Simulations & Games

AGI Wars: A Tabletop Simulation of Futures, Failures, and Care

A board game that stages competing visions of advanced intelligence and forces players to choose what kind of future to steward

By Julian Bleecker
1401 words 1121 tokens Human: 6:14 min Agentic: 68 μs
Photograph of the AGI Wars box and components on a dark table A group of players leaning over a play mat, moving pieces and consulting cards
A late-night session of AGI Wars where a contingency card reshapes the board.
Image by Context & Content Inference

At a community game night in Oakland, a facilitator with a clipboard read aloud a contingency card while players rearranged tokens on a 36-inch play mat; the card announced a sudden global energy shortage and invited players to spend influence to keep research labs online or to redirect funds toward distributed mentorship programs. The table contained an odd cross section of the near-future public: a mid-level research scientist, a foundation program officer, a venture partner who had flown in for the weekend, and two high school students testing the game for a civics elective.

Adding to this eclectic mix was a tamale truck owner who parked outside, taking breaks between rounds to serve players needing a quick refuel, and an out-of-work computer programmer eager to see how tech futures might diverge from his own experiences. A local LLM trainer (yes, a real job—teaching robots to help people in and out of bed and on and off the toilet) watched with keen interest, perhaps seeing parallels in her day-to-day work.

That session quoted a design philosophy familiar to people who study games as systems. Geoffrey Engelstein and Isaac Shalev’s Building Blocks of Tabletop Game Design catalogs the mechanisms that make social play meaningful; AGI Wars borrows from that taxonomy, blending cooperative pressures, asymmetric objectives, and occasional traitor-like surprises to let a single deck reshape incentives mid-play. The encyclopedia’s categories are visible in the game’s scaffolding: contingency cards that force collective choice, character cards with distinct agendas, and a rule set that rewards both coalition-building and opportunistic maneuvering.

The stakes were precise: players were not being asked to guess a single future; they were rehearsing decision-making across a small ensemble of plausible upheavals. For policy fellows, the exercise makes trade-offs tangible; for corporate leaders, it exposes how governance structures can amplify or blunt risks; for students, it turns abstract ethics into a set of real-time choices. The game frames AI futures as contested landscapes, and the contest is intentionally messy.

Design and components matter here because the tactile choices shape the mental models participants take away. AGI Wars, designed and produced by the Simulation Futures team at Near Future Laboratory, ships for $90 and arrives with two six-sided dice, set pieces, a rulebook, character cards, contingency cards, a play mat, and more. The physical weight of the box is part of the point: rules are legible, contingencies are readable at a glance, and the affordances invite long-form sessions rather than a five-minute gadget. That matters when the goal is not a single punchline but repeated rehearsal.

Gameplay runs in phases. Players take roles that map to real-world actors: Regulators who can constrain research pipelines, Philanthropists who fund alignment work or community infrastructure, Corporate R&D leads who decide whether to open-source systems, and Grassroots organizers who can shift public sentiment. Each turn introduces a geographic or technical node where influence is spent; contingency cards create sudden cross-pressures such as supply shocks, media scandals, or emergent agent behaviors. The rules encourage both strategic foresight and quick negotiation; a player who concentrates on building a ‘maternal mentor’ AI prototype can be outpaced by a competitor racing toward capability dominance, but building consensus around governance cards can blunt that edge.

What sets AGI Wars apart from many “serious games” is its refusal to moralize from the start. The scenarios assume multiple legitimate strategies exist; maternal metaphors are presented as design briefs with trade-offs rather than as moral sermons. The contingency deck is clever in how it reframes wins: a scenario might reward capability development if paired with robust transparency measures, or reward slow, local alignment if communities are empowered to participate. Players learn that governance is not only about constraint; it is also about composition and care.

The illustrations are rich and evocative, using a mix of collage and generative AI to create a vivid backdrop that amplifies the play experience. Included with the game are not just descriptions of contingencies or unexpected global, media, or other events—entire news articles and rich descriptions that make play immersive.

The learning design is informed by classic tabletop mechanisms. The game borrows the tension of traitor dynamics without mandating betrayal; secret objectives and public goals pull players in different directions, creating a credible politics at the table. Decisions cascade: spending influence to protect a research hub reduces public trust, which can trigger a protest event that costs reputation points. These feedback loops are the game’s strength; they model how technical choices ripple through institutions and culture.

