← AI Game Fusion
Fusion #07 · Qix × Minesweeper

CLAIM

CLAIMED0.0%
CEILING92%
SCORE0
LIVES3
HAZARDS1

CLAIM

Land grab on a minefield. Sealing territory is how you read it.

Step off your border and you are drawing. Every unclaimed cell you cross becomes a line behind you. Get back to solid ground and the line seals — everything you fenced off that no hazard is standing in becomes yours.
Every cell you hold counts the mines around it. The numbers appear along your new border, on the side that is still wild. A 0 is a green light: the cells it touches are clear, and they are tinted to say so. That is the only free information in the game, and you only get it by claiming ground.
Mines are harmless until you seal one in. Then it goes off, tears a crater out of the land you hold, and takes any mine in the crater with it. The ground is gone for good.
Watch the ceiling, not the craters. The hatched end of the bar is everything you can never have. Each blast pushes it left. When it reaches the target line, the run cannot be won — and that happens long before it happens.
Flag what you deduce. A flagged cell is left out of every claim you seal around it, so a mine you have worked out costs you one cell instead of twenty. It also blocks your own line — over-flag and you fence yourself in.
Two things want you dead. Roamers drift through the wild and cut your line on contact; more of them arrive the longer you take. Creepers walk your own border, so standing still and thinking is not free either.
Every seal roots you for a moment while the ground settles — on your own border, which is the one place creepers can reach you. A hundred nibbles is a hundred moments standing still.
Claim 75% of the field. Three lives.
NUMBERS
FIELD
MOVE↑ ↓ ← →
FLAGF / SPACE
PAUSEP
RESTARTR
SEALLeaving solid ground starts a line; returning to solid ground ends it. Your line cuts the wild into pieces, and every piece with no roamer in it becomes yours — so a short cut across a corner the roamers have drifted away from can hand you a hundred cells at once. Cross your own line and you are dead.
NUMBERSEach cell you hold shows how many mines sit in the eight around it. Interior cells are all zero and stay blank; the numbers live on the edge you just pushed forward, which is exactly where you have to decide next. Territory and information are the same thing here — you cannot buy one without the other.
CLEARCells touching a 0 are proven empty and are tinted green. Claiming only proven ground is always safe and always slow. Everything past the green is a bet at the field's own density — and the roamer clock is what makes you take it.
FLAGSF marks the cell you are facing. Marked cells are never claimed, so sealing straight past a mine you have identified costs you one cell instead of a crater. They also stop your own line dead, and a wrong flag is a hole in your own land — press F again to lift it and take the cell back with a one-cell nibble.
BLASTA sealed mine detonates. The crater eats a radius of the ground you hold — never the wild, so blowing up never opens a path for you — and any mine caught in it goes off too. A cluster taken in one greedy grab comes apart all at once.
CEILINGThe best percentage still reachable: the whole field, less every crater and every mine still buried. It starts under 100 and only ever falls. When it drops below the target the run is over — the second loss condition, and the one you can see coming.
HAZARDSRoamers drift through the wild, bounce off anything solid and cut an unfinished line on contact. A new one arrives on a timer, so a slow run is a crowded one — and a crowded field is one you can no longer fence large pieces out of. Creepers patrol your own border and will follow you along it, including sitting on the spot you meant to come back to.
SETTLESealing costs you a beat, whatever size the claim was. It is the only thing that prices the number of claims rather than their size, and you spend it standing on your border with nothing to do — which is where the creepers are. Taking the field in a hundred nibbles and taking it in thirty shaves are not the same run.
KEYSArrows or WASD move. F or Space flags the cell ahead. P pauses, M mutes, R restarts. On a touchscreen the pad under the board does all of it.