In Fillomino, the goal is to place a number in every cell in
order to complete the puzzle according to the rules (see
Rules tab). To play, you can click on a cell or move around
with the arrow keys, then enter a digit.
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Use the mouse left-click to move the cursor to
a desired cell.
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Once selected, arrow keys can be used to move
around the canvas.
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Use digit keys 1-9 to enter a single-digit value
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Use letter keys A-Z for double digit values 10-35,
respectively.
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Bold digits are the initial puzzle values, and can not
be overwritten.
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You can also left-click on an existing number
and "drag" it to other cells to overwrite their value
with its value.
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Similarly you can press and hold the shift key,
then use the arrow keys to move around the board
to propagate the current number to other cells.
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To remove an entered number, you can right-click
the cell, or press the back space to clear.
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You can also drag a cleared cell with the mouse
left-click or shift- and arrow keys
to clear out new cells.
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For visualization of numerical boundaries, you can
left-click on a cell border between cells to make
a note of expected numeric separations, though no error
checking is made.
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You can right-click to remove drawn borders, but
not calculated ones.
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Once on a boundary, you can shift- arrow move to add
more borders. You can also drag left-click to
draw borders, or drag right-click to clear borders.
In Assist Mode (0), the default, only the existance of errors
or incomplete numbers is indicated. In Assist Mode (1), the
number of errors and incomplete numbers is indicated, see game rules.
In Assist Mode (1) or higher, each numbered square is given a different
color to visually guide the solver in searching for room
completions. In Assist Mode (2) errors are highlighted with red
digit colors. Additionally, borders are drawn between different digit
cells and around rooms as they are completed. In some cases the solve
difficulty will greatly decrease in Assist Mode (1) or higher, so
select depending upon the level of challenge desired. The game border
will turn green if the grid is completed without error. You can click
the "undo" button on the bottom of the page to undo previous moves.
Below, enter puzzle code (0-0)
for one of a list of pre-defined puzzles, or a puzzle descriptor
(see "Puzzles" tab). Puzzle code 0 shows an example completed
puzzle that can be helpful. The following puzzle codes have
demos, which will walk you through a solve to help you
on the path to mastery: []).
Fillomino
(
フィルオミノ)
is a classic Japanese logic puzzle published by
Nikoli.
In Fillomino, the board begins with some pre-set cells with numbers in them.
These numbers can not be modified, but indicate the size of a "room" or
polyomino (collection of squares) containing only those numbers. For
instance, a cell with '9' on it must be combined with eight other squares
of any shape - connected horizontally or vertically - all containing the
number 9. The full set of rules below relate to those numbers and how to
complete the puzzle.
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Pre-set number cells can not be modified, and must be part of a
room with that number of squares joined horizontally or vertically.
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Collections of like-numbered digits cannot border other collections of
the same digit. For instance, a legal collection of '4' cells cannot
border another collection of '4' cells. Put another way, a collection
of 5 or more adjacent '4' digits is illegal. If in assist mode 2,
the canvas will indicate this with red-colored digits once the
collection is in error. Similarly a collection that has no chance
of growing as large as needed to make it of legal size turns digits red.
It is legal to connect two rooms with the same number at a diagonal
point, i.e. not connected horizontally or vertically.
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All squares must have a number before the puzzle can be solved.
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Not all eventual rooms will have pre-set number cells within them.
The solver must often infer what value the cells must have in
order to complete the puzzle without error.
Puzzles can be invoked by either a numerical entry from
0-0, or through a character
description of the puzzle itself, entered into the Display
form on the 'Game Play' tab. The numbered puzzles are
hand-crafted of varying difficulty, roughly easy to hard.
Puzzle 0 shows a completed correct puzzle.
To describe a puzzle, the character string must be of the
form: "WxH:<digit-descriptor>", where W is a number
indicating the width of the grid, and H the height.
The digit descriptor is a list of the pre-defined
digit contents, from left to right, then top to bottom.
Blank cells are represented with a '-' character. To assist
in the definition of a sparse board, a combination of b
consecutive blanks can be represented with a lowercase letter
from 'a' to 'z', corresponding to 1 to 26 consecutive blanks.
Digit values greater than '9' should be represented with
capital letters 'A' to 'Z' representing 10 to 35. A dot '.'
can be used as a visual separator, for example between rows.
An example descriptor is as follows for entry 1:
'descr'.
For Fillomino there are 1 demo
puzzles that can be helpful to walk through solving methods.
They are puzzle codes [].
Enter them in the Game Play tab with the code number and there
will be added a demo panel to help with the solve.
This playground was written using javascript and is available open
source. All code is checked into the github repo at
ohmec/puzzles.
Feel free to file bugs there!