A game for two
Take turns filling cells. Whoever can't make a legal move loses.
It may have sat quiet for over a day, or the server restarted.
Fill one empty cell. It has to:
If it's your turn and you have no legal cell, you lose. There are no draws.
On your turn, before you fill a cell, you may secretly trap any empty cell. It lasts for your opponent's next move. If they pick it, their move is cancelled and they lose their turn.
You hold up to 2 traps, and each comes back 3 of your turns after you use it. Traps only work while your opponent has at least 3 legal moves.
A few cells start as rocks. A rock can't be filled, seeded or trapped, and it doesn't count as a filled cell for any rule, so nothing can touch off it or finish a shape with it.
A few gems appear right after the seed, never touching it, before the other player chooses. Fill a gem's cell and you keep its token, which both players can see. A trapped move doesn't collect one. If a gem's cell can never be filled, the gem shatters.
You may spend one token per turn, before you fill a cell. Each token lasts for your next 8 turns on a 6×6 board, 11 on 7×7, or 14 on 8×8. The number beside it shows how many are left. After that it's gone.
Double: fill two cells. If there's no legal cell for the second, your turn just ends. If the first hits a trap, your whole turn is gone.
Pass: skip your turn. It can't save you once you have no legal cell.
Trap: gain one extra trap, for one use. It only appears in games with traps.
Each player gets 2 minutes for the whole game on 6×6, 3 on 7×7, or 4 on 8×8. Your clock only runs on your turn, and it keeps running if you leave. Run out and you lose.
The bot follows the same rules and can't see your traps. It seeds, chooses and sets traps just like a person, and it's always up for a rematch. Bots have no clock, but yours still runs.
Square: a live cell you can fill now
Cross: a poisoned cell that can never be filled