slashing away parts of their humanity

One of the best reasons to write online, which I hadnโ€™t anticipated when I started, was to โ€œfind the othersโ€. The people who make you feel less alone in your thoughts. The ones taking the same crazy pills as you, whose minds wander the same alleys.

David Fuย is one of those people for me. We bump into each other at the intersections of education, games, and the type of idealism we should have long outgrown. He pings me last week with an email subject:

watched this pod and thought of mathlete vs mathematician

The subject is a callback to Benedictโ€™s reflectionย math team and other horrible things you do to get into stanfordย and his message was a paraphrase of an interview he watched:

If we live in a world that hyper awards those with power and those willing to cut out their humanity and hyperfocus on the explicit measure (win math competitions, win status and prestige games like getting into Stanford) then we should expect to get a world in which the people who have the most power to communicate and control things are the people who have been most willing to slash out their humanity and hyperfocus

Sociopaths are running the asylum and Iโ€™m still stuck on how we got here, so ok, you got my attention. I open the YouTube link.

Dork fโ€™n Christmas.

Itโ€™s an interview with C. Thi Nguyen!

Nguyen is a philosophy professor at the University of Utah with a focus on games. Not game theory but theorizing on games. His first bookย Games: Agency as Art (my notes) is amazing, but I donโ€™t recommend it unless you are in the market for an academic treatise on the philosophy of games.

Nguyenโ€™s interview with Sean Carroll 5 years ago is still one of my favorites (my notes), so I was stoked to settle in to this one.

It delivers.

Turns out he has a new book and if that wasnโ€™t self-recommending enough, I was delighted to see Dan Daviesย write:

If you liked โ€œThe Unaccountability Machineโ€ and you got a book token for Christmas, spend it onย โ€œThe Scoreโ€ by C Thi Nguyen. I havenโ€™t seen an advance copy or anything, but I met the author at a conference and heโ€™s extremely funny and clever. I will be trying to promote the book to as many business podcasts as possible, because I very much think that this is a case in which the dead hand of academic analytical philosophy may have robbed the world of one of its greatest management consultants.

Danโ€™s another author whose powers of observation are galactic, so Iโ€™m getting a lot of convergence on healthy brain food.

Iโ€™ll leave you with some of my favorite excerpts:

Hobbes, Power, and Defining Reality

What Hobbes says is that the ultimate power is not military or economic power. It is the power to define terms and control language. If you control language and define terms, you control people from the inside.

Games are like artificial governments. Theyโ€™re things where we play around with incentives and rules and constraints to shape peopleโ€™s action.

When someone says, โ€˜Hereโ€™s a watch. It measures your health,โ€™ and if you accept that, youโ€™re letting somebody else define what health means for youโ€”typically in whatโ€™s easy for one of their devices to measure cheaply.

Value Capture (Core Concept)

Value capture is any case where your values are rich or subtle or in the process of developing that way and you get put in an institutional setting and that institutional setting offers you a simplifiedโ€”typically quantifiedโ€”version of that value, and then that simplified version starts to take over your conception of goodโ€ฆItโ€™s not just an incentive. Itโ€™s when you start to care about the metric as the thing itself.

Law School Rankings and the Death of Deliberation

Before rankings, colleges described their missions in totally different languagesโ€”money, research, activism, community. Students had to deliberate about what they cared about.

The moment U.S. News and World Report started issuing rankings, students stopped talking about what they wanted and started assuming that โ€˜bestโ€™ was whatever the ranking said.

Youโ€™re outsourcing not just your values, but the process of deliberation about your values.

Bernard Suits and what a game actually is

Bernard Suits defines a game as the voluntary attempt to overcome unnecessary obstacles. In ordinary practical life, the outcome is valuable on its own, so you try to get it as efficiently as possible. But in games, the value is inseparable from the obstacles themselves.

If the goal of basketball were just to pass the ball through the net, youโ€™d use a ladder at night with no opponents. But thatโ€™s stupid โ€” because the value of making a basket is intrinsically tied to dribbling, jumping, shooting, and resistance. Whatever the value is, itโ€™s in the process, not the outcomeโ€ฆ And when you hyper-optimize for winning, you destroy the spirit of the game.

Why metrics are fun in games โ€” and dangerous elsewhere

The articulation of a metric has clarity, and that clarity is incredibly powerful over us. The best way to talk about this is to explain what metrics do for us in games โ€” and then why thatโ€™s okay in games and not okay elsewhereโ€ฆ Games are this incredibly interesting art form where someone designs a new self for you. A game designer tells you what to want, how to pursue it, and what constraints you have, and suddenly you become a different kind of being โ€” a being of feet, or balance, or precision.

What makes games so beautiful is their simplicity and clarity. We all have the same goal. Itโ€™s blissfully clear what a good move isโ€ฆ But that same clarity lets us outsource a complicated judgment about ourselves. The system says: I will let you know when youโ€™re doing great. And the danger is that the clarity of a metric can keep us playing even when it makes us miserable.

Goal vs purpose

One of the most important distinctions in thinking about games is the difference between the goal of a game and your purpose in playing the game. The goal is the target youโ€™re trying to hit. The purpose is why you play at allโ€ฆ For some people, the goal and the purpose collapse into one thing โ€” winning. I call these achievement players. But for a lot of us, thereโ€™s a deep difference.

The easiest place to see this is party games. In party games, the goal is to win, but the purpose is to have fun. You have to try to win for the game to work, but if everyone had a great time and you lost, youโ€™d be ridiculous to feel bad about itโ€ฆ The larger purpose has clearly been fulfilled.

Rock climbing is another good example for me. I love rock climbing. I am a terrible rock climber. I am mediocre beyond beliefโ€ฆ The goal of rock climbing is to get up the rock. But the purpose, for me, is the beauty of movement and the clarity of mind it gives me. Itโ€™s one of the only things that actually gets my brain to shut up.

Whatโ€™s interesting is that I cannot get that feeling without trying to win โ€” without genuinely trying to complete the climb. But it also doesnโ€™t matter if I fail all day. I leave feeling good. My body feels good. My mind feels cleansed.

When you have the right attitude toward games, you keep goal and purpose separate. The game tells you the goal. You choose the game for your own purposesโ€ฆ And that separation is a huge dimension of freedom that we often donโ€™t have with metrics.

