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Board.game Original

Peat

Original · a cutting duel for two, misère

2 players5–10 minCompetitiveVery light

Cut any number from one bank — and whoever cuts the LAST sod of the bog loses.

PlayPlayable

Ready to play now.

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

Peat — playing itself

Ways to play

  • Alone, against the computer

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

    4 opponents, weakest first
    • The NimwitPlays normal-play Nim perfectly: it cuts so the banks XOR to nought, every time, which is the whole and exact theory of the game where taking the last sod WINS. This is not that game. It wins the taking all the way down and hands over the last sod itself, and it kept 23 of 200 bogs against a rung that moves at random. The bottom of this ladder is not ignorance, it is confidence.
    • The DrifterAny legal move, by the seed — cuts and seeds alike, 1.92 seeds spent a bog. It takes the Nimwit 177-23 because a coin does not walk into the last sod on purpose. Over two hundred bogs it gives away 581 positions the law says it had already won — 190 of them by seeding, which is the second verb’s whole character in one number.
    • The Last SodCuts at random while two banks stand above a single, and plays the parity exactly the moment only one does: half the law, and the half that is on the last page. 123-77 over the Drifter, and 0 of 200 against the rung above — knowing the endgame is not the same as reaching it.
    • The VillageThe bog solved: every line to the last sod, both seed ledgers counted, memoised — about three thousand positions, so the spade never thinks twice. 200-0 over The Last Sod and 200-0 over the Drifter, and against its own mirror it keeps 101 of 200, which is the coin the lot was drawn against. It never spends a seed unless the seed is the win, and it is the only rung that knows where that is.
    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 cutting duel for two, played misère. Four banks of peat stand in the bog, their sizes drawn by lot against a coin: half the bogs are already lost for the house that cuts first, and half are already won, so the reading comes before the spade. On your turn, CUT any positive number of sods from a single bank, or SEED exactly one sod from one bank onto another — a transfer, never a take, and only twice a game each. Whoever cuts the last sod of the whole bog loses the village’s favour outright. Seeds never empty the ground, so the bog cannot loop and cannot tie: somebody always cuts last, said plainly.

How it feels

  • A bank of three you must leave at one
  • Spending a seed to pass the poison
  • The last sod standing alone in the ground

What the design is for

  • Misère, all the way down

    Every instinct from taking-games is inverted: you cut to starve the rival’s options, not to gather yours. The endgame lives on the parity of single-sod banks, and the last sod is a gift you leave wrapped for the house that must take it.

  • The seed, and what it is honestly worth

    A second verb the shelf has never had: move one sod between banks without taking anything, twice a game each. The solve is blunt about it — over all 495 distinct draws, holding two seeds or none changes who wins in zero of them. A seed passes the turn without changing the ground’s arithmetic. It is worth exactly one thing, and the tutorial teaches that one thing: the last sod standing, a seed in your hand and none in your rival’s, and the sod goes sideways instead of into your creel. The ladder counts what believing otherwise costs — over two hundred bogs the Drifter hands back 581 positions the law had already won it, 190 of them by seeding.

  • No loop, no tie, said plainly

    Cuts shrink the bog and seeds only shuffle it, so the game cannot circle; and when one sod stands alone, the house to move must cut it and lose. There is no draw in peat, and the rules say so out loud.

  • A bog drawn against a coin

    A bog whose banks XOR to nought is already lost for the house that cuts first; every other bog is already won. Drawn blind that is not a duel — the exhaustive solve says the first cutter takes 429 of the 495 draws, 87%. So the lot is drawn against a coin: half the bogs quiet, half loud. The ladder prints the split it drew and what came of it — 100 of 200 quiet, and with the law read by both houses the first cutter kept 100 of 200.

  • Taught sod by sod

    Seven steps: the cut, the misère law, the parity of singles, the bank above a single, the one position where a seed wins, shaping the endgame from a big bank — and then a whole bog to yourself. Two of them used to teach the law backwards; every step is now checked against the solver in the tests, so what a step accepts is exactly what wins.

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

The opponents

  1. The Nimwit

    Plays normal-play Nim perfectly: it cuts so the banks XOR to nought, every time, which is the whole and exact theory of the game where taking the last sod WINS. This is not that game. It wins the taking all the way down and hands over the last sod itself, and it kept 23 of 200 bogs against a rung that moves at random. The bottom of this ladder is not ignorance, it is confidence.

  2. The Drifter

    Any legal move, by the seed — cuts and seeds alike, 1.92 seeds spent a bog. It takes the Nimwit 177-23 because a coin does not walk into the last sod on purpose. Over two hundred bogs it gives away 581 positions the law says it had already won — 190 of them by seeding, which is the second verb’s whole character in one number.

  3. The Last Sod

    Cuts at random while two banks stand above a single, and plays the parity exactly the moment only one does: half the law, and the half that is on the last page. 123-77 over the Drifter, and 0 of 200 against the rung above — knowing the endgame is not the same as reaching it.

  4. The Village

    The bog solved: every line to the last sod, both seed ledgers counted, memoised — about three thousand positions, so the spade never thinks twice. 200-0 over The Last Sod and 200-0 over the Drifter, and against its own mirror it keeps 101 of 200, which is the coin the lot was drawn against. It never spends a seed unless the seed is the win, and it is the only rung that knows where that is.

Achievements

0 of 5 earned

  • The Village’s Favour

    Win a bog of Peat.

  • The Clean Spade

    Win without spending a single seed.

  • The Ground Rearranged

    Win after spending both your seeds.

  • One Bank Standing

    Win with the last sod cut from the final bank.

  • Outseeded and Ahead

    Win while the rival spent both of their seeds.

Key art

Key art — Board.game art system

Peat — key still
Peat — key cover
Peat — key backdrop
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