Warp & Weft

One shuttle, two directions. Weft may only slide it sideways, Warp only up and down, and every number you take decides the one line your opponent gets to choose from.

Click the game once so it receives keyboard input. Open it full page.

One shuttle, two directions.

Imagine a loom. The warp threads run up and down; the weft threads run side to side. In this game there is a single shuttle on a grid of numbers, and the two of you share it: one player may only push it sideways (Weft, red), the other only up and down (Warp, blue).

How to play

Setup. A 7 × 7 grid of numbers, mostly positive, a few negative. The shuttle sits on the middle cell. The grid is a mirror image of itself across the diagonal (the cell in row 2, column 5 equals the cell in row 5, column 2), so the two players see exactly the same world, turned on its side.

Your turn.

  1. Look at the line the shuttle is on. If you are Weft, that's its row; if you are Warp, its column.
  2. Slide the shuttle to any unused cell on that line. You may hop over cells that are already used.
  3. You score the number on the cell where you land. That cell is now used up.

That's the whole move. The twist is what it does to your opponent: the cell you land on decides the only line they get to choose from. Land on a 9 and you're delighted, until you notice your opponent now has a column with an 8 in it.

The end. The game ends the moment the player to move has no unused cell on their line. Highest total wins. Cells still left on the board are worth nothing to anyone, so stranding your opponent while you're ahead is a way to win early, and avoiding being stranded while you're behind is part of the fight.

Komi. Weft moves first, and picking first from a shared pool is worth around four or five points. So Warp starts with 4.5 points already on the scoreboard. The half point means there are no draws.

What the screen shows

Controls

Mouse: click a lit cell. R new game · S same board again · U undo · H hints on/off · F1 rules · Esc close rules. Play against the computer (Easy, Medium, Hard) as either side, or two players on one screen.

A few things worth knowing


Design notes

What I was going for. One idea, followed all the way down: a single piece that both players control, each along a different axis. Everything else is there to make that idea readable. Each move is two decisions at once, what you gain and what menu you leave behind, and that's where the "can't tell which of these two is better" moments are meant to come from. The loom theme isn't decoration for its own sake: warp and weft really are the two perpendicular directions, and the used-up cells end up woven in both.

What I measured (computer vs computer, 7 × 7, boards generated at random; the numbers are from this project's tools/):

What I'm unsure about.

Ideas I'd try next. Replace komi with a pie rule (after Weft's first move, Warp may swap seats). Larger boards, or boards that aren't mirror-symmetric, to see whether the balance holds. A shuttle that is allowed to pass once. Cells that change value when they're passed over. Showing a "how many unused cells are on each line" gauge to make stranding easier to see coming.