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Board.game Original

Drift

Original · a shifting-floe duel for two

2 players1–6 minCompetitiveLight

Two lamplighters on ice that will not hold still — slide a whole line, or step, and the wind takes the lanterns east.

PlayPlayable

Ready to play now.

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

Drift — playing itself

Ways to play

  • Alone, against the computer

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

    4 opponents, weakest first
    • The GreenhornAny legal move, by the seed. 0.08 lanterns a field, and 0 of 150 fields against the Shover — random feet on shifting ice hold nothing.
    • The ShoverSlides, slides, slides — the one that leaves the lanterns nearest its own hands — and takes a lantern only when one stands a step away, which it always does. 148-2 over the Greenhorn, and 1.52 lanterns a field.
    • The WalkerEvery move priced TWO plies deep: a lantern in the hand first, then the mile each free lantern stands from each lighter, with the rival’s best answer taken off every move. 111-39 over the Shover, and the fullest hand on the ice — 2.07 lanterns, 111 of 150 fields.
    • The LamplighterThree plies deep — deep enough to watch a lantern wrap the edge, or the tenth ply blow one into the wrong hands. 100-50 over the Walker, 150-0 over the Greenhorn, and the quickest ending on the shelf’s iciest board: 76 plies a field, 92 last lights of 150.
    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 shifting duel for two — the shelf’s only one. A 5×5 floe of ice, dealt fresh every game in mirror pairs so neither post gets the better ice: four lanterns standing in the open, three hummocks (the ridge in the middle and a pair beside it), and two lamplighters. On your turn, STEP your lighter one square (onto a lantern takes it; hummocks and the rival refuse), or SLIDE one whole row or column one square — lanterns, hummocks and BOTH lighters ride, wrapping around the edge. And the floe drifts: every tenth ply the wind takes every standing lantern one square east — it stops at piled ice rather than burying a lantern, and a lantern blown under a lighter is taken by the hand standing there. First to hold three of the four lanterns wins; at ninety plies the light goes, the hands are read, and level hands go to whoever stands nearer the ice that is left. No field is ever shared: 0 of 1200 measured fields ended even.

How it feels

  • The lantern wrapping the edge into the wrong hands
  • Riding your own row instead of walking it
  • The tenth ply coming, and every lantern moving

What the design is for

  • The shelf’s first shifting board

    A slide moves a whole row or column one square — and everything standing on it rides, wrapping the edge. The board itself is a move, and the lightest piece on it is you.

  • The floe carries you too

    Slide the row your own lighter stands in and you ride it — a free square of travel, an escape off a bad side, and sometimes the fastest road to a lantern nobody walked for.

  • The wind, every tenth ply

    The floe will not hold still for anyone: every tenth ply the wind takes every standing lantern one square east. It stops at piled ice — no lantern is ever buried where no step could reach it — and a lantern blown under a lighter is TAKEN by the hand standing there, so standing in the road when the tenth ply comes is a thing you play for.

  • Three of four, or the press

    Hold three lanterns and the field is read at once. If the light goes first at ninety plies the hands are read; level hands are broken by the PRESS — who stands nearer the lanterns still on the ice — and an even press gives the field to the lighter who answered instead of opening. Of 1200 measured fields, not one ended shared.

  • A fresh floe every game

    The ice is dealt from the seed in mirror pairs: the ridge in the middle, a pair of hummocks beside it, the four lanterns in two pairs. Under a half-turn the field maps onto itself, so what one post sees the other sees — nine hundred and ninety floes, and neither lighter dealt the better one.

  • Taught lantern by lantern

    Five steps: the step, the take, the line that rides, the floe that carries you — and then a whole field to yourself.

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

The opponents

  1. The Greenhorn

    Any legal move, by the seed. 0.08 lanterns a field, and 0 of 150 fields against the Shover — random feet on shifting ice hold nothing.

  2. The Shover

    Slides, slides, slides — the one that leaves the lanterns nearest its own hands — and takes a lantern only when one stands a step away, which it always does. 148-2 over the Greenhorn, and 1.52 lanterns a field.

  3. The Walker

    Every move priced TWO plies deep: a lantern in the hand first, then the mile each free lantern stands from each lighter, with the rival’s best answer taken off every move. 111-39 over the Shover, and the fullest hand on the ice — 2.07 lanterns, 111 of 150 fields.

  4. The Lamplighter

    Three plies deep — deep enough to watch a lantern wrap the edge, or the tenth ply blow one into the wrong hands. 100-50 over the Walker, 150-0 over the Greenhorn, and the quickest ending on the shelf’s iciest board: 76 plies a field, 92 last lights of 150.

Achievements

0 of 5 earned

  • Three Out of the Wind

    Win a field.

  • Shut Ice

    Win holding three lanterns while the rival holds none.

  • The Last Light

    Win when the light goes and the hands are read.

  • Out of the Cold

    Win a field in which the wind blew a lantern into your hand.

  • Rider of the Floe

    Win having slid more than you stepped.

Key art

Key art — Board.game art system

Drift — key still
Drift — key cover
Drift — key backdrop
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