The gap between what matters and whatโ€™s measurable

The thing to get really interested in is the gap between whatโ€™s really important and whatโ€™s easy to measure institutionally. โ€˜Likesโ€™ claim to represent communicative value. Steps and VOโ‚‚ max claim to represent health. And when those representations are too thin, they donโ€™t just miss what matters โ€” they actively change it.

Qualitative understanding is rich, subtle, and context-sensitive, but it travels badly. Quantitative knowledge works by isolating a context-invariant kernel โ€” something everyone can understand โ€” and stripping away nuance so it can move easily between institutions.ย The problem isnโ€™t that data is bad. Itโ€™s that we reach for it compulsively, even when itโ€™s inappropriate.

Recipes, accessibility, and the loss of judgment, and the โ€œfacade of objectivityโ€

The facade of objectivity as well that this folds into. Itโ€™s this notion that we are also being sold this actively sold this by tech companies as well as our governments as if this metric data-driven system is also democratizing, it is populist it is access expandingโ€ฆ but what youโ€™re describing is the thing that I think I have felt and have been frustrated by which is the decline in the value of expertise of editorial judgement of human decision

Old recipes donโ€™t say โ€œtwo cups of flour.โ€ They say things like โ€œadd water until it feels just under sticky.โ€ Thatโ€™s actually a very good recipe โ€” if you know what youโ€™re doingโ€ฆย Modern recipes give you accessibility. Anyone can follow them. But what they take away is the cue to adapt and use judgment.

Metrics are that for values. They tell you something anyone can use and understand. And accessibility isnโ€™t bad โ€” but thereโ€™s a price. And the price is expertise.

When data is genuinely good โ€” and when it turns on us

Large-scale data is really good at optimizing for things that areย easy to count. Itโ€™s why I am alive and why my child is alive. Not dying of an asthma attack is a very clear target, and data is incredibly good at that.

Itโ€™s also incredibly good at debiasing. If an institution is convinced it isnโ€™t biased, numbers are often the only thing that can knock the door down. You can point and say: look, women are getting the same scores, but youโ€™re hiring men nine times as oftenโ€ฆ That clarity is powerful.

But then you move decades forward. And what you start to see is those same data-driven approaches getting thinned down into numerical quotas and proxies that miss the heart of what they were meant to fixโ€ฆ The system that was good at breaking down the door becomes the system everyone optimizes against.

Data-based approaches are very good at the blunt stuff. And then, over time, they tend to miss the subtle stuff โ€” while capturing everyoneโ€™s attention. People start gaming the metric. Institutions start optimizing the proxy. And the thing that actually mattered quietly slips out of view.

Metrics are best at targeting what everyone can count easily together. And the uncomfortable question is how much of what makes life meaningful is actually easy to count togetherโ€ฆ Because if power accrues to those willing to hyperfocus on the explicit measure and cut out everything else, then we should expect a world run by people who have been willing to slash away parts of their humanity in order to win.

Metrics, Shame, and Modern Power

Historically, the guardrail was shameโ€”โ€˜youโ€™re not fun to play with.โ€™…Shame has never felt less effective than it does right now. We live in a system where the green arrow going up and to the right is the only thing that matters.

โ€ฆand then thereโ€™s this little exchange with a very 90s thought. Where โ€œsell-outโ€ was an insult instead of the goal of a personโ€™s life.

Pablo:ย When I was growing up, obviously, I knew there were like popular things, but it was not as if I read an article or read a book and had my view of it informed by how many other people simultaneously were doing thatโ€ฆWe all feel the way in which stuff is worse. Itโ€™s hard for me to say that itโ€™s disconnected from the entire conversation weโ€™ve been having.

One of my takes that I have for the new year,ย popularity will become uncool. And I say that just because we are all watching the mechanisms of what it is to get all of the views and all of the likes and all of the retweets, right? And I just think weโ€™re due for a movement that weโ€™ve seen before, by the way, in which pop culture becomes uncool. And I just think that that is itโ€™s just one of these things that feels like weโ€™re ripe for.

Nguyen (shooting it down):ย Yeah. Unless that gets captured and large-scale forces successfully gain this sense of uncoolenness and manage to [garbled]. Like punk points. What happened with punk? It became pop punk, right? Some people resisted and were like screw popularity and then large-scale forces figured out how to game that, market that, and we got, you know, โ€œtopโ€ alternative radio.

[Random bit I just noticed: Nguyen teaches at University of Utah. Another one of my favorite thinkers and conversation partners,ย Robert Wuebker, teaches there. I may need to make a field trip to this Utah place.]

Games we played during Christmas 2025

We played a lot of games over the holiday break. Some recs.

Timeline games

Hitster: Draw a card. Scan the QR code and a song plays on Spotify. Place it on your timeline based on the year the song was released. First player to line up 10 cards wins.

Hitster is really simple but a fun music themed game. Listen to songs from  a QR code and try to place its release year in a time line in relation to  other
image viaย FB Group

Chronology: Same idea as Hitster but cards with historical events written on them. Did you know the first looping roller coaster preceded the Gettysburg Address? Neither did I.

Weirdly, these games are not by the same company despite the same mechanic of completing a timeline of 10. Iโ€™ve never played a game with that mechanic and then played 2 with 4 days. Baader-Meinhof game moment, I guess.

 

Trickery games

Imposter: This is a free social deduction game that got a lot of play since we had several large gatherings.

 

Skull: Iโ€™ve boosted this game before. Itโ€™s reminiscent of poker or Liarโ€™s Dice but we played a bunch over break with several groups and it universally loved. Even the 9 year-olds were super into it. Take 2 minutes to learn but then itโ€™s very rich.

My favorite game review channel isย Shut Up & Sit Down:

You really donโ€™t need to buy the game to play it. Hereโ€™s the same game played with whatever cards you have around the house:

Finally, we played a giant round of a game I wrote about last year:

Left Center Rightย (1 min video)

This game is pure degeneracy and takes less than a minute to learn. Asian grandmas and 5-year-olds alike will lose their minds over it. Huge party hit this holidays. Itโ€™s actually an old game, but new to me. It has zero skill so when I heard how it works I immediately poo pooโ€™d it but playing it in a group of 15 for a little cash is amazing.

