Turbo Pudding

KettlecrestFriday pudding

Pass the device: a Kettlecrest race where the river plays no favorites

· The Turbo Pudding team · 5 min read

Needlewood Run in Pinewood Rapids at the start: Juno, a little blue kingfisher chick with round goggles, a yellow headband and an orange chest, sits close up in her upturned umbrella, its curved handle sticking up next to an orange pennant, with the cream starting rope stretched right in front of her; along the rope to the left wait her rivals, Verbena the heron in her violin case, Sorrel the newt in a giant walnut shell, Nib in his straw hat and Burl in his hollow log, below a brown bank lined with pine trees

It’s Friday, so here’s a small feature that starts big arguments. Same River is Kettlecrest’s mode for a couch, a long car ride or the kitchen table. Two to four friends share one device and take turns racing the same leg, and the game makes sure nobody can blame the river.

The picture at the top is a Same River start on Needlewood Run, in Pinewood Rapids. Juno waits at the rope, and the rivals beside her will be the same for every friend who follows.

Names on the card

Pick Same River on the title screen, and the first card asks for names. It sums up the idea: “Two to four friends, one device. Everyone gets the very same river: the same surges, baskets and rivals.” There are two empty name lines to start with, and an “Add a friend” button for up to four.

A name can be up to 12 characters long, with letters, digits, spaces, periods, apostrophes and hyphens. That is exactly enough for “Uncle Barney.” Aunt Rosemary is one letter too long and has to race as “Aunt Rosemar.” Leave a line empty, and the game fills in “Paddler 1,” “Paddler 2” and so on. It also remembers the crew for next time.

Pass to Tobi

On the River Map, the card for each leg reads like a chore chart on the fridge: “Mira · Tobi · Ana take turns.” Choose a leg and a water level, from Low Water to Flood, and the passing begins.

Before every turn, a card says whose turn it is, “Pass to Tobi,” with the place and time of everyone who has already raced. The button on it is the honor system in one line: “I’m Tobi: to the Jetty.” At the Jetty, each friend picks a hero from the moorings left open. The five heroes racing as rivals are shut, and their moorings say why: “Racing as a rival on this river today: the same five for every friend.”

Needlewood Run in Pinewood Rapids: Brogan, a big purple-gray hippo in a brown flat cap and a leather apron, sits in his white cast-iron bathtub with a brass faucet at one end and rows it with a shovel, an orange pennant flying on a pole behind him; a dark round shadow lies on the green water to his left, and far back up the river, between brown rocky banks and pine trees, two small rival boats follow him
Searched “can a bathtub win a boat race.” Tobi is finding out.

On a brand-new save, those five rivals are exactly the heroes you haven’t opened yet: Nib, Sorrel, Verbena, Burl and Hollis. So the crew gets to race them before anyone can paddle them, and the friends choose from Ottilie, Fennel, Juno and Brogan.

The very same river

When the crew is set, the game picks one starting number that decides how the river behaves. Every friend gets the same surges at the same moments, the same picnic baskets in the same places and the same rivals in the same starting spots.

In The Long River and Free Float, the rivals lean their pace a little toward how you’re doing. In Same River they don’t. Each rival keeps its own steady pace, so nobody gets a gentler race because the friend before them had a rough one. A hard knock still costs a heart.

House rules for a family race

Same River also has a family rule. It’s the same for every friend and only touches the friend’s own boat, never the river or the rivals.

After a hit from a Splash Pump, a Frog Bucket, a Whisk or a Cross Goose, a friend is left alone for ten seconds, with nothing aimed at them and nothing landing on them. Rivals get four. A rival that is ahead of a friend never throws back at them, though rivals behind throw as usual. And the gulls are kinder. With no hearts left, half of the drops aimed at a friend are hearts, instead of a bit over a third. With three hearts, it’s 16 percent instead of 10.

Needlewood Run, seen from just behind Juno, the little blue kingfisher chick with round goggles and a yellow headband: she sits in her upturned umbrella with its curved handle sticking up, holding a tennis racket over the side, an orange pennant flying on the right; up in the sky ahead a gull flies off after letting go of a big red heart sitting on a red and white ring, and the heart’s round shadow already lies on the green water in front of her, between banks of pine trees
Typed “do seagulls deliver.” To friends, more often than you’d think.

We tested it with a computer driver that plays like a young child. That driver now takes 2.9 weapon hits a race instead of 5.3, and capsizing with no hearts left fell from about one race in two to about one in fourteen. On Low Water, it now wins 55 to 75 percent of its races, up from 30 to 60.

One postcard for everyone

When the last friend crosses the line, the crew gets one shared Postcard: “Greetings from Needlewood Run,” and under it, “Same River · High Water · one river for everyone.” Each friend gets a stamp with their name, their hero, their place and their time.

The stamps go in order of place. Everyone races the same five rivals on their own, so two friends can both finish first. Then the clock decides. The top stamp gets a happy face. Anyone who finished worse than third gets the soaked face. Then come two buttons: Map, and Again, which puts the whole crew back on the very same river.

Needlewood Run, just past the finish: Fennel, a brown capybara with a little orange on top of his head, raises his ladle in his half-a-pumpkin boat, cream on the rim and green and orange on the sides, with a curly stem and a leaf; right above him a wooden beam on two posts carries a brass bell and a string of red, yellow, blue, green and white pennants, and behind him the river runs back between rocky, pine-covered banks to two small boats far upstream
People also ask: “who wins a tie in a boat race?” The clock does.

The cards play the calm tune of the menus, “River at Dawn,” a tin whistle over a soft plucked string. It keeps the room peaceful until the Postcard comes up.

The first two reaches, Glacier Gate and Pinewood Rapids, Needlewood Run included, are free to race at kettlecrest.com, on a computer, tablet or phone. The full game, all six reaches to the sea, is $4.99, paid once. More about the game is on its Kettlecrest page.

More about Kettlecrest

KettlecrestScreenshot Saturday

Kettlecrest: postcards from the Long River

One hero from each reach of the river: a crayfish in a straw hat on Kettle Lake, a heron in a violin case, a beaver at the sluice gates and more.