For facilitators, AGI Wars functions as a teaching artifact. A foundation program manager can use a three-hour session to surface assumptions about scaling incentives; a research scientist can map which lab practices amplify brittle experiments; a VC partner can get a sharper sense of governance friction that follow-on companies will face. For high school educators, the game offers a scaffolded way to introduce complex sociotechnical systems without sacrificing play value. The components and rulebook include suggested session scripts and debrief questions; the debrief is where the game truly pays off, translating play into policy insights.

A few design critiques are worth noting. The rulebook occasionally assumes familiarity with tabletop cadence; novice groups may need a patient facilitator on the first run. Some contingency cards lean high-concept and could benefit from tighter, localized language so young players can make concrete decisions quickly. These are fixable with house rules, and the game’s layout makes modification straightforward (cards are durable and easy to swap).

Aesthetically, AGI Wars balances seriousness and whimsy. The art style is spare, favoring icons and diagrams over narrative illustration; that decision supports the game’s simulation goals, keeping attention on mechanics rather than spectacle. The two six-sided dice are a nice tactile reminder that chance remains part of social systems; the set pieces help track influence in a way that avoids opaque bookkeeping.

AGI Wars is not a prediction engine. Instead, it is a rehearsal space that reveals pathways and bottlenecks. The game’s true value is in provoking questions: who gets to define what care means in an AI mentor, what incentives push corporations to prioritize speed over stewardship, and how do distributed communities hold technical projects accountable? These are granular questions that a single three-hour session can surface and that a series of sessions can explore in depth.

The game’s limitations are instructive as well. Complex technical details are necessarily abstracted; alignment research is represented as tokens and project tracks rather than equations. That abstraction is a feature, not a bug: it forces translation between technical practice and public reasoning. Players who want mechanistic precision can pair game sessions with reading groups or guest panels to unpack specifics.

In practice, tables playing AGI Wars come away with a shared shorthand for otherwise abstract debates. A simulation fellow at a university, after running three sessions, reported that students began referencing specific contingency types when arguing about policy proposals; that vocabulary makes future discussion more concrete and less rhetorical. That is an educational payoff that a $90 box can deliver repeatedly.

Close-up of AGI Wars play mat, character cards, contingency cards, and two six-sided dice
The components: play mat, contingency deck, character cards, set pieces, and two six-sided dice.

After a final round in the Oakland session, someone flipped an “Emergent Agency” card; the card’s text required an immediate vote on whether to grant the new agent limited local authority or to dismantle its networks. The table split along predictable lines: those who had built mentoring prototypes argued for constrained stewardship; others feared mission creep. The vote mechanics forced compromise and produced a messy, instructive outcome: the agent remained online with strict transparency mandates and a community oversight board that would be expensive to sustain.

Four players reacting to a contingency card that changes the game's stakes
A contingency card flips play from technical race to a social crisis; the table quiets.

AGI Wars arrives at a useful moment for organizations and classrooms trying to translate abstract AI risks into operational choices. The Simulation Futures team at Near Future Laboratory has given players a sandbox that is playable, portable, and pedagogically rich. It asks groups to make trade-offs in real time, to see the consequences unfold, and to leave the table with a shared set of narratives about how different futures might be brought about or averted.

A closing scene: the facilitator closes the rulebook, slides cards back into the box, and the foundation officer scribbles notes for a grant proposal that now includes a community oversight budget line. The unresolved tension is apparent on the page, the proposal asks for funds to make governance durable, but the budget will probably be contested. That tension is exactly the point of the game: it produces concrete negotiations, not tidy answers.

Editorial Remarks

Editorial notes: The game and team names are real for this review; mechanics discussion draws on concepts from Geoffrey Engelstein and Isaac Shalev's encyclopedia of game mechanisms. The scenario cards in AGI Wars are fictionalized as part of the game's provocation, while the article extrapolates likely educational and policy uses from the game's documented design choices. Caveats: This review treats the game as a simulation and a teaching tool, not as predictive modeling. Players and facilitators should treat outcomes as thought experiments, not forecasts.

tabletop games AI simulation policy

Grounding Data - References and Research

  • If you're passionate about board games, 'Building Blocks of Tabletop Game Design' is a treasure trove of insights into the mechanics that make games tick. Authors Geoffrey Engelstein and Isaac Shalev break down the core components of game design, from competitive and cooperative structures to the intricacies of solo and traitor games. It's a must-read for anyone eager to craft their own games or simply understand the art behind them.