you are willing to give up to fix it. Almost every fix opens something else, and the simulation charges you for it.
The other manager is not static. At a scenario-specific minute they read your plan and counter the part of it doing the most damage. A plan that works for thirty minutes and gets solved at the hour is a different experience from one that never worked, and the timeline shows you which happened.
Moves come back as tiles — worked, partly, didn’t — but capped by how the half actually ended. A defeat has no green in it, however clever the plan was. The prose underneath still tells you what genuinely worked, because those are two different questions.