Then Ghost Twins · Solo or a shared phone · No account
PLAN ✦ GO QUIET ✦ REVEAL ✦ COMPARE
TWO ACTIVITIES. PLAY THEM IN THIS ORDER.
Find the missing card.
A team challenge, followed by a question about chance.
01 · THREE GHOSTS
ABC
XXXXYYYXYYYX
GHZ · SHARED CORRELATIONS
Ghost Trio.
Can you cover all four question cards?
Three players lock an answer plan. Every fixed local plan misses at least one card; an ideal GHZ strategy can satisfy them all. See where the difference comes from.
Solo or 3 players sharing a phone
4–6 minutes · Teacher can be the Keeper
Four-card challenge, private handoffs, and class lab
Two players try to match answers—except on one question pair. Compare a local plan with the ideal quantum model, then explore why a short run can be misleading.
Solo or 2 players sharing a phone
4–7 minutes · Play after Ghost Trio
Four cases, fresh random batches, and an exit question
Players can talk while choosing their plan. Once the questions arrive, only their own question may determine their planned answer. The phone covers each private turn before passing to the next person.
What the phone is doing
These are ordinary classical simulations of ideal quantum distributions. The phone can see all the questions; a real Bell experiment has stricter physical conditions. Each modeled local result is random, so the correlations cannot send a chosen instant message.
The four-card challenge audits a locked plan. The classroom lab samples fresh, independent random questions. No learning-gain claim is made.