If you want to make it skillful just create an open outcry side-market on who the winner is. Letโ€™s say โ€œAnnโ€ is playingโ€ฆAnn futures settle to 0 or 100 depending on if Ann wins so you can bid, offer, or trade any integer price between 0 and 100 based on your assessed probability of Ann winning. Itโ€™s a faithful simulation of mock trading (and really similar to the StockSlam game I was playing a couple years ago).

This year, we played a single round of LCR on Christmas Day that took close to an hour. 17 people with a $20 buy-in. Winner got $340. Asian aunties were rabid. Call me whatever you want, but โ€œthese peopleโ€ love gambling.

[Because of the buy-in, we used poker chips instead of singles for tokens. I was told this took away from the experience since โ€œgrandma wants to see the cashโ€. Noted for next time.]

poker without the poker

An on-ramp to games of incomplete info for children

 

Matt Levine on teaching his 4-year old poker:

How to Teach Your Kids Poker, the Easy Wayย (non-paywalled version)

The wrong way [to teach poker] typically begins with the order of hands. The winner of a poker hand is the player with the best hand, so you have to know which hands are better than others. A straight flush beats four of a kind, a flush beats a straight, three of a kind beats two pair, etc. For a child, this is a lot to memorize, though also an exciting assortment of trivia to know and argue about.

But this isnโ€™t what poker is about. Poker is a game of incomplete information โ€” you rarely know if you have the best hand โ€” and, more important, a game of betting. The essential action of poker is betting, or folding if the betting gets too rich for you. The winner is the player with the best hand whoโ€™s still in at the end of the hand, and you get to the end of the hand only if you call all the bets along the way. If you have the best hand and fold, you lose. And if you have the worst hand and make everybody else fold โ€” by bluffing, by betting and acting like you have a good hand โ€” then you win.

That dynamic is more central to poker, and more fun to learn, than the order of hands. And you can get to it immediately, if you begin teaching poker the right way.

The right way to begin is with one-card pokerโ€ฆ

Youโ€™ll probably win with a king, but if someone raises you, does that mean that they have an ace (and have you beat), or a queen (and are overconfident), or a six (and are bluffing)? There are 52 cards, so you can estimate the probabilities if you are mathematically inclined, though if you are four you probably wonโ€™t.

You probably wonโ€™t win with a six, but if you bet it confidently you might bluff everyone else out. If everyone else checks, and youโ€™re the last person to bet, you might as well bet: You have โ€œposition,โ€ everyone else has a weak hand, and you might be able to steal a pot. The essentials are there.

More on this topic:

  • A cool version of a โ€œliarโ€™sโ€ game which hits the same notes as poker but with less complexity:
  • ๐Ÿ”—kids as market-makersย (moontower)

โ€ฆand weird timing but this is an invitation I got out-of-the-blue in the neighborhood dad chat:

Iโ€™m hosting a poker night, but with dice games instead of poker. Liarโ€™s Dice and Left, Center, Right.

If you recall fromย A couple game recs from Xmas 2024, I recommeded LCR:

Left Center Rightย (1 min video)

This game is pure degeneracy and takes less than a minute to learn. Asian grandmas and 5-year-olds alike will lose their minds over it. Huge party hit this holidays. Itโ€™s actually an old game, but new to me. It has zero skill so when I heard how it works I immediately poo pooโ€™d it but playing it in a group of 15 for a little cash is amazing.

If you want to make it skillful just create an open outcry side-market on who the winner is. Letโ€™s say โ€œAnnโ€ is playingโ€ฆAnn futures settle to 0 or 100 depending on if Ann wins so you can bid, offer, or trade any integer price between 0 and 100 based on your assessed probability of Ann winning. Itโ€™s a faithful simulation of mock trading (and really similar to the StockSlam game I was playing a couple years ago).

A couple game recs from Xmas 2024

Holiday hibernation always leads to game recs.

๐ŸŽฒLeft Center Rightย (1 min video)

This game is pure degeneracy and takes less than a minute to learn. Asian grandmas and 5-year-olds alike will lose their minds over it. Huge party hit this holidays. Itโ€™s actually an old game, but new to me. It has zero skill so when I heard how it works I immediately poo pooโ€™d it but playing it in a group of 15 for a little cash is amazing.

If you want to make it skillful just create an open outcry side-market on who the winner is. Letโ€™s say โ€œAnnโ€ is playingโ€ฆAnn futuresย settle to 0 or 100 depending on if Ann wins so you can bid, offer, or trade any integer price between 0 and 100 based on your assessed probability of Ann winning. Itโ€™s a faithful simulation of mock trading (and really similar to the StockSlam game I was playing a couple years ago).

Related posts:

๐Ÿ’ปTuring Machineย (link)

This deduction game offers a unique experience of questioning a proto-computer that works without electricity or any sort of technology.ย (It uses punchcards!)

The Goal? Find the secret code before the other players, by cleverly questioning the machine.

This game is impressive. With 95 punchcards and 48 โ€œverificationโ€ circuits (these are the logic gates you use to test your hypotheses against) they generate over 7 million problems! After one round you are just sitting there wondering how big-brain the designers are.

You can play competitively, solo, or coop. The game is beautiful and stimulates that part of your brain thatโ€™s trying to nail the logic for a complicated array formula in Excel. The game says 14+ but Iโ€™d say itโ€™s fine for any middle-schooler that likes games.

Zak taught me how to play and then cooked me.

Trade or Tighten’

Years ago, Khan Academy created a game out of RISK outcomes to teach how the invisible hand of markets form consensus, and idea that underpins how price signals marshal resources.

Great 2 minute video:

Sal Khan:

The point of using the boardgame RISK is just to have something that the market can predict. And the big takeaways from this should be whether or not markets are good at predicting complex phenomena.ย The whole point of this is to understand how markets work, how markets are tied to actual reality, how prices and probabilities are related โ€“ prices of securities and probabilities of various events happening.

I think in the everyday world, when you think about the stock market,ย people donโ€™t realize that those are real people dealing. But here you see the people and you see the excitement, or when people get down on the stockย you can see it very viscerally.

[camera pans]

Now you can see people are starting to get comfortable, theyโ€™re starting to understand how the trade works, theyโ€™re starting to understand the dynamics of the RISK game, so youโ€™re getting a lot more professional trading behavior going on.

