Frontier lab strategy game

Lab to AGI

A competitive tabletop game about running a frontier lab on the path to AGI while balancing ambition, safety, trust, and money.

Overview

What You Are Trying To Do

Each player runs a frontier AI lab. You raise Capital, buy Compute, hire Talent, play research and deployment Projects, manage Safety, preserve Trust and Influence, and try to build the most valuable AGI-era lab.

Capability means your lab's model power: raising it gets you closer to AGI and unlocks stronger Projects. Safety keeps that progress from becoming reckless. Deployments create Revenue and Legacy Points. Private Incidents hit one lab at a time, while Public Events change the field for everyone.

Design mantra: Capability is the race axis. Safety keeps your lab alive. Capital lets you scale. Trust is public legitimacy; Influence is institutional access.

One round

The Core Loop

Before round 1

Setup

Player Setup

Deck Setup

  1. Shuffle Project, Private Incident, Public Event, and Lab Mandate decks separately.
  2. Reveal 8 Project cards into the public Project Market. Deal each player 5 Project cards as a private starting Hand.
  3. Place shared supplies of Capital, Compute, Talent, Trust, and Influence near the table.
  4. Each player draws 2 Lab Mandates, keeps 1 secret, and returns the other to the box.
  5. Randomly choose first player.

Table language

Resources and Tracks

Primary race axis

Capability Measures Model Power

Capability unlocks stronger Projects, gates major Deployments, and marks the race toward AGI. If Capability outruns Safety, your lab still advances, but the Safety Gap makes incidents and final scoring harsher.

Tracks

Turn economy

Gather Capital and Financing

At the start of a Turn, draft Project cards into Hand, then gain Capital equal to Revenue. Capital raises happen through Financing Program cards.

Capital pressure: build Revenue, discard dead Project cards from Hand, or play Financing Program cards instead of taking a special emergency loan action.

Player aid

Round Reference

Operate Lab

PurchaseCostLimit
1 Compute2 Capital3 per Turn
1 Talent4 Capital1 per Turn

Compute and Talent are unlimited in the base game. Safe labs hire Talent for 1 less Capital. Scarcity, leasing, poaching, and stealing are later modules.

Private Incident Draws

Final Scoring

How to read cards

Card Anatomy

Selected Imagegen iteration 2 card layout direction
Selected direction: Imagegen iteration 2. Compact costs, a readable requirement rail, a restrained evidence window, clear rules text, and a strong outcome strip are the production hierarchy for v0.5 cards.

Production Rules

  • Capability cards must make gains instantly visible.
  • Cost and requirements stay at the top so players can scan the market quickly.
  • Type and tags sit near the title to keep deck identity obvious.
  • Rules text gets the quietest, most readable area.
  • The bottom strip always tells the player what they receive.
3C 1K 1T 1P No requirement

Scaling Law Training Run

Capability Program

benchmark chart / training curve

+3 Capability. If you are below Growth stage, gain 1 Influence from benchmark recognition by funders and standards bodies.

+3 Capability | +1 Influence | 2 LP

Layout Rules

  • Cost lives in the upper left; P means Project Capacity.
  • Requirements live in the upper right.
  • Type line sits under the title.
  • Rules text is always in the lower half.
  • Outcome strip at the bottom shows what you get.
  • Incidents show Severity first and hide private details by default.
  • Evidence-window art uses repeated type motifs, not unique art per card in v0.5.

Rules glue

Timing and State

Endgame trigger

AGI Achievement

AGI is reached when any lab's Capability hits the threshold. That ends the game after the current round, but the winner is still decided by Legacy Points, including safety penalties for racing too far ahead of safeguards.

Result: the first lab to reach Capability 12+ gets a large AGI bonus, but any lab that reaches AGI with a high Safety Gap loses Legacy Points. You can win by reaching AGI carefully, or lose by reaching it recklessly.

Worked procedures

Worked Examples

Use these when teaching the first game. They cover the procedures most likely to create rules questions.

Table aids

Player Aids and Lab Mats

Print one aid and one lab mat per player. Trust and Influence are token counts, Revenue is a slider, and Deployments live on the map-style area of the mat.

Project deck

Project Cards

The first deck has 72 Project cards. Duplicate cards are rendered as physical copies for print-and-play testing.

Double-sided printing

Card Backs

Print these on the reverse side of each deck, or sleeve them behind the card fronts for early playtests.

Counters and markers

Token Sheets

Use cubes if you prefer. These sheets provide printable labels for the full v0.5 component counts.

Print order

Print And Assembly Guide

Print fronts first, then add backs only after one physical readability pass. The card sheets are built around true 2.5 x 3.5 inch poker cards, six cards per letter sheet.

Physical proof

Physical Print QA

Use this sheet before the first teaching game. It is the bridge between a checked digital print kit and proof that printed cards are actually readable in hand.

Teaching evidence

Teaching Game Round Metrics

Fill this during the 5-round teaching game so later balance notes are based on round state, not memory.

Standard game evidence

Standard Game End State

Fill this after the first full standard game. Then mark the acceptance gates before changing any costs, payouts, scoring, or card mix.

Acceptance Gates

Playtest report

Table Report Worksheet

Fill this immediately after the session, then transfer it into the matching staged draft in docs/evidence-drafts/. Promote it to docs/playtests/ only after it passes the matching --file validator.

Session

Rules Questions

Final Score

Player Feedback

Single-Category Tune

Private incident deck

Private Incidents

Private Incidents stay hidden unless they have the Public keyword. Keep private Incident Records face down with a Severity marker visible for endgame penalties.

Public event deck

Public Events

Private mandates

Lab Mandates

Draw 2, keep 1 secret. Reveal during final scoring.

Pre-playtest balance

Balance Stress Report

The current deck has a local simulation harness. Treat the numbers as early warning signals, not final tuning. Human playtests still decide balance.

Full report: docs/balance-simulation-report.md. Run npm run balance after each rule or card tuning pass.

Revision log

What Changed From v0.3