▴ 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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Contents

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

Your turn — exactly one action

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

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.

CardCountChargeMassGenRole
u / u̅8 / 6+⅔ / −⅔2.2 MeVIbulk matter — gluons, pions, protons
d / d̅8 / 6−⅓ / +⅓4.7 MeVIbulk matter
s / s̅4 / 3−⅓ / +⅓95 MeVIIkaons, hyperons, the Ω⁻ hunt
c / c̅4 / 3+⅔ / −⅔1.27 GeVIID mesons, J/ψ
b / b̅3 / 3−⅓ / +⅓4.18 GeVIIIB mesons, Υ — the premium flavors
e⁻ / e⁺4 / 4−1 / +1511 keVIboson factory (annihilation)
μ⁻ / μ⁺2 / 2−1 / +1106 MeVIIboson 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

CollisionOutcomes
u/d/s + own antiquarkg 55% · γ 25% · Z 20%
c + c̅g 35% · γ 15% · Z 15% · J/ψ 35% (4 pts, +1 hv)
b + b̅g 30% · γ 15% · Z 15% · Υ 40% (5 pts, +1 hv)
e⁻+e⁺, μ⁻+μ⁺γ 55% · Z 45%

Hadronization — different flavors, mesons

CollisionOutcomesPoints
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 FCNCsame scale

Baryon assembly — the strong force always binds

StepResult
quark + quarkdiquark — parks in the shared collider, anyone may finish it
diquark + quarkbaryon, scored: p/n 6 · Σ/Λ 7 · Ξ 8 · Ω⁻ 10 (+1 hv) · heavy exotics up to 12
3 antiquarksantibaryon — same table

Gluon fusion — the endgame

ActionOutcomes
g + g (Fuse)H 30% (+20, run ends) · c c̅ pair production 70%
Einstein's gambit3 hidden variables: no roll, take the Higgs

Forbidden vertices (real conservation laws, taught by refusal)

5. Gauge-Boson Effects

BosonForceEffectWhy it fits
g gluonstrongtake a random opponent card. The gluon parks in the collider as fusion fuelconfinement binds and drags
γ photonelectromagnetica random opponent card drops to the bottom of the decklike-charge repulsion
W±weak, chargedswap a card you choose for a random opponent cardthe W literally exchanges flavor & charge
Zweak, neutral+1 hidden variable, glimpse the opponent's handa neutral current is a measurement — information without exchange

6. Physics Fidelity Notes

What is real, and where the game compresses:

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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