A lot of students here, itโ€™s the first time theyโ€™ll have experience with a market, this idea of buying and selling things. Even a lot of the parents have never actually bought and sold securities like this before and have seen how the price of a security can connect with some form of reality.

[Kris: love this line]

One thing about simulations is you learn something while youโ€™re in it and then you go home and you think about it and you learn a lot more.

Money Angle For Masochists

Besides mock trading a way prop firms teach market-making and handicapping is to playย Trade or Tighten. You can do this with your family, friends, colleagues.

Hereโ€™s the rules courtesy ofย Austin Zhang:

  1. Mutually agree on a quantitative figure (e.g. the temperature of a randomly chosen city) and the size of the contract (e.g. $1 per ยฐC)
  2. Without looking up this value, players must take turns making markets on this figure. This means they must state a price they would be willing to buy at (bid) and a price they would be willing to sell at (offer).

    โœ…Neither the bid nor offer may be less aggressive than the previous market.
    โœ…At least one of the bid/offer must be more aggressive than the previous market.

  3. At any point, a player is allowed to trade against any other playerโ€™s market. Play continues until a trade occurs.
  4. Once a trade occurs, play stops. The contract settles at the value of the agreed figure

This is a commonly played trading game. Itโ€™s a good way to guarantee a trade happens between two parties that want exposure. Itโ€™s also a fun way to test your intuition.

Itโ€™s a lot like Liarโ€™s Poker but you arenโ€™t limited to serial numbers on dollar bills.

This is still played by prop firms.


Hereโ€™s another free resource I found for the codex that aspiring quants might enjoy:

MIT Sloan Business Clubโ€™s The Quant Bibleย (via coursesidekick)

50 pages of nerdom

I Hosted A Murder Mystery Game For New Year’s Eve

My in-laws joined us for dinner on NYE 2023-24 and to spice things up I hosted a Murder Mystery game. I’ve never done this before so it was a leap of faith and everyone brought a generous spirit to it knowing it was the first time. There were 4 adults and 4 kids ranging from 7 to 13 years old.

I followed the instructions from Dennis Spielman’s Movie Murder Mystery Party.

It was a huge hit and made for a NYE we won’t forget!

After some customization this is my concise set of instructions and suggestions…


The Premise

In this murder mystery game, guests take the roles of various cast and crew members celebrating the completion of filming of their movie when the Director suddenly dies at the party. However, the paranoid Director hid magical clues. These clues reveal hints as to who committed the crime. The scavenger hunt brings a unique aspect to the classic murder mystery game. The party’s story, the movie itself, and the characters are improvised, making this game different each time it’s played with between 5 and 10 people.

ย 

Before everyone arrives on the night of the party

  1. Send invitees a random character (pages 6-10). Ask them to invent a name for their character
  2. Send them these instructions:

On your character cards there are conversation topics that you can and should insert in the eveningโ€™s discussion about the movieโ€™s story and your characters.

But this game is all about improv and making stuff up as we go along!

Your tasks during the game:

    1. Learn what you can about the other players while revealing all of the facts about yourself from your character and personality cards. If your character requires props take a few moments to gather what you need.
    2. Note that many of you have a motive for murdering the director.

On the night of the party

  1. Hide the clues (pages 12-19)[Recommendation after having played this: Do not let guests share the clues they find with others]
  2. The host (โ€œThe Directorโ€) reviews all the character cards. The director will use judgement and acting to naturally prompt guests to reveal details of their character. Useful in case they forget. The director is facilitating the game as well as playing in it.

Arrival

(This is a customized narrative)

The party is in the Hollywood Hills. My kids are huge NBA fans so I weaved in the fact that Lebron James was our neighbor. Once everyone has arrived, you the Director, enters and recites this script (pompous Hollywood attitude):

โ€œWelcome movie cast. We are all gathered here to celebrate the completion of my magnum opus, [insert movie title], directed by yours truly. As you recall we filmed the scenes in isolated bits and I stitched them together personally because as you know Iโ€™m a very avant-garde director with supernatural powers.

We finally got the marketing blurb that will tease the film

In [insert your town/neighborhood], a seemingly tranquil suburban town in California, the [insert name] family harbors a deep, dark secret. The husband and wife owners of a local pet store known for its exotic animals, are regarded as ordinary townsfolk. Their children, Alex and Lily, are typical high school students, or so it seems.

ย 

Before celebrating I want to address the morose event we all witnessed last week with our esteemed falconer on assignment from [local ranch]. I know our colleague would be satisfied in knowing his last day would be spent doing what he lovedโ€ฆeven if it meant being impaled by his best friendโ€™s beak in pursuit of an errant lure.

ย 

A moment of silence for our fallen friend Cliff Wingspan.

ย 

Perhaps later you can decide who amongst you with like to adopt our sharp-beaked co-star.

ย 

For now, if you could each re-introduce yourself for acknowledgment amongst your peers.

ย 

Let us now celebrate with food and drink as the details of the filmโ€™s plot will become more apparent as you mingle amongst yourselves.

ย 

At some point (after dinner is a fine time) the director suddenly falls to the floor and drops a death note.

In our game, I hand-wrote the following death note:

โ€œI know many of you dismiss my claims of supernatural powers, but I knew that I would die tonight. However, I will not let the murderer go free, so earlier, I hid paper with my psychic impressions throughout [insert room] that will give clues as to who did or didnโ€™t kill me. In time, my spirit will return and demand that each guest point to whom they believe murdered me in hopes the real murderer will confess. Those that guess correctly will be greatly rewarded.โ€

ย 

Prizes

  1. The Oscar for Best Actor/Actress
  2. Bloodhound Award: Found the most clues
  3. Detective Award(s) for whomever identified the murderer
  4. An Award For the Whoever Cooked
  5. The Most Confused
  6. Best Costume

Tips

  1. Do not let guests share the clues they find with others
  2. Our 7-year-old played and hours before the game started I pulled him aside for a โ€œvery important meetingโ€ where I went through the character card with him and offered suggestions on how to reveal his character traits and information by giving specific suggestions. I also made sure to give him a card that did not make him the murderer. He loved the sense of spycraft and getting a private meeting beforehand. It was so cute and one of the rewarding aspects of including him even though there was a risk of him โ€œnot getting itโ€. It actually all worked great!
  3. Remind everyone to stay in character. The game is a bit like hypnosis or tarot card sessions โ€“ you need to let yourself enjoy it by keeping your overly serious, rational self at home. If youโ€™re an unrepentant pragmatist frame this be an opportunity to work your creative, on-the-fly muscles. Surely you can see the value in that.

