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Board.game Original

Kindling

Original · push your luck for two

2 players5–15 minCompetitiveVery light

Eight frosts in the deck, and every one of them is yours if you push.

PlayPlayable

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.

    3 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.
    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 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

  1. Once Over

    Flips one card and stacks whatever came — no count, no piles, no score. Small Sled takes it 161–39.

  2. 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.

  3. 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

Kindling — key still
Kindling — key cover
Kindling — key backdrop
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