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Board.game Original

Fell Run

Original · an asymmetric duel

2 players5–10 minCompetitiveLight

Three steps to the water, and something standing in it.

PlayPlayable

Ready to play now.

A demonstration of Fell Run, played by the computer against itself.

Fell Run — playing itself

Ways to play

  • Alone, against the computer

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

    5 opponents, weakest first
    • First FlightTakes the first legal flight on the board — the blind bound the rest of the ladder is measured against. It loses 17-207 to One Ply, and 1-223 to Five Ply.
    • One PlyLooks at the fell after its own flight and no further: rows to the water, the distance to the other runner, and the room each of them has left. 207-17 over First Flight.
    • Two PlySees your answer coming. 141-83 over One Ply — 3.88 sd, the thinnest step on this ladder, and quoted thin.
    • Three PlyAn exchange and a reply deep, counting both runners’ room to move rather than only the mover’s — an evaluation that flattered the mover was measured, and it taught the ladder to lose. 165-59 over Two Ply.
    • Five PlyFive exchanges deep, which on this fell is most of a chase, and it stops dead at a decided fell rather than reading through the kill. 152-72 over Three Ply and 223-1 over First Flight. Against itself it is the game’s own verdict: heron 43, fox 69, of a hundred and twelve chases.
    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 six-by-six fell. The heron starts at the bottom and must reach the water at the top; the fox starts IN the water, between her and it, and must catch her or wall her out. Both move three orthogonal steps a turn, turning as they please, and every step either runner takes is closed to both for ever — so a runner with nowhere to step loses, walled in by the chase’s own history. Three endings, none of them a draw.

How it feels

  • Meadow closing behind you
  • Arithmetic with teeth
  • The long way round is the short way

What the design is for

  • The wake closes for both

    Trails are shared: every cell either runner has trodden is walled to both for ever. The meadow is a commons both spend — and the fox’s short legs become a strength late, because a small trail leaves a wide fell.

  • Three endings, no draws

    The heron reaches the water; the fox lands on the heron; or a runner is walled in with nowhere to step and loses on the spot. Nothing settles level — the fell always answers.

  • One press flies the flight

    A turn is a whole flight of up to three steps, turns and all, and the board offers every cell a legal path can end on. Hover shows the exact flight before you commit it.

  • The opening is the game

    No chance anywhere: the whole chase unfolds from one first flight. At the top rung against itself over a hundred and twelve chases the heron takes 43 and the fox 69, and the three endings all arrive — the water 23, a capture 32, walled in 57. It is quoted because it used to read `heron 112 — fox 0` with the capture never firing at all.

  • Taught on the wing

    Five steps: a first flight, the water, the wake that closes behind both of you, the wall a chase ends against — and then the whole fell to yourself.

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

The opponents

  1. First Flight

    Takes the first legal flight on the board — the blind bound the rest of the ladder is measured against. It loses 17-207 to One Ply, and 1-223 to Five Ply.

  2. One Ply

    Looks at the fell after its own flight and no further: rows to the water, the distance to the other runner, and the room each of them has left. 207-17 over First Flight.

  3. Two Ply

    Sees your answer coming. 141-83 over One Ply — 3.88 sd, the thinnest step on this ladder, and quoted thin.

  4. Three Ply

    An exchange and a reply deep, counting both runners’ room to move rather than only the mover’s — an evaluation that flattered the mover was measured, and it taught the ladder to lose. 165-59 over Two Ply.

  5. Five Ply

    Five exchanges deep, which on this fell is most of a chase, and it stops dead at a decided fell rather than reading through the kill. 152-72 over Three Ply and 223-1 over First Flight. Against itself it is the game’s own verdict: heron 43, fox 69, of a hundred and twelve chases.

Achievements

0 of 5 earned

  • Off the Fell

    Win a chase of Fell Run.

  • Swift Wing

    Win as the heron in twenty flights or fewer.

  • To the Very Edge

    Win as the heron with the fox on the water row.

  • Sharp Nose

    Win as the fox by capture, in fifteen flights or fewer.

  • Without a Pounce

    Win as the fox by walling the heron in.

Key art

Key art — Board.game art system

Fell Run — key still
Fell Run — key cover
Fell Run — key backdrop
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