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Board.game Original

Tumbler

Original · a deduction duel for two

2 players5–15 minCompetitiveVery light

Every pin is public. Only the code is not.

PlayPlayable

Ready to play now.

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

Tumbler — 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
    • Any CodeGuesses any of the sixty and never reads a pin. Alone with one lock it needs 62.44 guesses on average and has taken 381; against the notebook it loses 380 nights of 400. The largest single step on this shelf, and the only one this game has.
    • The NotebookGuesses only among the codes its own pins have left standing, at random. 380-20 over Any Code, 3.31 guesses a lock alone, never more than five, and a whole night between two of them runs 5.1 guesses. Nothing built to beat it has — the finest split of the surviving codes and a race-aware version that spent early turns on information both measured inside a coin of it, and the engine notes record each attempt with its sample. Sixty codes is a lock the notebook simply solves, and this rung is where the game tops out.
    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 locks, two thieves, sixty codes. Each lock holds three distinct digits of one to five, dealt in secret. On your turn you enter a guess at theirs: the tumbler answers in pins, out loud — gold for a right digit in its slot, dark for a right digit misplaced, nothing for a digit that is not in the code. First guess to turn all three pins gold springs the lock. The deduction is solitary; the clock is shared.

How it feels

  • A notebook with teeth
  • Pins you can hear across the room
  • Sixty codes, one of them yours

What the design is for

  • Public pins, private codes

    The obvious design hides each answer; this one publishes it. Their guesses at YOUR lock teach you nothing about theirs — every pin on their blackboard was forced out of a code you can already read. One blackboard each, both in the open.

  • Sixty codes, no stalling

    Three distinct digits of one to five: sixty possibilities, and every guess rules codes out. The game cannot stall — somebody springs the lock, and a whole night between two notebooks runs 5.1 guesses.

  • The notebook is the whole skill — measurably

    Alone with one lock and no clock, a thief that keeps the notebook springs it in 3.31 guesses and never needs more than five; a thief that ignores its own pins needs 62.44, and has needed 381. That gap is the game. What is NOT the game: choosing cleverly among the codes still standing. Sixty codes and three pins leave about three and a quarter guesses of work even for perfect play, so the notebook is already at the ceiling — `src/games/tumbler/ai.ts` records the refinements that were built to beat it, what each measured and at what sample, and why each was deleted instead of shipped.

  • Two opponents, because two is how many are real

    This title shipped with five. Three of them are gone: one filtered its own past guesses out of a list the pins had already emptied of them — a no-op with a name — and two chose between surviving codes by criteria the probe could not separate from chance. A shelf that offers a rung it cannot beat the rung below is selling a number, and the number was not there.

  • Your lock on your screen

    The view carries your code and both blackboards, and the other code appears nowhere — a board cannot leak what it was never handed. At a shared device the hand-over ritual guards the gap between turns.

  • Taught pin by pin

    Five steps: the entry, the reading of pins, the deduction two answers force — the lesson names the two codes of sixty that survive them, and the test checks that it is exactly two — the fact that their blackboard is noise to you, and then the whole night to pick.

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

The opponents

  1. Any Code

    Guesses any of the sixty and never reads a pin. Alone with one lock it needs 62.44 guesses on average and has taken 381; against the notebook it loses 380 nights of 400. The largest single step on this shelf, and the only one this game has.

  2. The Notebook

    Guesses only among the codes its own pins have left standing, at random. 380-20 over Any Code, 3.31 guesses a lock alone, never more than five, and a whole night between two of them runs 5.1 guesses. Nothing built to beat it has — the finest split of the surviving codes and a race-aware version that spent early turns on information both measured inside a coin of it, and the engine notes record each attempt with its sample. Sixty codes is a lock the notebook simply solves, and this rung is where the game tops out.

Achievements

0 of 5 earned

  • The Pins Never Lied

    Spring the other thief’s lock.

  • A Locksmith’s Pace

    Win in five guesses or fewer.

  • No Wasted Turns

    Win without a guess that earned no pins at all.

  • Second Guess

    Win having had fewer turns than the other thief.

  • Pressed

    Win while they had two exact pins against your lock.

Key art

Key art — Board.game art system

Tumbler — key still
Tumbler — key cover
Tumbler — key backdrop
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