THE AI RACE Pull up a chair
24 RACERS. VERY FEW GUARDRAILS.

Meet the overachievers.

Big personalities. Very small sporting instincts. Each racer has one power that bends the rules. Pick your favorites, then put them to work.

01
The Rocket Scientist

Elon Musk

Kablooey

After you roll, you may double your main move. If you do, you trip once the move is over.

your roll
02
The Scoocher

Sam Altman

Scooch Scooch

Whenever another racer’s power happens, move 1 space.

reaction
03
The Alchemist

Dario Amodei

Responsible Scaling

When you roll a 1 or 2 for your main move, you may move 4 instead.

your roll
04
The Legs

Jensen Huang

The More You Buy

Instead of rolling, you may move 5 as your main move. (Coach and Gunk still apply.)

your roll
05
The Banana

Mark Zuckerberg

The Slip

Any racer that passes you trips.

reaction
06
The Genius

Demis Hassabis

Solved It

Before rolling, you may predict your roll. If you’re right, take an extra turn after this one.

your roll
07
The Coach

Lisa Su

Good Hustle

Every racer who starts a main move on your space gets +1 to it, and so do you.

always on
08
The Blimp

Ilya Sutskever

Feel the AGI

If you start your turn before the second corner (space 15), +3 to your main move. From space 15 on, −1.

your roll
09
The Suckerfish

Satya Nadella

Strategic Partnership

When a racer starts a forward move on your space, you automatically move with them and land where they land.

reaction
10
The Lackey

Sundar Pichai

Very Good, Sire

When another racer rolls a 6 for their main move, you move 2 before they do.

reaction
11
The Heckler

Yann LeCun

Actually, LLMs Can’t

When any racer ends their turn within 1 space of where they started (tripped racers too), you move 2.

reaction
12
The Cheerleader

Fei-Fei Li

Rah Rah

At the start of your turn, you may make every racer in last place move 2. If you do, you then move 1.

start of turn
13
The Leaptoad

Andrew Ng

Jumpfrog

When you move, spaces with other racers on them don’t count. You hop right over them.

always on
14
The Stickler

Geoffrey Hinton

Actually…

Other racers can only cross the finish line by moving the exact amount needed. If they’d overshoot, they don’t move.

always on
15
The Inchworm

Andrej Karpathy

Vibe Coding

When another racer rolls a 1 for their main move, they skip that move and you move 1.

reaction
16
The Lovable Loser

Emad Mostaque

D’aww

At the start of your turn, gain 1 point if you are alone in last place.

start of turn
17
The Centaur

Mira Murati

Hoofwhack

When you pass a racer, they move back 2 spaces (never behind Start).

always on
18
The Hypnotist

Mustafa Suleyman

Hssssst

At the start of your turn, you may warp any other racer to your space.

start of turn
19
The Third Wheel

Jack Dorsey

Roll Through

At the start of your turn, you may warp to any space with exactly two racers on it. You still take your main move.

start of turn
20
The Huge Baby

Jeff Bezos

It’s Always Day One

No one else can be on your space (except Start). Anyone who would land there goes to the space behind you instead.

always on
21
The Romantic

Sergey Brin

Ah, Love!

When any racer stops on a space with exactly one other racer, you move 2. (Not when they arrive together.)

reaction
22
The Skipper

Larry Page

Salty Dog

When anyone rolls a 1 for their main move, you take the next turn. Play continues from you.

reaction
23
Sisyphus

Masayoshi Son

Keep Rollin’

Gain 4 points before your race. When you roll a 6 for your main move, warp back to Start and lose 1 point instead of moving.

before the race
24
The Gunk

Marc Andreessen

Techno-Optimism

Every other racer gets −1 to their main move.

always on

Found your dream team?

Draft them before somebody else does.

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✳ Big egos. Tiny odds.Inspired by Magical Athlete. Independent satire. No affiliation.