Mafia: The Social Deduction Party Game

From IcebreakerIdeas.com:

The Mafia party game presents a conflict between the Mafia โ€“ the informed minority โ€“ and the Innocents โ€“ the uninformed majority. Originated by Dmitry Davidoff of the USSR in 1986, this popular game has many variations and can be played by a group of seven or more people. For very large groups, we suggest adding additional characters.

The game has two phases; night, when the Mafia might secretly โ€œmurderโ€ an innocent, and โ€œdayโ€ when Innocents vote to eliminate a Mafiosi suspect. The game ends when all the Mafia members are eliminated or there are more Mafia members than Innocents.

There are many variations of the game, some of which we have included below. Realistically, the minimum number of players needed to play is seven (5 Innocents against 2 Mafia). The basic version described here requires a deck of cards and works best with between twelve and twenty-four players.

  • ย Rules
  • [optional: show guests before playing this 5 minute video about the origins of the real-life Mafia —ย  The Mafia Explained]

ย 

Moderator script for The Lake Tahoe Mafia Scenario

[created by prompting ChatGPT with some of knowledge and experience from visits to South Lake Tahoe]

ย 

NIGHT 1

“The town of Tahoe, nestled by the serene waters of the lake, had always been a place of natural beauty and tranquility. But as night fell, a group of locals sought adventure and mystery at one of Tahoe’s most ancient and storied sites: Cave Rock.

Cave Rock, a site revered by the Washoe people, was shrouded in legend. It was said to be a place where, long ago, the Washoe sacrificed their unfit babies, giving rise to the haunting name ‘Tahoe’ or ‘water’s edge.’ The group, intrigued by these tales, ventured to Cave Rock, hoping to experience the mystical aura of this sacred place.

As they explored the rugged landscape, the setting sun cast a golden hue over the rock formations, creating an almost surreal backdrop. The sound of the lake’s waters lapping against the shore added a rhythmic, yet eerie soundtrack to their exploration.

Engrossed in the history and natural beauty of Cave Rock, the group hardly noticed the fading light. But as darkness enveloped the area, one member of the group wandered off, drawn to a secluded crevice within the rock.

When the rest of the group realized their friend was missing, a sense of unease quickly set in. They called out and searched the area, but found no trace. The only response was the echo of their own voices against the ancient rock walls.

As they returned to town under the starlit sky, the group was filled with a mix of fear and bewilderment. The sacred and imposing Cave Rock, with its rich tapestry of legends, had become the scene of a baffling disappearance. The town of Tahoe, once a haven of peace, now faced a night of mysterious whispers and shadows, pondering what secrets the waters of Lake Tahoe might be hiding.”

NIGHT 2

“As the night fell over Lake Tahoe, the bright lights of the lakeside casino beckoned gamblers and thrill-seekers alike. The clatter of roulette wheels and the shuffling of cards filled the air with a sense of excitement and danger. Among the crowd, a high-stakes player, known for their daring and luck, was drawing a crowd at the blackjack table. Little did they know, their fortune was about to run out.

In the midst of the game, the player received a mysterious note, urging them to take a midnight boat ride from the dock behind the casino. Intrigued and sensing an adventure, the player slipped away from the cheering crowd and made their way to the promised boat at Emerald Bay.

The moonlit waters of Emerald Bay were calm, reflecting the starry sky above. The player boarded the solitary boat, finding it eerily unmanned yet ready to set sail. As they ventured deeper into the bay, the twinkling lights of the casino faded into the distance.

But this journey had no return. The next morning, the abandoned boat was found drifting aimlessly in the bay. There was no sign of the player, only a pair of concrete-filled boots left behind, tied to the edge of the boat. The infamous Tahoe Dance Floor had claimed its latest victim.

Back at the casino, whispers spread like wildfire. The mafia’s signature was unmistakable. It was a message to all: In the world of high stakes and shadowy figures, a gamble with the mafia might lead you to a dance with the depths of Tahoe.”

NIGHT 3

“As the night descended upon Tahoe, a chilling unease lingered in the air, intensified by the recent eerie events. The town, still reeling from the discovery at Emerald Bay, was about to face another mysterious ordeal.

In the shadowy pine forest, a local known for their evening walks ventured into the dense woods, unaware of the lurking danger. The forest, usually a peaceful retreat, was eerily quiet, the only sound being the distant lapping of lake waves.

By morning, the walker was nowhere to be found. A trail of footprints led deep into the woods, ending abruptly. Near this spot, a lone, split pine cone lay on the ground โ€” a silent testament to the night’s sinister events.

The mafia’s message was clear: their reach knew no bounds, not even the tranquil woods were safe. The town was engulfed in a wave of fear and suspicion, the serene setting of Tahoe now a backdrop for a dangerous game of shadows.”

Night 4

“As the twilight settled over Tahoe, a sense of foreboding gripped the town, already on edge from the unsettling events of the previous nights. This evening’s tale began at the Stardust Lodge, a quaint motel known for its retro charm and picturesque view of South Lake.

A group of friends, staying at the Stardust Lodge, decided to enjoy the crisp night air by the lakeside. They laughed and shared stories, unaware that their merriment would soon turn to mystery.

As the night deepened, a dense fog crept in from the lake, engulfing the surroundings in a misty embrace. The group, feeling the chill, decided to head back to the warmth of the lodge. But as they counted their numbers, they realized with a jolt of fear that one among them was missing.

A search ensued, but all they found was a lone souvenir from the Stardust Lodge, dropped on the path leading away from the lake. The missing friend was nowhere to be seen, as if swallowed up by the thick fog that now blanketed the area.

Morning broke with no sign of the missing person. The Stardust Lodge, usually a haven for travelers, had become the scene of a baffling disappearance. The townsfolk whispered of the mafia’s invisible hand, turning even a friendly gathering into a night of unexplained vanishings.

As the town stirred to life, the sense of dread was palpable. The Stardust Lodge, once a symbol of nostalgic getaway, now stood as a reminder of the deepening mystery enveloping Tahoe.”

