CLAIMED0.0%
CEILING92%
SCORE0
LIVES3
HAZARDS1
NEXT IN18s
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.