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Showdown

Out-draw a live opponent. Fire early and the round is theirs.

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Draw before the call and you lose the round outright — being fast does not save you.

Why the second draw wins

The physicist Niels Bohr had a theory about western duels: whoever draws second wins, because reacting is faster than deciding. As the story goes, he tested it with toy pistols against colleagues and kept winning — always drawing second.

Decades later, researchers actually measured it (Welchman and colleagues, 2010, Proceedings of the Royal Society B). Bohr was half right. Movements made in reaction to someone else really are about 10% faster than the same movements started on purpose — your body has a quicker gear for responding than for initiating. The catch: that bonus is smaller than the time it takes to notice the other person moving at all. The second mover is faster and still, on average, slightly dead.

Running the experiment yourself

Psychologists call this the gunslinger effect, and measuring it properly took a lab: pairs of volunteers, a table, motion tracking on their hands. This page is the same idea with the equipment swapped for a screen. Five rounds against a live hand, a hold you cannot predict, and a draw that punishes moving first — the three ingredients the effect needs.

The two-person version is the honest one. Finish a run and send the challenge link: whoever opens it plays against the exact rounds you just drew — same waits, same order, your times on the other side of their screen. Any difference between you is in the hands, not the dice. Bohr, by the accounts we have, only ever tested his theory with toy pistols on colleagues. You can test yours on a friend at lunch.

What that means here

Showdown is not about your absolute time — it is about whether your time beats the hand across from you, round by round. That framing changes people. The same player who waits calmly on Lights Out starts twitching when there is an opponent, because losing to someone stings in a way that a slow number does not.

That is why firing early loses the round outright. No do-overs, no discarded attempts. In a duel, the draw you cannot take back is the whole game — and being fast afterwards does not bring the round back.

Why your hand goes early

Waiting alone and waiting against someone are different sports. Alone, a long hold is just a long hold. Against a hand that might move at any moment, every tenth of a second you sit still starts to feel like time you are losing — so your body leans, and leans, until a flicker of nothing tips it over. The urge to pre-fire is not impatience. It is your motor system mistaking suspense for evidence.

The counter is the same one that works on Lights Out, just harder to keep hold of: the wait tells you nothing, so give it nothing back. Steady players treat every round as round one. Twitchy players carry the last round into the next — a loss makes them earlier, an early makes them later, and by round five they are duelling themselves. If the not-firing half of this skill interests you on its own, it has a whole test: Hold Fire.

What a good draw looks like

The raw times run close to Lights Out — most steady hands land in the 230 to 300 ms band, and anything under about 230 on a repeatable basis is quick by any standard. But this test deliberately refuses to care. A 260 that beats the hand across from you five rounds straight is a better result than a lucky 210 in a lost series, because the thing being measured is not your nervous system in isolation — it is your nervous system with something to lose.

Reading your record

Watch two things over time. Your best draw tells you your ceiling. Your early draws per five rounds tell you what pressure does to you — and of the two, that one is harder to change. A 3–2 win with steady nerves usually says more than a lucky 4–1.

When you finish a run, the challenge link carries your exact rounds and the exact same waiting times. Whoever opens it plays your duel, not a random one. Same waits, same order — the only thing that differs is the hand.

Further reading: the reactive-vs-intended movement study is Welchman, Stanley, Schomers & Miall (2010), “The quick and the dead”, Proc. R. Soc. B. Background on reaction timing: mental chronometry.

Where this one sits

Both of these are pure speed. One is you against the clock, the other is you against a person.