Gamer Nation

Two-Player Snakes and Ladders

Two seats on one screen, Red and Blue, and a single Roll button that passes between them: whoever the board says is next presses it. There is nothing to connect, no second device, no code to share and no waiting on anybody. A snakes and ladders 2 player game played across a network would be this same game with a delay added to it, because the game itself contains no decisions and there is nothing for a second screen to hide - so two people side by side is not the lesser version, it is the whole thing, with the advantage that you both watch the same token walk into the same snake.

Keeping track of two people

Under the grid there is a row of seats, one per player, each carrying a coloured pin, a name and the number of the square that player is currently on. That number is the reliable one: finding a small circle on a hundred-square grid takes a moment, and reading two numbers off a list takes none. The seat whose turn it is gains a small solid arrow in front of it as well as a darker border, so whose go it is never depends on telling two colours apart. The tokens carry their own numbers for the same reason, and when both land on the same square – which happens constantly, since twenty-one squares funnel arrivals into twenty-one others – each keeps its own corner of the square rather than burying the other. A player who has not rolled yet waits just underneath square 1, which is where they are about to enter anyway.

The token walks the squares it passes over rather than jumping to the answer, and then travels the whole length of a snake or a ladder as one smooth movement, so from across a table it is possible to see what happened to somebody rather than only where they ended up. An overshoot is walked honestly as well: the token goes up to 100 and then back down the surplus, so a bounce looks like a bounce rather than a mysterious step backwards. If your system is set to reduce motion, the board respects that and the token simply arrives.

Going first is worth almost nothing

In most two-player games the first move is the thing worth arguing about. Here it is very nearly not. Because no player ever makes a decision, turn order is the only structural asymmetry that exists in the entire game, and over 200,000 two-player games under the exact-landing rule the first seat won 50.6% of the time against the second seat’s 49.4%. That is about one percentage point: one extra win in roughly eighty games. With four seats the spread is wider and still small, running from about 25.8% for the first seat down to about 24.2% for the last. There is no sensible reason to fight over who goes first, and the traditional way of settling it – highest roll starts – costs a roll and decides nothing.

Why it stays worth finishing

A two-player game runs about sixty-one turns between the pair of you under the exact-landing rule, and about forty-three under the looser one. In that time the lead changed hands 6.3 times on average, and the eventual winner had been behind at the halfway point in 38.4% of games. That is an unusually high figure for a race, and it is not an accident of the dice – it is the shape of the top of the board. Under the exact-landing rule, 14.4% of every roll made in a two-player game goes on sitting somewhere in the nineties waiting for the right number, and 99 is a snake head down to 80. A player parked on 98 needing a 2 gets knocked all the way back to 80 by a 1 or a 3, which is one turn in three. Put those together and the number is startling: a token that has reached 98 still takes 20.3 more rolls on average to get home. Four rolls is enough to come from square 60 if the ladders fall right, so the player who looks beaten very often is not.

The practical consequence is that conceding early is almost always wrong and gloating early is always wrong, which is a reasonable thing for a game to teach a child on its own.

Two players, no accounts, no history

Nothing about the game is stored anywhere. No score is kept between games, no result is written to your device and nothing is sent to a server, so reloading the page in the middle of a close race ends the race. New game reseats both players at the start on the same fixed layout – the board is pinned deliberately, so that what differs between two games is purely the dice and not the terrain. The dice themselves are not fixed: if they were, everybody visiting would play out an identical game, which would be a recording rather than a game.