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Board.game Original

Crumb

Original · a divide-and-choose duel for two

2 players2 minCompetitiveVery light

I split, you choose — and a matched pair split in two is worth nothing extra to either baker.

PlayPlayable

Ready to play now.

A demonstration of Crumb, played by the computer against itself.

Crumb — playing itself

Ways to play

  • Alone, against the computer

    Your own pace, no arranging anything. Take a move back whenever you like.

    3 opponents, weakest first
    • The DreamerAny legal move, by the seed. A plate of 14.8 against the Pairer’s 23.3, and 16 shops won in five hundred — the counter was being kind.
    • The PairerWeighs each pile ON ITS OWN, pair bonuses included: it divides for the smallest gap it can find and takes the heavier plate. 485-15 over the Dreamer, z=21.0, and the first rung that can cut at all. What it cannot see is its own plate — that a four beside a four already taken is worth twelve.
    • The ShopkeeperStops counting crumbs and plays for the shop: it deals itself the unseen pastries in sixteen seeded orders — out of the printed stock, never out of the real box — plays every legal move out to the weighing, and offers the one that keeps the shop in the most of them. 308-192 over the Pairer, z=5.2. Nobody told it that the seven tips a level weighing, or that a six whose partner is still unseen beats a bigger pile of orphans; it finds both out by playing the mornings to the end.
    Play alone
  • Together, in the same room

    2 players. One device goes round the table, or everybody plays off the same screen.

    Play in the same room
  • Online, at a table

    A room code, joinable from anywhere. Pause tonight and pick it up next week from your device.

    Play online

About

A bakery counter and sixteen pastries: matched pairs of ones to sixes, one lone seven, and three burnt ones worth less than nothing — two at minus three and one at minus four. Each morning brings four to the counter and one baker DIVIDES them onto two plates — any split at all — while the other CHOOSES a plate and leaves the divider the rest. Matched pastries on one plate pay their value again, so a pair broken across plates goes plain on both sides. Four mornings, the dividing turns alternate, and the richer plate keeps the shop — or, if the plates weigh the same, the baker holding the seven.

How it feels

  • A pair you cannot bear to break
  • The burnt one coming home with you
  • Two plates weighed to the crumb

What the design is for

  • The divider’s share is the gap

    The chooser takes the richer plate whatever you do, so the divider’s best cut is the FAIREST one — two plates as close as the values allow. The whole game is finding the cut that is fair by worth rather than by count, which is harder the moment pairs and burnts share a counter.

  • Matched pairs pay again

    Two pastries of the same value on one plate pay that value a second time — a pair of fours is twelve, not eight. Break a pair across the plates and both sides go plain: the divider’s cruelty is exactly there, offer the pair whole or make everybody poorer.

  • Burnt pastries

    Three of the sixteen are burnt — two at minus three and one at minus four, which is the worst thing on the counter. Somebody takes them home; the only question is whether the divider can make the plate that carries them rich enough to be worth the scorch, or poor enough to be the obvious leftover.

  • The lone seven keeps a level shop

    Six values come in pairs and the seven comes alone, so it never pays twice — but when the two plates weigh exactly the same at closing, the baker holding it keeps the shop. It was added because a fair cut between fair cutters converges on fairness: about a fifth of measured shops used to end drawn, and now none of them do. In 500 shops between the top two rungs, 70 were decided on the seven.

  • The shop’s stock is public

    The sixteen pastries are printed on the box: which partners are still unseen is countable by anybody who bothers, and the strongest opponent bothers. The box’s ORDER is the only secret, and the view carries none of it.

  • Taught plate by plate

    Six steps: the divide, the gap, the choose, the burnt, the lone seven — and then the whole shop to yourself.

Best at
2
Kind
Party
Table
Competitive
Studio
Board.game Originals

The opponents

  1. The Dreamer

    Any legal move, by the seed. A plate of 14.8 against the Pairer’s 23.3, and 16 shops won in five hundred — the counter was being kind.

  2. The Pairer

    Weighs each pile ON ITS OWN, pair bonuses included: it divides for the smallest gap it can find and takes the heavier plate. 485-15 over the Dreamer, z=21.0, and the first rung that can cut at all. What it cannot see is its own plate — that a four beside a four already taken is worth twelve.

  3. The Shopkeeper

    Stops counting crumbs and plays for the shop: it deals itself the unseen pastries in sixteen seeded orders — out of the printed stock, never out of the real box — plays every legal move out to the weighing, and offers the one that keeps the shop in the most of them. 308-192 over the Pairer, z=5.2. Nobody told it that the seven tips a level weighing, or that a six whose partner is still unseen beats a bigger pile of orphans; it finds both out by playing the mornings to the end.

Achievements

0 of 5 earned

  • The Richer Plate

    Win a round of Crumb.

  • A Pair of Burnts

    Win holding both burnt pastries.

  • Three Pairs

    Win with three matched pairs on your plate.

  • All Sweet

    Win with eight pastries and not one burnt.

  • The Seven Lost

    Win a shop with the seven on the other baker’s plate — no level weighing to fall back on.

Key art

Key art — Board.game art system

Crumb — key still
Crumb — key cover
Crumb — key backdrop
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