Night 5

“With the memories of the past nights’ mysteries still lingering, the residents of Tahoe sought solace in the bustling ambiance of Heavenly Village. The popular Basecamp Pizza, known for its lively atmosphere and delicious slices, seemed like a safe haven from the shadow of fear that had fallen over the town.

On this night, a group of locals gathered at Basecamp Pizza, seeking comfort in the crowded, lively spot. The warm glow of the restaurant and the aroma of freshly baked pizza created a sense of normalcy, a brief escape from the tense whispers that had been circulating.

As they enjoyed their meal, laughter and conversation filled the air, making the sinister events of the past nights seem distant. But as the evening wore on, one member of the group excused themselves to make a quick phone call outside.

Minutes turned into hours, and the person who stepped out into the cool night air never returned. Their friends waited, growing increasingly anxious. Finally, they ventured outside, only to find the person’s half-eaten slice of pizza on a table, steam still rising from it in the chilly air.

A search commenced, but all that was found was the person’s jacket, carelessly draped over a chair, as if they had intended to return. The crowded, lively atmosphere of Basecamp Pizza, once a refuge, now echoed with an eerie silence.

As dawn broke, the news of the disappearance spread like wildfire. Even in the heart of Heavenly Village, amidst the laughter and light of Basecamp Pizza, the mafia’s reach was inescapable. The very place that was sought for safety had become the latest stage for an unfathomable vanishing act.”

Night 6

“The unsettling chain of events in Tahoe had cast a shadow over even the most innocent of places. Seeking a reprieve from the growing tension, a group of locals decided to spend the evening at Harrah’s arcade, a place usually filled with the joyful sounds of children and the bright lights of gaming machines. It was a place where laughter echoed, and worries seemed distant โ€“ a presumed sanctuary amidst the chaos.

As the group engaged in games, competing and laughing, the vibrant arcade atmosphere provided a temporary escape. The sound of tokens clinking, digital music, and the flashing lights created an almost magical realm, far removed from the dark tales that had been haunting Tahoe.

But as the night progressed, one member of the group, caught up in the excitement, wandered deeper into the maze of games. The others, distracted by their own amusements, didn’t immediately notice the absence.

It wasn’t until the arcade lights began to dim at closing time that they realized their friend was missing. A frantic search ensued, but all that was found was a half-played game, the screen flashing ‘Game Over’ in a mocking repeat.

No other trace of the missing person could be found. The arcade, once a place of joy and laughter, had transformed into a scene of mystery. The harsh reality dawned on the townsfolk: not even the cheerful, child-filled haven of Harrah’s arcade was safe from the mafia’s unseen and ominous presence.

As dawn broke, the town of Tahoe woke to yet another disappearance, this time in a place where danger seemed most improbable. The arcade, a symbol of carefree innocence, now stood as a stark reminder of the pervasive threat lurking in every corner of Tahoe.”

Pitbulls (Formerly StockSlam) Testimonial

One of the most fortuitous decisions I made in my career was accepting a job from SIG out of college. Back in 2000 going to Silicon Valley or I-Banking was all the rage. While trading was a coveted job, the idea of going to an exchange floor to sling options was not a mainstream career choice. And SIG was not a well-known company outside this narrow world.

The job offer I got from them was the lowest paying, but the interview process stood apart from the banks and other firms I talked to. It was clear that working for SIG meant a serious education in decision-making commensurate with the objective โ€” to take responsibility for risking the partnersโ€™ own money after as little as 9 months of training.

I was placed at the American Stock Exchange where I would learn from senior traders including their head of education in NY, Mike Steiner, simply known as Steiner.

Steiner was a natural teacher, able to communicate complex ideas with simplicity and frankly, joy. It was no surprise when I discovered 20 years later he retired to become a physics teacher in public school.

In 2022, we reconnected and he showed me the prototype for what would become Pitbulls. Pitbulls is a game distilling the essence and mechanics of the mock trading program we used in training. Pitbulls is a fast-paced game requiring players to think quantitatively while building intuition and understanding investor psychology. Steiner focused on making it fun โ€” itโ€™s a game first. But when I saw it I was immediately struck by its potential to bring investing principles to life!

Skills that will immediately develop from the very first game:

  • market making in an open outcry market
  • tracking multiple quotes from competitors
  • managing a rudimentary portfolio
  • reacting to new information

Deeper concepts embedded in Pitbulls:

  • arbitrage pricing, inter-dependent pricing
  • expected value and probability
  • the concept of edge as the foundation of a business
  • how you can be profitable without relying on prediction
  • making trading decisions under uncertainty
  • risk and diversification
  • the role, wisdom, and conditions of a healthy market
  • an introduction to derivatives
  • a bridge from trading to investing principles

Steiner has been hosting in-person playshops for years and I helped organize larger events in NYC, SF, and Chicago to overwhelmingly positive feedback. Unsurprisingly, the most universal suggestion was โ€œgive us an online versionโ€. People wanted to play on their own and host their own sessions.

Starting now, you can play online!

Iโ€™ve been writing about financial education topics for years. These posts go into how Pitbulls and its underpinnings can improve your thinking in powerful ways.


If you use options to hedge or invest, check out the moontower.ai option trading analytics platform

Lessons from Game Designer Raph Koster

I am going to be reading game designer Raph Koster’s book Theory of Fun pretty soon. For a preview, I listened to an old interview on the Think Like A Game Designer podcast with Justin Gary.

Link: https://www.thinklikeagamedesigner.com/podcast/2018/10/25/think-like-a-game-designer-5-raph-koster

Raph’s 25-year-old blog is a monument to design knowledge — it includes his writing, talks, and links to projects.

