Fairwell

THE TWO-SQUARES RULE

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01 Opening
Fairwell beat 1 of 5

Fairwell is a wild boar with small tusks, a blue neckerchief and a green shirt, and he works as the valley's crossing guard. He is calm, kind and very hard to argue with. When he raises one front hoof, everyone stops, including animals much bigger than he is.

02 Fairwell
Fairwell beat 2 of 5

In one twenty-piece game, something odd happened. Red's 9 was chasing Blue's 6 toward the edge of the board. A 9 beats a 6, so if the 9 ever caught it, the 6 would go home. But every time the 9 got close, the 6 stepped sideways. Then back. Then sideways again. Then back.

Red's 9 followed every time. Sideways, back. Sideways, back. The two pieces danced across the same two squares.

"This could go on all night," groaned Bluster.

03 Fairwell
Fairwell beat 3 of 5

"It won't," said Fairwell, and raised his hoof. "There's a rule for exactly this."

He explained it carefully, because rules are easier to trust when you know why they exist. "A piece may move back and forth between the same two squares only three times in a row. After that, it has to go somewhere new. Without that rule, a player who was losing could stop the game from ever ending, just by shuffling one piece forever. Nobody would win, and nobody would lose. There would just be no game."

"So Blue's 6 has to go somewhere else soon?" asked Matchley.

04 Fairwell
Fairwell beat 4 of 5

"Exactly," said Fairwell. "And when it does, our 9 will be waiting."

Blue's 6 stepped sideways one more time, and then it was stuck. It had used up its back-and-forth. It couldn't step back again, so it moved forward instead, into open ground, and Red's 9 sent it home.

The Blue player didn't seem upset at all. "I knew it was coming," they said. "I was buying time so my other pieces could get into place."

05 Closing
Fairwell beat 5 of 5

Fairwell nodded approvingly. "Buying time is allowed. Stalling forever isn't. That's the whole difference." Shuffling a few times is a real choice with a real purpose. Shuffling endlessly is just a way of refusing to play.

Fairwell felt a quiet satisfaction as the game moved on. Rules like this one aren't about helping either side win. They exist so that there is a game at all, one that keeps moving and reaches a result that both players can accept.

That is Fairwell's rule. A piece can shuttle between two squares only three times in a row; then it has to go somewhere new. So a chase always ends, time can be bought but not stolen, and every game reaches an ending that belongs to both players.

Hear it as an audio drama

A short play starring Fairwell, from BluffForge. Different voices, same idea. Listen any time after you read.

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Read the drama script
  1. Narrator: From Spark and Anvil and BluffForge — this is Fairwell, in chapter 1 of the BluffForge cast.
  2. Narrator: This drama uses an AI-generated voice. Voiced via Gemini 2.5.
  3. Narrator: This story is told by a Blue piece for once: a 6, being chased by a Red 9.
  4. Blue Six: A 9 beats a 6. If it caught me, I was going home. So I stepped sideways.
  5. Narrator: The 9 followed. The six stepped back. The 9 followed again. Sideways, back. Sideways, back.
  6. Bluster: This could go on all night!
  7. Fairwell: It won't. There's a rule.
  8. Fairwell: A piece may move back and forth between the same two squares only three times in a row. Then it must go somewhere new.
  9. Matchley: Why?
  10. Fairwell: Without it, a player could stop the game from ever ending, just by shuffling.
  11. Blue Six: I knew the rule. I wasn't trying to stall forever. I was buying time for my friends to get into place.
  12. Narrator: The six stepped sideways one last time. Then it couldn't step back again.
  13. Blue Six: So I moved forward, into open ground. And the 9 was waiting.
  14. Narrator: The six went home.
  15. Blue Player: I knew it was coming. Those turns were worth it.
  16. Fairwell: Buying time is allowed. Stalling forever isn't. That's the whole difference.
  17. Narrator: Three times back and forth, then find a new path, so every game reaches an ending. That's the six's story.
  18. Narrator: You've been listening to a Spark and Anvil chapter, written by the Spark and Anvil writing team for ages 9 to 14.
  19. Narrator: Apps stay free forever.
  20. Narrator: Curriculum aligned to Common Core and Next Generation Science Standards.
  21. Narrator: Released under Creative Commons BY-NC-SA 4.0 for educational reuse. Visit Spark and Anvil for the full transcript.

The BluffForge ensemble

Fairwell is one of the friends in BluffForge. Each friend shows you one idea by how they act; meet them all and you have the whole subject.