How to play

These are the rules of the daily board. Each part has clips from the game and two knights who argue about it.

The board

  1. A sudoku with mines in it. So the mines are all the fours, obviously!
  2. No. The mines are a layer of their own. A mine can sit under any digit.
  3. Then how am I meant to find them?
  4. The round tokens. A 2 on an open cell means two mines among its eight neighbours.
  5. And the number on the block's frame?
  6. Mines in that block. It's there from the start, open block or not.

Under the fog lies a solved sudoku: every digit appears once in each row, column and block. A few cells start open, and they never hold a mine.

Mines are scattered over the board separately, as in minesweeper. A mine can sit under any digit.

An open cell can show a small round number: how many mines are among its eight neighbours. Each block shows how many mines it holds. Some starting cells keep their count to themselves and show an empty ring.

Raise a flag on a closed cell you think hides a mine: right-click the cell, or double-tap it on a touch screen. The flag is your plan: it decides what a piece does when it passes that cell.

Placing a piece

  1. Right digit, the cell opens and I get to stand on it. I'm very good at this!
  2. Wrong digit, and you sit on the bench for the rest of the board.
  3. And on a mine I just bring the right digit, yes?
  4. A mine blows up whatever you carry. One life gone, and so is the piece.

Your hand holds five pieces, each with a digit on its card. Put one on a closed cell and you're saying the cell holds that digit.

Right digit, no mine: the cell opens and the piece stays on it as a sensor. A rook, bishop or queen merges with the cell and its digit changes; a king or knight keeps its digit.

Wrong digit, no mine: the piece sits out for the rest of the board. The cell stays shut, and the game notes that the digit isn't there.

A mine blows up whatever the digit. You lose a life and the piece is destroyed.

After every piece you play, the hand refills from the deck.

  • Wrong digit: the piece sits out for the rest of the board.
  • A mine blows up any digit. A life and the piece are lost.

Sensors

  1. That white king says 3. Three mines on the board!
  2. Three mines in the cells around him. A white piece counts only its own zone.
  3. I count something else: the closed cells in my zone that hide my own digit.
  4. Then that rook sees the whole column.
  5. Up to the first open cell or piece. The line stops there.

Every piece on the board shows a number, its sensor. It updates after every action.

A white piece counts the mines left in its zone, like a minesweeper number. A black piece counts the closed cells in its zone that hide its own digit, the one on its card. A mine in the cell doesn't change that.

A king's zone is the eight cells around it, a knight's the eight cells an L-jump away. A rook, bishop or queen looks along its lines, through closed cells only: each line stops before the first open cell or piece.

  • A black piece counts closed cells that hide its digit.
  • A rook's line stops before the first open cell or piece.

Moving on the board

  1. Land, then move again, and again. I could hop around all day!
  2. Three stamina for a knight, two for the rest. Each board move costs one.
  3. That bishop ran through a flag and the mine under it just gave up!
  4. Lucky flag. With no mine under it, he'd have stopped on a question mark and cost us 10 points.
  5. The rook's glide is free: along open cells, opens nothing, lines up his sensor.
  6. Raise my flag and I jump like a sweeper. Mine, defused. Empty cell, I sit out. Fair.

A piece on the board moves by its chess rules onto a closed cell. The digit isn't checked on a board move; the mines and your flags decide. Each board move costs one stamina: a knight has three, every other piece two. Placing from the hand costs none.

A rook, bishop or queen opens every cell on its path. A mine under your flag is defused. A flag with no mine under it turns into a question mark: the piece stops there, sits out, and you lose 10 points. A mine with no flag blows up. A rook can also glide along open cells for free: it opens nothing and only lines up its sensor.

A king or knight makes one step or one jump, with no path in between, and a flag doesn't protect it. A mine under a king or knight blows up, flag or not.

Right-click a knight, or hold it on a touch screen, to raise its flag, and it jumps like a minesweeper. Onto a mine, it defuses it. Onto an empty cell, it leaves a question mark and sits out. While it keeps hitting, it keeps jumping.

  • Each board move costs one stamina. A knight has three.
  • A bishop runs over a flag and defuses the mine under it.
  • A rook glides along open cells for free and opens nothing.
  • A knight with a flag jumps like a minesweeper.

The probe

  1. Holding a finger on a closed cell? That's either brave or a probe.
  2. A probe. On a mine it defuses it and opens the cell. Ten points.
  3. And on nothing?
  4. A question mark for good and ten points off. Unless a king stands next to it.
  5. The king took it for us!
  6. Once a board. His spare life is gone now.

Hold down on a closed cell until the fuse burns round it. That probes the cell without a piece.

On a mine, the mine is defused and the cell opens, worth 10 points. On an empty cell, the cell turns into a question mark for good and you lose 10 points. A probe isn't a move and costs no stamina.

Each king on the board has one spare life per board. If you probe an empty cell in the 3×3 around him, he spends it instead: the cell stays closed and nothing is lost.

  • A probe on an empty cell: a question mark, 10 points off.
  • Probe an empty cell by a king: he spends his spare life.

Your hand

  1. My hand's full of digits that fit nowhere. There, I threw one away.
  2. A discard. Free, and a new piece comes in. The deck runs out, though.
  3. Or feed it to another piece. The digits add up, round the circle.
  4. So a 6 fed to a 3 makes 9!
  5. On a 6×6 it makes 4. The 6 counts as 1.

Discard as many pieces as you like: the piece leaves your hand and a new one comes in from the deck. A discard isn't a move and scores nothing. The deck is finite, and that is the limit.

Merge: drag one piece in your hand onto another. The digits add up round the circle from 1 to the board size, and the top digit counts as 1. On a 6×6 board a 3 fed to a 3 makes 6, and a 6 fed to a 3 makes 4. The piece you fed is discarded.

  • Merge two pieces: the digits add up round the circle.

Winning the board

  1. Every mine defused. That's a Wipe, the board is ours!
  2. You didn't even open every cell. Nobody asked you to.
  3. And that boom?
  4. One life of three. Three booms and the board is lost.
  5. Then I'll just sit here and never move.
  6. Run out of pieces with nothing left to move, and it's lost as well.

Defuse every mine and the board is won. That's a Wipe. Mines that blew up count as done, and you don't have to open every cell.

You have 3 lives. Every mine that blows up takes one. Lose all three, or run out of pieces with nothing left to move, and the board is lost.

Points come from the digits you open, with more for mines defused on the same move. Your score counts them in pawns, ten points to a pawn, and goes on your result card.

  • A mine blows up and takes one of your three lives.

Back to the board