Raph is a creative force of nature. And this interview gets behind the madness. As always with my recaps, this is just what I wanted to write down for my own future reference but so much more is covered (there’s an especially great section about the use of simulations)

The Studio | London Art Classes


Ideating from scratch

When designing a game Raph will have a starting point. On one end of the spectrum might be a particular loop or mechanic the game hinges on. At the other end of the spectrum, he might start with the type of experience heโ€™s looking to design. His approach to tabletop games tends to start with the mechanics and for video games from the experience. I excerpted the following because he decomposes the act of swimming into game mechanics off the top of his head in the interview. It was a neat example of how native this thinking clearly has become for him:

In my board game work, I find myself biased towards the mechanical. It’s unusual for me to start from the other end of the board games. But in video games, I often start from the experiential end. My goal is to establish what I know at one end and then use it to jump to the other end to draw conclusions. For example, if I start from the experiential end and I want to make a game about swimming, I think about the experience of swimming for me. There are different strokes. There’s the fear of drowning when you start to learn. Rhythm is crucial to swimming, as is breath management. The concept of a breath might be a resource. It could be something consumed periodically, but there might also be an exhaustion meter that decreases over time, limiting your breath. Different strokes might have different breath expenditures. If I decide to create a tabletop game, I think mechanically. I could set up a board with a race structure appropriate for swimming, perhaps with themes like sharks chasing or diving challenges. I’d play a game of resource management to get the necessary strokes, maybe using cards or tokens. If I were designing a digital game, I’d focus on rhythm, possibly incorporating a timing aspect and still manage resources of breadth and endurance. Different strokes would offer varied trade-offs. My aim is to establish two foundational ideas and move inward, paying attention to both. Ideally, they meet in the middle. If I have an abstract idea, like a deck of cards that “moves” me, I might not end up with a swimming game. It could fit another context but remain mathematically sound. It could be rules for moving cavalry in a supply chain. It’s crucial to consider both ends because it helps generate ideas that lead to a cohesive design.

Having a wide array of influences and skills

I’m always fascinated by and strive to understand the universal principles that apply to the creative process. It doesn’t matter whether you’re making games, poetry, art, or a movie, I believe there are common threads in how you approach creative work. You have such a polymath background, maybe you can speak to that.

My education and background is eclectic, with a consistent focus on the arts. I took studio art classes beyond the college level and I’m a musician. I play multiple instruments and studied music theory and composition in college. Interestingly, the one thing I do but never formally studied is programming. I have a Master of Fine Arts in Creative Writing and draw on all of these disciplines regularly. It’s challenging for me to imagine not being a jack of all trades or how I’d approach games if I weren’t integrating all these skills. I also frequently use Excel. A primary reason I enjoy game design is because it allows me to utilize various skills in one project.

Getting better — what does it mean to practice?

What’s the equivalent of “practicing scales” for other creative work?

I consider the practice of all those things I do as being very similar. I use the same habits for all of them. I made a list of them once in a blog post, which I think was called “practicing the creativity habit“. First was, whatever the activity is, do it regularly and make it a habit. So part of that is having the tools near you at all times. In the room I work out of, there are about 20 musical instruments within five feet, a complete art studio, a recording studio, and a game design reference shelf. Not actual games, but books about games, economics, interface design, and other topics related to games. For board games, I have a prototype kit with hundreds of dice, wooden bits of different shapes, and about 30 or 40 different decks of cards. The first thing is to make it a habit. Second, have the tools close at hand always.Third, give yourself constraints. I try to do that regularly. If it’s guitar, I might find five jazz chords and learn them, then write a song using those chords until I understand them. I picked up this habit from studying art and poetry. There are traditional poetic forms like sonnets, Villanelles, and haikus. In a writing workshop, we set ourselves the challenge of writing a poem using every single traditional form. In game design, it would be trying different game types. I haven’t succeeded at it for games, but that’s not the point. It’s about understanding design patterns. This approach applies to everything I work with, be it music composition, writing, or drawing. It’s a common underlying principle. It’s like working out — you need to rotate through the different muscle groups. 

Intuition is pattern-matching against experience subconsciously

This is illustrated by an example from one of the cognitive science books on my shelf: the firefighter intuitively knows a structure is going to collapse. If you ask them why, they often have trouble explaining. I believe the process of conducting formal analysis of numerous games or seeking NP hard problem categories or compiling a pattern library and trying to internalize it helps strengthen our intuition. The exercise of building games around patterns serves as practice for honing this intuition. I may not always explain why I opt out of a conflict early, but I just intuitively sense it won’t work. The key is recognizing this earlier. I still believe 90% of ideas are shit but now, I discard them even before jotting them down, often when they’re just scribbles.

Nuance about the role of games in education

The changes over the years have involved the “chocolate covered broccoli” concept, where something fun is wrapped around an academic task. It’s clear this approach wasn’t effective. We’ve come to understand that games teach in specific ways that are well-suited for certain subjects but not for others. Games motivate players best through intrinsic motivation. Players choose to learn and take on tasks because they want to, with the game guiding their objective. For instance, instead of making a game to directly teach math, you create a game where players have a goal they wish to achieve. This might lead them to discover that understanding a certain type of math is the solution. They then learn it out of their own motivation. This is a realization that educational game design has recognized over time. As for games with broader themes, they can reflect social structures, human interactions, economics, politics, and other vast topics. While there’s an abundance of narrative-driven or viewpoint-based games out there, game systems can be informative as well. For instance, Sim City faced criticism for presenting an overly optimistic view of public transit and its associated challenges.

You can bias your game systems to convey specific lessons. It’s important to recognize that your game systems inherently teach lessons, intended or not.

Game-playing trains your “systems thinking”

Finding real world systems and abstracting them or boiling them down to their essence isn’t actually a very common skill. Games can teach people how to do this. The idea involves setting constraints, modeling real systems, and allowing people to experience them within a game context to understand them deeply. It provides an opportunity for individuals to experiment with these systems, unlike in real life where, for example, you only get one shot at lifetime earnings. Playing a game that emulates this system offers lessons. This is applicable to various scenarios, such as political engagement. There should be games that allow players to experiment with political engagement methods, helping them discern more effective strategies. This principle holds true in many areas.

Kris here…yea, I’ve made this point repeatedly over the years.

In Let Your Kids Play Boardgames I said this of the game Quacks of Quedlinburg:

Quacks is a bit like a deck builder. Itโ€™s known as a bag builder but with a donโ€™t-bust-press-your-luck mechanic. To most of you, that means nothing but for the remaining, you should know this an outstanding game. Itโ€™s fun, and while seasoned gamers wonโ€™t like this necessarily, it has enough luck to allow a first grader to compete with an adult. I found myself thinking quite a bit about the value of the โ€œoptionsโ€ (theyโ€™re actually chips representing ingredients in a potion recipe) in the game and their respective costs. The concepts of theta, volatility, and vega would be visible to someone with a finance background if they looked past the game skin.  An engineer would see this game as a very pure simulation (most likely AI) based problem especially since the game has no trading interactions.

