Kindling
Original · push your luck for two
Eight frosts in the deck, and every one of them is yours if you push.
Ready to play now.
A demonstration of Kindling, played by the computer against itself.
Kindling — playing itself
Ways to play
Alone, against the computer
Your own pace, no arranging anything. Take a move back whenever you like.
Play alone3 opponents, weakest first
- Once OverFlips one card and stacks whatever came — no count, no piles, no score. Small Sled takes it 161–39.
- Small SledPushes while the sled is worth less than five, count or no count. It reads the sled and nothing else: 161–39 over Once Over, and it falls to The Count 50–150.
- The CountCounts the deck — the true frost odds against the true worth of the sled, with the drift priced as the points a bank would BURY rather than as a card that merely fails to score. 150–50 over Small Sled and 183–17 over Once Over, and it busts a push 11% of the time. Against itself the stove is lit in 193 of 200 winters: this game ends in a sprint, not a grind.
Together, in the same room
2 players. One device goes round the table, or everybody plays off the same screen.
Play in the same roomOnline, at a table
A room code, joinable from anywhere. Pause tonight and pick it up next week from your device.
Play online
About
A shared deck of dry wood and frost. Flip cards to your sled; after each, push or stack. Frost takes the whole sled; dry wood banks by colour; and a pile five high FREEZES and scores nothing — the drift buried it. First to twenty-one lights the stove. Every flip is public, so the count is the whole game: how much frost is left, how much of each colour, and how deep the drift already sits on your piles.
How it feels
- A count you can feel in your teeth
- One card too many
- The drift is patient
What the design is for
The count is the game
Every flip is public and every discard is public, so the deck’s remaining multiset is a subtraction anybody can keep — and the board keeps it for you: cards left, frosts left. Pushing is worth exactly what the count says it is worth.
The drift
A pile five cards high freezes and scores NOTHING — the whole pile, not the fifth card. So a sled can be worth LESS than nothing: the fifth card onto a four-high pile buries the four beneath it, and the board says which way the score went rather than calling the card harmless.
The sled is all-or-nothing
Stacking banks the whole sled, frost loses the whole sled, and the deck is shared: every card you push past is a card they cannot have. The classic push-your-luck bind, with the other player’s share of the deck as the tax on cowardice.
No dice anywhere
The shelf’s dice games roll; Kindling counts. The only randomness is the deal — after that, every frost that comes up was one you could have known was in the deck, and probably did.
Taught by losing a sled
Six steps: the first flip, the bust you walk into on purpose, the stack that lands by colour, the drift you refuse to bury, the count that says stack — and then the whole winter to yourself. Every step but the last accepts one move: the one it asks for.
- Best at
- 2
- Kind
- Party
- Table
- Competitive
- Studio
- Board.game Originals
The opponents
Once Over
Flips one card and stacks whatever came — no count, no piles, no score. Small Sled takes it 161–39.
Small Sled
Pushes while the sled is worth less than five, count or no count. It reads the sled and nothing else: 161–39 over Once Over, and it falls to The Count 50–150.
The Count
Counts the deck — the true frost odds against the true worth of the sled, with the drift priced as the points a bank would BURY rather than as a card that merely fails to score. 150–50 over Small Sled and 183–17 over Once Over, and it busts a push 11% of the time. Against itself the stove is lit in 193 of 200 winters: this game ends in a sprint, not a grind.
Achievements
0 of 5 earned
The Stove Is Lit
Win a winter of Kindling.
Buried Your Own
Win having frozen one of your own piles.
Never Lost a Sled
Win without pushing into frost once.
Three Heaps
Win with at least two piles, each two cards or more.
The Long Winter
Win with the deck run out and the target unmet.
Key art
Key art — Board.game art system