How to play
Complete Antmill when every editable decision satisfies the three cell shaded rectangle cycle constraints together. The runtime checks the entire position rather than a visual approximation or an unsupported solvability claim.
- Antmill reconstructs its published opening from the route ID, rules version and local seed. Fixed clues, hidden cards and editable decisions remain separate, and restart reproduces the same position without a network request.
- The bounded checker rejects a finished grid unless shade legal three-cell rectangles and link their corner contacts into the required cycle. Invalid, stale, non-finite and post-terminal actions leave the state and undo history unchanged.
- Complete Antmill when every editable decision satisfies the three cell shaded rectangle cycle constraints together. The runtime checks the entire position rather than a visual approximation or an unsupported solvability claim.
Strategy tips
- In Antmill, map the dependencies created by the defining rule before using a flexible space or mark. Shade legal three-cell rectangles and link their corner contacts into the required cycle.
- The common Antmill trap is spending temporary space or certainty before identifying which later obligation depends on it.
- Near the end of Antmill, count every unresolved destination or constraint before committing a narrow move. Use undo to compare legal branches, then recheck that every editable decision satisfies the three cell shaded rectangle cycle constraints together.