▴ Aileron Games — Rulebook & Design Document · formerly HIGGS
GOD DOES NOT PLAY DICE
A Standard-Model card duel · 2 players · ~15–25 min
Einstein insisted that God does not play dice. Quantum mechanics disagreed — and won. In this game every collision of quarks and leptons rolls dice over real Feynman-vertex outcomes… unless you spend hidden variables to overrule probability and choose. The title is the mechanic: you are Einstein, clawing determinism back from the quantum, one collision at a time.
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1. Poking Holes in the Brief (and the fixes)
The original design brief was strong — fermion cards, boson effects, probabilistic Feynman collisions, a mahjong-style reference wall. Playtesting-by-simulation and a physics audit found these holes. Each one shaped the final rules:
Hole #1 — The force mapping was wrong
The brief assigned gluon→gravity and Z→strong force. In the Standard Model the
gluon IS the strong force, the
Z is the weak neutral current, and
gravity isn't in the Standard Model at all — there is no graviton in the theory.
Fix: gluon = strong (confinement steal), photon = EM (repulsion), W = weak charged (flavor exchange), Z = weak neutral (measurement). Gravity's absence is now a joke on the forbidden-vertex wall.
Hole #2 — All-dice collisions remove agency (ironic, given the title)
If every outcome is a straight probability roll, the game is a slot machine. Nobody outplays anyone.
Fix: hidden variables — spend one before a roll to choose the outcome. Z-boson "measurements" and famous discoveries (J/ψ, Υ, Ω⁻) generate them. Einstein's argument became the resource economy.
Hole #3 — Whiff turns
With one action per turn, a collision that can simply
fail means whole turns evaporate. Feels terrible.
Fix: legal collisions always produce something. The dice decide what, never whether. (Also better physics: the S-matrix always has an outcome.)
Hole #4 — Two goals fighting
"Collect points en route to a Higgs" splits the player's objective: is this a race or an engine game?
Fix: one currency. Hadrons score points. First to 20 wins. The Higgs is a +20 finisher from gluon fusion (30% roll — or guaranteed for 3 hidden variables: Einstein's gambit). Simulation: ~92% of games end at the target, so the Higgs stays a rare thunderclap rather than the only plan.
Hole #5 — Draw is strictly worse than play
One card per draw against one collision per turn means nobody draws until forced, then the game crawls.
Fix: Draw 2 (hand cap 8).
Hole #6 — The W effect had unstable polarity
"Give one of your cards to your opponent" is a
bonus in any economy where shedding cards helps, and a
penalty otherwise — same button, opposite meanings.
Fix: W = swap (you choose what to give, chance decides what you get) — which is also what the W boson actually does: charged-current flavor exchange.
Hole #7 — Undefined economy = undefined ending
The brief never said how hands refill, where discards come from, or when the game ends.
Fix: scored hadrons remove cards from the game, so the deck provably runs out. Deck-out gives each player one last turn, then high score wins. Annihilation debris feeds the discard (Salvage) pile.
Hole #8 — Hand-lock deadlock (found by simulation)
In 36% of 2,000 simulated games, both players hit the hand cap holding cards with no legal collision — and the rules offered no state-changing action. Infinite stall.
Fix: Jettison (beam-dump a card to the debris) as a pressure-valve action. Re-simulation: 0 stalls in 2,000 games.
Hole #9 — "All fermions" vs. "each card is a quark"
The brief said both. Leptons with no role are dead cards.
Fix: quarks and charged leptons. Lepton pairs are pure boson factories (e⁻e⁺ → γ/Z). And e + μ is a forbidden vertex — lepton-flavor conservation, taught by refusal.
Hole #10 — Coin toss + dice stacked the luck
Simulation showed the
second seat winning 55%: the shared collider favors the reactive player.
Fix: the toss winner opens the beam and pockets a hidden variable. Re-simulation: 50.4% first-seat winrate.
Hole #11 — The top quark can't be a card
The top decays in 5×10⁻²⁵ s — before it can hadronize. A top card that behaved like other quarks would be wrong.
Fix: no top card. Its absence is a forbidden-wall tile, which is itself the lesson.
Hole #12 — Flavor-changing neutral currents (caught mid-build)
A first draft let neutral cross-flavor pairs (c + u̅) annihilate to a Z. The Standard Model forbids that — no FCNCs at tree level (the GIM mechanism).
Fix: neutral cross-flavor pairs always hadronize (100% meson); only charged pairs can radiate a W. The prohibition is on the wall.
2. The Rules
Setup
- Shuffle the 60-card fermion deck. Each player draws 6.
- Flip one card face-up into the shared collider (the beam re-seeds itself whenever it empties).
- Coin toss: the winner opens the beam and takes 1 hidden variable.
Your turn — exactly one action
- Collide — play one card from your hand onto any object in the collider. Look the pair up on the Wall of Diagrams. If it's a legal vertex, resolve one of its outcomes. Roll the dice, or spend 1 hidden variable to choose. Hidden variables come from Z-boson measurements, famous discoveries (J/ψ, Υ, Ω⁻), the coin toss — and the underdog measurement: every opposing score that opens a lead of 8+ grants the trailing player one.
- Draw 2 — hand cap 8.
- Salvage — take the top card of the debris pile.
- Fuse — if 2 gluons sit in the collider: 30% Higgs (+20, ends the run) / 70% c c̅ pair production to your hand. Or spend 3 hidden variables for a guaranteed Higgs.
- Jettison — dump one hand card into the debris.
The shared collider
Everything in the collider belongs to no one. A diquark you park there can be completed by your opponent for their points — watch what you leave on the table. Gluons produced by annihilation also park there, as fusion fuel for whoever moves first.
