Skip to content
BoardGame
All titles
Board.game Original

Levy

Original · a pay-to-pass auction for two

2 players10–15 minCompetitiveLight

Every pass costs a coin, every take costs a demand, and runs of demands count once.

PlayPlayable

Ready to play now.

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

Levy — 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
    • The DreamerTakes or passes by the seed. A ledger of 70.7 against 14 coins kept, and it still won 96 of 250 against the Marginalist — this table is kinder to luck than it looks.
    • The MarginalistWeighs each demand by what it actually does to the ledger — nothing if the run below carries it, a point OFF if it undercuts the run above, its face if it stands alone — and takes when the pot covers that, counting the coin a pass costs. 149–100 over the Dreamer, and the lightest ledger on the ladder at 38.8.
    • The HagglerDoes not weigh the demand; solves the fight over it. A pass costs a coin and sweetens the pot for whoever gives in, so the Haggler plays the argument out one pass each way — the rival’s own run arithmetic included — and takes exactly when taking is the cheaper road. 180–68 over the Marginalist, 177–66 over the Dreamer, and it carries a HEAVIER ledger doing it (46.6 against 38.8 with 9.7 coins left): the lighter list is not the same thing as the won one.
    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 customs list of twenty demands, numbered one to twenty-four — the clerk burned four before play began, and nobody knows which. One demand at a time lies on the table with a pot of coins beside it: pay a coin into the pot and send it on, or take it, coins and all, onto your ledger. Ledgers are weighed in RUNS — consecutive demands count only their smallest, so a demand the run below already carries weighs nothing and one that UNDERCUTS a run makes the ledger lighter — and coins weigh against the ledger. When the clerk runs out, the lighter ledger keeps the harbour.

How it feels

  • A coin you will not see again
  • The 17 that makes your 18 stop counting
  • A purse running out on purpose

What the design is for

  • Pay to pass

    Passing is not declining — it is buying time with a coin that goes into the pot the taker will collect. Every pass makes the demand sweeter for whoever gives in, and a broker with an empty purse gives in by rule: a demand they cannot pay, they take.

  • Runs count once

    A stretch of consecutive demands weighs only its smallest, and that cuts both ways: take 19 while holding 18 and the 19 weighs nothing, take 17 while holding 18 and the ledger gets a point LIGHTER, because the 17 becomes the run’s smallest and the 18 stops counting. Heavy lists get light by growing — the whole ledger game is which numbers you can afford to stand beside.

  • The burned four

    The clerk destroys four demands of the twenty-four before play begins, and the table never learns which — the view carries the count of what remains and nothing else. Every run you are building is missing four bricks, and you will not know until they never come.

  • Coins are points

    At the weighing, coins subtract from the ledger — a purse is a score you can spend. Passing buys time with points; taking converts pots into points plus weight. The whole tension is which of those you are shorter of.

  • Taught coin by coin

    Five steps: the pass that pays, the take that collects, the run that UNDERCUTS — a 17 taken over an 18 makes the ledger lighter — the purse that cannot pay, and then the whole list to yourself.

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

The opponents

  1. The Dreamer

    Takes or passes by the seed. A ledger of 70.7 against 14 coins kept, and it still won 96 of 250 against the Marginalist — this table is kinder to luck than it looks.

  2. The Marginalist

    Weighs each demand by what it actually does to the ledger — nothing if the run below carries it, a point OFF if it undercuts the run above, its face if it stands alone — and takes when the pot covers that, counting the coin a pass costs. 149–100 over the Dreamer, and the lightest ledger on the ladder at 38.8.

  3. The Haggler

    Does not weigh the demand; solves the fight over it. A pass costs a coin and sweetens the pot for whoever gives in, so the Haggler plays the argument out one pass each way — the rival’s own run arithmetic included — and takes exactly when taking is the cheaper road. 180–68 over the Marginalist, 177–66 over the Dreamer, and it carries a HEAVIER ledger doing it (46.6 against 38.8 with 9.7 coins left): the lighter list is not the same thing as the won one.

Achievements

0 of 5 earned

  • The Lighter List

    Win a round of Levy.

  • The Long Run

    Win holding a run of five consecutive demands or more.

  • The Short List

    Win with a ledger weighing ten or less.

  • Paid To Wait

    Win with a purse of ten coins or more.

  • Not Close

    Win by ten or more.

Key art

Key art — Board.game art system

Levy — key still
Levy — key cover
Levy — key backdrop
  • Board.game Original

    Original · push your luck for two

    Kindling

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

    2 players5–15 minCompetitive

    Playable
  • Board.game Original

    Original · a divide-and-choose duel for two

    Crumb

    I split, you choose — and a matched pair split in two is worth nothing extra to either baker.

    2 players2 minCompetitive

    Playable
  • Board.game Original

    Original · a push-your-luck card duel for two

    Bogey

    The par is the pin — a stroke for every point you finish short of it, and a stroke for every point past.

    2 players5–10 minCompetitive

    Playable
  • Board.game Original

    Original · an auction for three to five

    Gavel

    Every coin you spend is a point you no longer have.

    3–5 players10–20 minCompetitive

    Playable
  • Board.game Original

    Original · a shared-air gamble for three to six

    Sump

    The air belongs to everybody. The gold belongs to whoever turns back.

    3–6 players10–15 minCompetitive

    Playable
  • Board.game Original

    Original · three to five players

    Third Lantern

    A paper lantern needs two hands, and nobody will tell you whose.

    3–5 players5–10 minCompetitive

    Playable
  • Board.game Original

    Original · a memory duel for two

    Darkroom

    The only thing hidden is where anything is.

    2 players2–3 minCompetitive

    Playable
  • Fifteen minutes, four people

    The Last Tram

    One seat. Everyone wants it. The tram is not waiting.

    2–4 players10–15 minCompetitive

    Playable