Samesby
a fair race
Loading audio…
Press play to listen along. The line being read lights up as you go.
Show full transcript
Loading transcript…
Samesby is a penguin, round and glossy, with a snowy white front, sleek black back, and a cheerful rolling waddle that carries him across the League Field at a surprisingly quick clip. In each flipper he holds up a small square board of tiles. The two boards are always exactly the same. Every hidden square in the left one has a matching hidden square in the right one, in precisely the same position, with precisely the same thing hidden beneath it.
"Two racers," Samesby announces, lifting both boards high above his head. "One board each. And it's the very same board."
Samesby runs the races in the League, and he takes fairness very seriously, in the most cheerful way you can possibly imagine.
It all began the day two young otters, Brook and Ripple, decided they wanted to race each other. Each of them grabbed a random board off the pile, they counted down together, and off they went, playing as fast as their paws could fly. Ripple finished first by a wide margin and leapt up whooping.
"I win! I win!" Ripple shouted, doing a little victory spin.
Brook was frowning. "That's not fair," Brook said. "Your board had one enormous empty patch that opened up half the board in a single click. Mine was stuffed full of tricky numbers all the way across. You got an easy one."
Ripple's whoop trailed off. "I didn't pick an easy one on purpose," Ripple said, and a moment ago the win had felt wonderful, but now it suddenly felt a little hollow, like biting into a cake and finding it was mostly air.
Samesby came waddling over, beaming as brightly as ever. "Nobody did anything wrong," he said at once. "Nobody cheated, nobody meant to be unfair. But Brook is right that it wasn't a fair race. You were racing two completely different boards, so the result can't tell us who played better. Maybe Ripple was the faster player. Or maybe Ripple simply got a luckier board. From this race, there's no way to know which. The board and the player are all tangled up."
He held his two identical boards up side by side. "Let's do it properly this time. I'll make you a race code."
He tapped out a short code of letters and numbers. "When you both type in this code, the League builds the exact same board for each of you. The same mines, in the same places. The same numbers. Even the same free opening at the start. Square for square, identical in every way. Brook, you'll play one copy. Ripple, you'll play the other."
The otters typed in the code, and two identical boards appeared before them.
"Now," said Samesby, "whatever happens next, it's entirely about how you play. Neither of you can end up with a luckier board, because there's only one board. It just happens to be in two places at once. The luck is the same for both of you, so it can't tip the race."
They counted down together and began. This time the race was close, genuinely close. Brook, who had been so frustrated before, spotted a clever two-number proof near the middle of the board and pulled ahead. Ripple fought back with a well-placed chord that opened a whole ring of squares at once. They finished within a few seconds of each other, with Brook just barely in front.
Brook grinned from ear to ear. Ripple laughed out loud. "You got me," Ripple said, "and that one really counts. Same board, fair and square."
"And here's the very best part," said Samesby, clapping his flippers together. "Because it was the same board, you can compare much more than who finished first. You can compare how many clicks you each used, and your efficiency too. Maybe Brook was quicker, but Ripple wasted fewer clicks. On different boards, those numbers wouldn't mean much side by side. On the same board, every one of them means something. You might each discover you're better at a different part of the game."
The otters compared their scores. Brook had been faster. Ripple had been more efficient, with fewer wasted clicks. Each of them had won something real.
"Can we race again with a new code?" asked Brook eagerly.
"As many times as you like," said Samesby happily, already tapping out another. "No leaderboard. No rankings of everybody on the field. Just two friends, one board, and a fair race, as often as you want one."
Samesby feels most like Samesby at the very start of a race, when both racers look down at their boards and know, without any doubt, that they're exactly the same. It is a bright, bubbly, even feeling, like two friends lining up side by side on one starting line, each with precisely the same chance.
You have some Samesby in you whenever you make sure a contest is fair before it begins. Next time you race a friend, share a race code, and say it the way he does: "Samesby hands both racers the very same board."
Then may the best game win.
Hear it as an audio drama
A short play starring Samesby, from Sweep League. Different voices, same idea. Listen any time after you read.
Loading audio…
Read the drama script
- Narrator: From Spark and Anvil and Sweep League — this is Samesby, in chapter 1 of the Sweep League cast.
- Narrator: This drama uses an AI-generated voice. Voiced via Gemini 2.5.
- Narrator: Samesby the penguin waddled across the League Field holding two identical boards.
- Ripple: I finished first! I win!
- Brook: Not fair! Your board had a giant empty patch. Mine was full of tricky numbers.
- Ripple: I didn't pick an easy one on purpose.
- Samesby: Nobody did anything wrong. But you raced two different boards, so we can't tell who played better.
- Brook: Then what?
- Samesby: A race code! You both type it in, and the League builds the exact same board for each of you.
- Narrator: This time the race was close. Brook finished just ahead.
- Ripple: You got me, and that one counts.
- Samesby: And now you can compare clicks and efficiency too, because it was the same board.
- Brook: I was faster, but you wasted fewer clicks!
- Narrator: Hand both racers the very same board. That's Samesby's whole idea.
- Narrator: You've been listening to a Spark and Anvil chapter, written by the Spark and Anvil writing team for ages 9 to 14.
- Narrator: Apps stay free forever.
- Narrator: Curriculum aligned to Common Core and Next Generation Science Standards.
- Narrator: Released under Creative Commons BY-NC-SA 4.0 for educational reuse. Visit Spark and Anvil for the full transcript.
The Sweep League ensemble
Samesby is one of the friends in Sweep League. Each friend shows you one idea by how they act; meet them all and you have the whole subject.
-
Surefoot
only steps where she is SURE; asks which square the numbers prove
-
Bevvy
A bee who knows the fewest clicks a board could take - its 3BV
-
Clicksy
A cricket who counts every wasted click - efficiency is 3BV divided by clicks
-
Oddsley
An owl who weighs every arrangement the numbers allow - the exact odds of a mine
-
Chordy
A crab who opens a whole ring of squares at once when a number's mines are all flagged
-
Floody
A duck who knows a zero opens its whole empty region in one go
-
Knowsley
A red panda who knows every board can be solved by knowing, never by guessing
-
Rewinda
A squirrel who checks a run by re-playing every move, never by trusting it
-
Sumsy
A hamster who knows the total number of mines shapes the odds of every hidden square
-
Tickwell
A hare who knows your speed is shown only AFTER you finish, never while you play