Skip to content
BoardGame
All titles
Board.game Original

Last Stone

Original · a duel for two

2 players5–10 minCompetitiveVery light

Every stride you will ever take is lying face up between you.

PlayPlayable

Ready to play now.

A demonstration of Last Stone, played by the computer against itself.

Last Stone — 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
    • First CardTakes the first card it touches. No reading at all, and it loses 199 of 200 roads to The Road Reader.
    • The ThiefReads the other courier’s stone and never its own: it takes the last stone when it can reach it, and the swap when there is one, because a landing is the only stride that pulls somebody backwards. 150–50 over First Card — and playing itself it is slow, 20.5 strides a road with 49 of 200 roads never reaching the last stone at all.
    • The Road ReaderIts lead, and then how well EACH courier is placed against every card still out — because on this road a lead is not a good position, a lead you can finish from is. It denies without being told to: a card that would leave the other courier striking distance from the last stone is a card it takes itself. 197–3 over The Thief, and against itself it takes the last stone in 195 roads of 200.
    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

Two couriers, one road of twenty-four stones, and a shared row of stride cards drawn from a finite bag. On your turn you take any card and walk it. The last stone must be taken exactly — stride past it and you bounce back by the excess. Land on the other courier and you take their stone while they take yours. When the bag is spent, whoever stands further along wins the road; there is no dead heat, because two couriers can never share a stone.

How it feels

  • Arithmetic you can feel
  • A lead you have to defend
  • One card you take just to spite them

What the design is for

  • The row is the hand you both hold

    Six cards face up, refilled from a finite bag as they thin. Every card you take is a card they cannot — denial is half the game, and the bag is a countdown anybody can do.

  • The bounce

    The last stone must be taken exactly: stride past it and you come back by the excess. The twenty-fourth stone is exactly as far from the twenty-first as it looks, and the row knows it.

  • The swap

    Land on the other courier and you take their stone while they take yours. A lead you cannot defend is a lead you handed them — and couriers can never share a stone, so a spent road always has a winner.

  • Nobody knows the next card, including the computer

    What is IN the bag is public — subtract the row and the cards already taken and you have it — but the card that comes out of it is drawn at the moment the row refills. That is a rule about fairness as much as suspense: the opponent searches by playing the rules forward, so a bag with an order on it was a bag the computer could read. Now there is no order to read.

  • The last stone, taken exactly, in about seventeen strides

    The probe reports 195 of 200 roads taken on the last stone rather than judged when the bag ran out, at 17.3 strides a road. The bag is finite so that the road ends without anybody deciding to end it — and it almost always ends on the stone the game is named for.

  • Taught by walking it

    Five steps: a first stride, the bounce you walk back from, the swap that takes a lead without walking it, the card you take away from them — and then the whole road to yourself. Each step accepts the stride it teaches by its VALUE: two threes in the row are one idea, and a learner who takes the second one has understood.

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

The opponents

  1. First Card

    Takes the first card it touches. No reading at all, and it loses 199 of 200 roads to The Road Reader.

  2. The Thief

    Reads the other courier’s stone and never its own: it takes the last stone when it can reach it, and the swap when there is one, because a landing is the only stride that pulls somebody backwards. 150–50 over First Card — and playing itself it is slow, 20.5 strides a road with 49 of 200 roads never reaching the last stone at all.

  3. The Road Reader

    Its lead, and then how well EACH courier is placed against every card still out — because on this road a lead is not a good position, a lead you can finish from is. It denies without being told to: a card that would leave the other courier striking distance from the last stone is a card it takes itself. 197–3 over The Thief, and against itself it takes the last stone in 195 roads of 200.

Achievements

0 of 4 earned

  • The Road Is Yours

    Win a match of Last Stone.

  • Exactly Twenty-Four

    Win by taking the last stone exactly.

  • Never Moved Backwards

    Win without ever being swapped off a stone.

  • From Behind

    Win having been behind at the halfway mark.

Key art

Key art — Board.game art system

Last Stone — key still
Last Stone — key cover
Last Stone — key backdrop
  • Board.game Original

    Original · two to four players

    Tidemark

    The sea takes what stands alone.

    2–4 players8–15 minCompetitive

    Playable
  • Board.game Original

    Original · an asymmetric duel

    Fell Run

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

    2 players5–10 minCompetitive

    Playable
  • Board.game Original

    Original · a deduction duel for two

    Tumbler

    Every pin is public. Only the code is not.

    2 players5–15 minCompetitive

    Playable
  • Board.game Original

    Original · area control for two to four

    Wassail

    The picking happens the moment a tree is full — not a moment before.

    2–4 players5–10 minCompetitive

    Playable
  • Board.game Original

    Original · a roll-and-write duel for two

    Loom

    Two threads a round: draft one, and the other is woven by your rival.

    2 players10–15 minCompetitive

    Playable
  • Board.game Original

    Original · an area-majority duel for two

    Bailiwick

    Seven wards, twelve cubes each, majorities score — and a ward that comes out level answers to whoever walked in first.

    2 players10–15 minCompetitive

    Playable
  • Board.game Original

    Original · a beam-routing duel for two

    Lens

    One lamp, one bench of mirrors, and a beam that serves whoever bent it last.

    2 players4–10 minCompetitive

    Playable
  • Board.game Original

    Original · a stacking duel for two

    Cairn

    The stack belongs to its top stone, whatever it is standing on.

    2 players1–11 minCompetitive

    Playable