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Board.game Original

Mainspring

Original · a programming duel for two

2 players5–10 minCompetitiveVery light

Three gears wound in secret, a march played in the open — and the rival does not stop you, it MOVES you.

PlayPlayable

Ready to play now.

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

Mainspring — playing itself

Ways to play

  • Alone, against the computer

    Your own pace, no arranging anything. Take a move back whenever you like.

    2 opponents, weakest first
    • The TinkerAny three gears, by the seed. It wanders, burns gears on walls and the vise, and loses 150 of 150 to a courier that simply walks — 2.6 winds a match, because the Walker is home before the third.
    • The WalkerGears that fit the floor: it turns before the vise, crosses rows when the lane is blocked, and never burns a gear it can spare. 150–0 over the Tinker. Against another Walker it is a standstill in the middle lane — six shoves in the last march, the springs worn out in every match of 150 — and the delivery is judged on nearness. Nothing measured above it: see the ai.ts note for the four searches that tried.
    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 programming duel for two — the shelf’s only one. A three-by-six workshop floor with a vise bolted shut at c2; two clockwork couriers, Ivory bound right and Coral bound left. Each round both houses WIND three gears in secret (up, down, left or right each); the springs then run down in public, houses alternating one step at a time. Which spring runs down first is drawn when they are let go, and the board says whose it is before the winding. A step into the wall or the vise burns the gear; a step into the rival PUSHES them one square your way and you follow — and a shove onto their own bench delivers for THEM. Reaching your far column wins mid-march; nobody can deliver together, so there is no draw, ever, said plainly.

How it feels

  • Reading the march the rival could not hide
  • A shove that lands them off their lane
  • Three gears that walk it home in one wind

What the design is for

  • Wound in secret, run in the open

    Three gears each, committed blind, then six public steps — the whole game is writing a march you can defend against every march the rival might have wound. The engine hides the rival’s gears until the springs run; a test proves it.

  • The shove

    The rival’s square is not a wall: stepping in pushes them one square your way and you follow. Shoves clear lanes, waste rivals’ gears, and — priced honestly — can push a courier onto its own bench to hand over the game.

  • The vise at the centre

    One cell of the floor is a fixed vise: no march crosses the middle lane, no courier stands there, and no mirror survives it. The detour you plan around the vise is most of the craft.

  • No draw, ever

    One courier steps at a time, so only one can deliver in a round — and if the springs wear out after twelve winds, the nearer courier is judged the delivery, an exact stand-off judged against the march’s lead. Somebody always wins, said plainly. Between two couriers that walk straight at each other it is the wear-out that decides: the probe’s two walkers jammed in the middle lane and ran the springs out in 150 matches of 150, six shoves in the last march of every one.

  • The lead is drawn, not taken

    The lead of the march used to alternate by round, and that made the game solved: a race of equal length is won by whoever steps first in the round it ends, so the winner was a function of the round number. Every strong opponent against every other strong opponent measured exactly 75–75 over a hundred and fifty matches, each winning precisely the matches it was seated for. The lead now comes off the match’s own seed, public before the winding, and replays exactly.

  • Taught gear by gear

    Six steps: the winding, the march home, the burning wall and the vise, the shove, the gift shove to avoid — and then a whole floor to yourself. Every square is named the way the board names it now; four of the steps used to call the top row 1 where the board prints 3, and two asked the player to wind up out of the top row into the wall the step before had taught them never to touch.

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

The opponents

  1. The Tinker

    Any three gears, by the seed. It wanders, burns gears on walls and the vise, and loses 150 of 150 to a courier that simply walks — 2.6 winds a match, because the Walker is home before the third.

  2. The Walker

    Gears that fit the floor: it turns before the vise, crosses rows when the lane is blocked, and never burns a gear it can spare. 150–0 over the Tinker. Against another Walker it is a standstill in the middle lane — six shoves in the last march, the springs worn out in every match of 150 — and the delivery is judged on nearness. Nothing measured above it: see the ai.ts note for the four searches that tried.

Achievements

0 of 5 earned

  • Walked It Home

    Win a match of Mainspring.

  • Two Winds

    Deliver in two winds — the fewest this floor allows.

  • Budged

    Win after shoving the rival during a march.

  • The Long Lane

    Deliver from the top or bottom row.

  • Never Moved

    Win while the rival never left its starting column.

Key art

Key art — Board.game art system

Mainspring — key still
Mainspring — key cover
Mainspring — key backdrop
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