Loom
Original · a roll-and-write duel for two
Two threads a round: draft one, and the other is woven by your rival.
Ready to play now.
A demonstration of Loom, played by the computer against itself.
Loom — 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
- The WandererWeaves wherever the seed says. A cloth of 108.9 against the Placer’s 149.4 — it won 10 of 400, and the loom was being generous.
- The PlacerReads its own cloth: whichever thread, wherever it gains most today, bounty included. 380–19 over the Wanderer — placing well is most of this game, and the ladder says so by how little is left above it.
- The DenierReads BOTH cloths. The thread it does not draft is the thread the rival has to weave, and under the touching law that thread may have nowhere good to go — so the rival’s best use of the leftover comes off the price of every draft. 217–169 over the Placer, 391–8 over the Wanderer, and it wins more cloths (208 of 400) while weaving a slightly poorer one (147.3 against 149.4): the point of denial is not your own cloth.
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 four-by-four cloth apiece, and a shuttle that throws two dyed threads — numbered one to six — to the middle each round. The active weaver drafts one and weaves it into their cloth; the rival weaves the leftover in theirs, wherever they choose. Sixteen rounds, the draft alternates. Every row and column scores the sum of its DISTINCT dyes — duplicates count once — and a line that finishes with four different dyes pays eight more. And no two threads of the same dye may lie edge to edge, so a thread does not go just anywhere and a cloth can run out of room for a dye it already has too much of. The draft is a double move: the thread you leave is the thread they weave, and it has to go somewhere.
How it feels
- A throw of exactly what you needed
- Leaving them the dye their cloth has nowhere to put
- A row finishing clean for the bounty
What the design is for
The draft is a double move
You take one thread and your rival weaves the other, in their own cloth, wherever they like. Every draft is both a gain for you and a gift to them — the thread you leave is chosen by what their lines already hold.
Distinct dyes count once, and clean lines pay eight
A line — row or column — scores the sum of its distinct dyes: 3, 3, 5, 2 is worth ten, not thirteen. A line that FINISHES with four different dyes pays eight more, and those bounties are most of what a cloth is won by: eight points that one wrong thread takes away for good.
The touching law
No two threads of the same dye may lie edge to edge. A cloth can therefore run out of room for a dye it has too much of, and the leftover thread you hand your rival lands where it was never wanted. (If a dye has nowhere clean left, it may go in any empty cell — the cloth has to fill.) Both of these rules are new, and they are new because the probe could not tell the ladder apart without them: every rung wove the same 99-point cloth and read the same 54 per cent, because a four-cell line out of six dyes duplicates whatever you do and a leftover thread could always be hidden somewhere harmless.
The shuttle alternates
The draft passes every round — eight each over sixteen rounds — so neither weaver is the permanent picker. The first draft of this game belonged to Ivory for every round of its first draft; the probe caught it as a perfect 100–100 mirror and the shuttle was rehung.
The rings price the weave
The board shows what a weave would gain before you make it: cells answer as scored rings the moment a thread is held, so the distinct-sum arithmetic is something you can SEE on the cloth rather than do in your head.
Taught thread by thread
Seven steps: the draft, the distinct line, the duplicate, the touching law, the denial, the forced weave — and then the whole loom to yourself.
- Best at
- 2
- Kind
- Strategy
- Table
- Competitive
- Studio
- Board.game Originals
The opponents
The Wanderer
Weaves wherever the seed says. A cloth of 108.9 against the Placer’s 149.4 — it won 10 of 400, and the loom was being generous.
The Placer
Reads its own cloth: whichever thread, wherever it gains most today, bounty included. 380–19 over the Wanderer — placing well is most of this game, and the ladder says so by how little is left above it.
The Denier
Reads BOTH cloths. The thread it does not draft is the thread the rival has to weave, and under the touching law that thread may have nowhere good to go — so the rival’s best use of the leftover comes off the price of every draft. 217–169 over the Placer, 391–8 over the Wanderer, and it wins more cloths (208 of 400) while weaving a slightly poorer one (147.3 against 149.4): the point of denial is not your own cloth.
Achievements
0 of 4 earned
The Richer Weave
Win a cloth of Loom.
Pattern-Weaver
Finish with six or more all-distinct lines.
By a Thread
Win by two points or fewer.
Masterwork
Weave a winning cloth worth 175 or more.
Key art
Key art — Board.game art system