In Practice Second Gear Thinking I write:

We must identify second-order effects. In the options world, the โ€œgreeksโ€ are sensitivities. Delta is the optionโ€™s sensitivity to the underlying. Gamma is a second-order sensitivity that describes how an optionโ€™s delta changes with respect to the underlying.

But this topic is everywhere. If a company sells more widgets it makes more profit. But second-order effects mean attracting more competition or saturating a market. Every satisfied customer is one less customer that needs satisfying. So if I build a model of profitability based on units sold, when does the function inflect? When does opportunity fade into unsold inventory?

A fun way to think about second-order sensitivities is playing โ€œengine builderโ€ boardgames like Dominion or Wingspan where synergies between your cards lower the marginal costs of later actions2. In essence, the cards have gamma based on how you stack them. Every time I use a card it might increase my odds of winning by X. Thatโ€™s the delta or โ€œbenefit per useโ€. But the delta itself increases with synergy, so as the game progresses, you get more delta or benefit/use ratio, from the same card

In Greeks Are Everywhere I write:

One of the reasons I like boardgames is they are filled with greeks. There are underlying economic or mathematical sensitivities that are obscured by a theme. Chess has a thin veneer of a war theme stretched over its abstraction. Other games like Settlers of Catan or Bohnanza (a trading game hiding under a bean farming theme) have more pronounced stories but as with any game, when you sit down you are trying to reduce the game to its hidden abstractions and mechanics.

The objective is to use the least resources (whether those are turns/actions, physical resources, money, etc) to maximize the value of your decisions. Mapping those values to a strategy to satisfy the win conditions is similar to investing or building a successful business as an entrepreneur. You allocate constrained resources to generate the highest return, best-risk adjusted return, smallest lossโ€ฆwhatever your objective is.

Games have mine a variety of mechanics (awesome list here) just as there are many types of business models. Both game mechanics and business models ebb and flow in popularity. With games, itโ€™s often just chasing the fashion of a recent hit that has captivated the nerds. With businesses, the popularity of models will oscillate (or be born) in the context of new technology or legal environments.

In both business and games, you are constructing mental accounting frameworks to understand how a dollar or point flows through the system. On the surface, Monopoly is about real estate, but un-skinned itโ€™s a dice game with expected values that derive from probabilities of landing on certain spaces times the payoffs associated with the spaces. The highest value properties in this accounting system are the orange properties (ie Tennessee Ave) and red properties (ie Kentucky). Why? Because the jail space is a sink in an โ€œattractor landscapeโ€ while the rents are high enough to kneecap opponents. Throw in cards like โ€œadvance to nearest utilityโ€, โ€œadvance to St. Charles Placeโ€, and โ€œIllinois Aveโ€ and the chance to land on those spaces over the course of a game more than offsets the Boardwalk haymaker even with the Boardwalk card in the deck.

In deck-building games like Dominion, you are reducing the problem to โ€œcreate a high-velocity deck of synergistic combosโ€. Until you recognize this, the opponent who burns their single coin cards looks like a kamikaze pilot. But as the game progresses, the compounding effects of the short, efficient deck creates runaway value. You will give up before the game is over, eager to start again with X-ray vision to see through the theme and into the underlying greeks.

[If the link between games and business raises an antenna, you have to listen to Reid Hoffman explain it to Tyler Cowen!]

Advice for aspiring game designers [Kris: I think much of this applies to anyone whose job is to communicate — which is basically everyone]

The first piece of advice is to make games. I understand many are familiar with this advice, but it’s valid: make a multitude of games and practice consistently. The second piece of advice, especially for aspiring game designers, is to become intellectually curious. I haven’t met any outstanding game designers who aren’t. Be a voracious reader and be open to exploring different fields. Be genuinely curious. These two traits alone can take you a long way in the game design world.

Well, ok. But, given Raph’s background, it seems incomplete for me to not quote uber-successful game designer Sadie Green’s character in the novel Tomorrow, Tomorrow, and Tomorrow responding to a rando who asks her “How did you get into making video games?”

Sadie hated answering this question, especially after a person had told her that he hadn’t heard of Ichigo. “Well, I learned to program computers in middle school. I got an eight hundred on my math SAT, won a Westinghouse and a Leipzig. And then I went to MIT, which by the way is highly competitive, even for a lowly female like myself, and studied computer science. At MIT, I learned four or five more programming languages and studied psychology, with an emphasis on Judic techniques and persuasive designs, and English, including narrative structures, the classics, and the history of interactive storytelling. Got myself a great mentor. Regrettably made him my boyfriend. Suffice it to say, I was young. And then I dropped out of school for a time to make a game because my best frenemy wanted me to. That game became the game you never heard of but yeah, it sold around two and a half million copies, just in the US, sooooโ€ฆโ€. Instead, she said, โ€œI like to play games a lot, so I thought Iโ€™d see if I could make themโ€.

Specific content recommendations

Meatspace Wordle

I discovered Wordle last week while looking over a friendโ€™s shoulder. I showed the word on Twitter.

Like a drunk orc hobbling out of its winter cave. Clueless.

Luckily, I nipped the ratio in the bud quickly by deleting the Tweet when others informed me of my spoiling ways (thanks Tina!).

I had avoided the game for a long time because I didnโ€™t want to take drugs. But the one-word-a-day design is built-in chastity so I gave myself permission.

Its cryptography aspect reminded me of Mastermind (described in my older postย Fun Ways To Teach Your Kids Encryption), but having it be a word game is a seductive mix of Scrabble + logic.

Meatspace Wordle

Use pen and paper to play Wordle with your kids. Take turns giving words vs solving the puzzle. You can do this anywhere and use the number of guesses as the basis for a scoring system.

For advanced players, consider a quadratic scoring system (ie make your score proportion to the inverse square of how many guesses it takeโ€ฆ4 guesses is worth 1/16 of a point, 3 guesses is 1/9, 2 is 1/4 and so on). This might disincentivize the algorithmic approach and optimize for trying to guess the word earlier. I havenโ€™t thought about it hard enough, but it would be an interesting problem to compute just how steep the scoring systemโ€™s decay function would need to be to justify the informed guess approach.