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Board.game Original

Wassail

Original · area control for two to four

2–4 players5–10 minCompetitiveLight

The picking happens the moment a tree is full — not a moment before.

PlayPlayable

Ready to play now.

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

Wassail — 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
    • First TreeHangs in the first tree with room, every turn, and looks at nothing. Loses 395 of 400 seeded orchards to the rung above, by an average of 7.77 points. Against solved perfect play it still holds the draw 254 times in 400 — which says more about a fixed line meeting a fixed opponent than about the picker.
    • One PlyLooks at the orchard after its own apple and takes the best one, pricing a tree it leads by how full that tree already is. 395-2 over First Tree at four hundred orchards — z = 19.7, and the only step on this ladder that the arithmetic will support. Nothing above it could be demonstrated, because the orchard is a proven draw and a drawn game has no room above competent: everything deeper measured within a coin of this rung, and the notes above say so with the numbers. Against perfect play it loses 265 of 400 but by a smaller margin than the rung below — 1.41 points against 2.09 — which is the honest shape of the difference.
    Play alone
  • Together, in the same room

    2–4 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

Six trees — capacities three, three, four, four, five, five — and baskets that always hold exactly enough to fill every one. Hang an apple a turn in any tree with room. The instant a tree is FULL it is picked: strictly the most apples takes it, worth its capacity; a tie pays nobody. Most points when the baskets are empty. Complete the trees you are winning before the mob arrives; starve the trees you are losing one apple short for as long as the baskets hold.

How it feels

  • A clock made of apples
  • Majorities with teeth
  • The last room is the whole game

What the design is for

  • The score comes at the fill

    Not at the end — the moment the last apple lands. Complete trees you lead before the pickers behind can mob them; leave the ones you trail one apple short for as long as the baskets hold. Every apple is a vote and a timer at once.

  • The orchard always fills exactly

    The baskets sum to the orchard’s whole room — twelve each at two, eight at three, six at four. Every tree WILL be picked; the only questions are by whom and in what order, and both are decided by the hanging.

  • A tie pays nobody

    Level on a full tree and it is nobody’s — picked, closed, worthless. Sometimes killing a tree on purpose is the picker behind’s best apple: the tie is a weapon, and the tutorial spends a step on it.

  • Solved, and a draw

    No dice, no deal, nothing hidden: the orchard opens bare and the whole game is the hanging — which makes it small enough to solve outright. It has been. All 1,065,278 distinct two-picker positions, brute-forced in about eleven seconds, and the value of the game is a DRAW, from every one of the six opening apples, by a margin of exactly nothing. Play it perfectly and you halve it; the whole contest is in who errs first.

  • Two to four, and all three widths work

    The baskets divide the orchard exactly at every width — twelve apples each at two, eight at three, six at four — and the turn goes round the table past anybody whose basket is empty. This is on the card because it was not true: the rotation was written as arithmetic for two seats, so at three pickers the third seat never hung an apple at all while the first two hung twelve each out of baskets of eight. Four hundred orchards at each width now check that every seat acts, that every basket ends at exactly nought, and that every point on the table came from a tree somebody took outright.

  • Taught by filling trees

    Five steps: the hang, the fill that takes, the tie that kills, the starving of a lost tree — and then the whole orchard to yourself.

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

The opponents

  1. First Tree

    Hangs in the first tree with room, every turn, and looks at nothing. Loses 395 of 400 seeded orchards to the rung above, by an average of 7.77 points. Against solved perfect play it still holds the draw 254 times in 400 — which says more about a fixed line meeting a fixed opponent than about the picker.

  2. One Ply

    Looks at the orchard after its own apple and takes the best one, pricing a tree it leads by how full that tree already is. 395-2 over First Tree at four hundred orchards — z = 19.7, and the only step on this ladder that the arithmetic will support. Nothing above it could be demonstrated, because the orchard is a proven draw and a drawn game has no room above competent: everything deeper measured within a coin of this rung, and the notes above say so with the numbers. Against perfect play it loses 265 of 400 but by a smaller margin than the rung below — 1.41 points against 2.09 — which is the honest shape of the difference.

Achievements

0 of 4 earned

  • The Trees Answered

    Win a wassail.

  • Killed on a Tie

    Win having closed a tree level — nobody’s.

  • An Orchard Barely Answered

    Win while the other pickers took no more than one tree between them.

  • The Big Boughs

    Win having taken a tree with room for five.

Key art

Key art — Board.game art system

Wassail — key still
Wassail — key cover
Wassail — key backdrop
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