Winning
- 20 points of scored hadrons wins on the spot.
- A Higgs is +20 and ends the run immediately (highest total wins).
- Deck out: one final turn each, then highest total wins.
3. The Deck — 60 Fermions
Card counts are generation-weighted, like the universe: first-generation matter is everywhere, the heavy flavors are rare and precious. Every quark card carries a QCD color charge (assigned at shuffle — which quark is "red" is a gauge choice, so randomizing it is physically honest); antiquarks carry anti-colors.
| Card | Count | Charge | Mass | Gen | Role |
| u / u̅ | 8 / 6 | +⅔ / −⅔ | 2.2 MeV | I | bulk matter — gluons, pions, protons |
| d / d̅ | 8 / 6 | −⅓ / +⅓ | 4.7 MeV | I | bulk matter |
| s / s̅ | 4 / 3 | −⅓ / +⅓ | 95 MeV | II | kaons, hyperons, the Ω⁻ hunt |
| c / c̅ | 4 / 3 | +⅔ / −⅔ | 1.27 GeV | II | D mesons, J/ψ |
| b / b̅ | 3 / 3 | −⅓ / +⅓ | 4.18 GeV | III | B mesons, Υ — the premium flavors |
| e⁻ / e⁺ | 4 / 4 | −1 / +1 | 511 keV | I | boson factory (annihilation) |
| μ⁻ / μ⁺ | 2 / 2 | −1 / +1 | 106 MeV | II | boson factory |
No top quark (decays before hadronizing), no neutrinos (nearly non-interacting — they'd be blank cards), no graviton (not in the Standard Model).
4. The Collision Table (the Wall of Diagrams)
Annihilation — same flavor, boson factory
| Collision | Outcomes |
| u/d/s + own antiquark | g 55% · γ 25% · Z 20% |
| c + c̅ | g 35% · γ 15% · Z 15% · J/ψ 35% (4 pts, +1 hv) |
| b + b̅ | g 30% · γ 15% · Z 15% · Υ 40% (5 pts, +1 hv) |
| e⁻+e⁺, μ⁻+μ⁺ | γ 55% · Z 45% |
Hadronization — different flavors, mesons
| Collision | Outcomes | Points |
| u + d̅ (charged pairs) | meson 75% · W± 25% | π 2 · K 3 · D 4 · B 5 · Bᴄ 6 |
| d + s̅ (neutral pairs) | meson 100% — no FCNC | same scale |
Baryon assembly — the strong force always binds
| Step | Result |
| quark + quark | diquark — parks in the shared collider, anyone may finish it |
| diquark + quark | baryon, scored: p/n 6 · Σ/Λ 7 · Ξ 8 · Ω⁻ 10 (+1 hv) · heavy exotics up to 12 |
| 3 antiquarks | antibaryon — same table |
Gluon fusion — the endgame
| Action | Outcomes |
| g + g (Fuse) | H 30% (+20, run ends) · c c̅ pair production 70% |
| Einstein's gambit | 3 hidden variables: no roll, take the Higgs |
Forbidden vertices (real conservation laws, taught by refusal)
e + μ — lepton-flavor conservation.
q + q̅′ → Z — no flavor-changing neutral currents (GIM mechanism).
q̅ + diquark — color can't close. Baryons need three matching quarks.
t — not in the deck. Decays in 5×10⁻²⁵ s, before hadronizing.
graviton — gravity is not in the Standard Model.
5. Gauge-Boson Effects
| Boson | Force | Effect | Why it fits |
| g gluon | strong | take a random opponent card. The gluon parks in the collider as fusion fuel | confinement binds and drags |
| γ photon | electromagnetic | a random opponent card drops to the bottom of the deck | like-charge repulsion |
| W± | weak, charged | swap a card you choose for a random opponent card | the W literally exchanges flavor & charge |
| Z | weak, neutral | +1 hidden variable, glimpse the opponent's hand | a neutral current is a measurement — information without exchange |
6. Physics Fidelity Notes
What is real, and where the game compresses:
- Real: all quark/lepton charges, masses and generations. Which vertices exist and which are forbidden (lepton flavor, FCNC/GIM, color closure, top non-hadronization, no graviton); coupling ordering (strong > EM > weak) reflected in the annihilation odds; W = flavor exchange; Feynman drawing conventions in the animations (solid fermion lines with arrows, reversed for antiparticles; wavy γ/W/Z; curled gluons; dashed Higgs).
- Compressed: a "gluon" outcome stands in for the 2–3-gluon burst (single-gluon annihilation is color-forbidden), and "γ" for γγ, for the same reason; hadronization probabilities are gameplay numbers, not measured branching ratios; gluon-fusion Higgs production really proceeds through a top-quark loop, abstracted here to the fuse action.
- Sources: the design brief pointed at Wikipedia's List of Feynman diagrams, Quark, and Mathematical formulation of the Standard Model; the build environment could not fetch the pages, so all values come from standard references (PDG values, textbook Standard Model) and are worth a proofread against them.
7. Balance Verification
2,000 AI-vs-AI games through the shipped engine: 0 stalls, 0 crashes · first seat wins ~50% · average game ~12 turns per player (longest ~45) · endings: ~92% reach the 20-point target, ~7% deck out, ~1% end in a Higgs detection. Live playtesting added the underdog measurement (a hidden variable to the trailer whenever a scoring play opens a lead of 8+) to soften snowballs. Tuning levers: the 20-point target (15 for a faster game), the fuse odds, and hidden-variable income.
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