🌊 Colour Flood
🧩 Logic · 2 playsColour Flood
Flood the board to a single colour from the corner, inside a strict budget of moves.
About Colour Flood
A region grows from the top-left corner, and each colour chosen converts the region to that colour and absorbs every touching cell that matches. The whole board must fall to one colour before the allotted moves run out, and the allowance is tight enough that greed fails: the colour that swallows the most cells now is frequently not the one that opens the largest territory two moves later. Good play reads the board a few moves deep, aiming the flood at junctions where several pockets of one colour can be taken in a single stroke. Boards grow larger as the levels advance.
How to Play
Tap a colour to switch the flooded region to it, absorbing all touching cells of that colour. The counter shows the moves remaining; the whole board must be one colour before it reaches zero. Favour the choice that connects the most territory, not merely the largest patch beside you.
💡 Tips & Strategy
Play for connection, not for volume. The colour that gains most cells this move is often a cul-de-sac; the colour that merges your region with two or three separate pockets multiplies your frontier, and frontier is what wins. Judge each move by the territory it touches, not the territory it takes.
Aim down the diagonal. The flood starts in a corner and must end everywhere, so progress toward the far corner matters more than sideways sprawl. A choice that extends your border across the middle of the board opens more future absorption than one that fattens the region along an edge already conquered.
Look two moves ahead at junctions. Frequently one colour choice takes few cells but exposes a large mass of a second colour for the following move — the small move is the better one whenever the pair outperforms the two greedy moves. Late in the game, count instead of judging: list the colours remaining outside your region, because the endgame needs at least one move per surviving colour, and the order that strands no single-colour islands is usually visible by then.
Avoid feeding the rare colour early. If only a few cells of one colour exist and they sit scattered, absorbing them piecemeal costs a move per pocket; steering the flood so that they join your border as one connected group first saves those moves — and saved moves are the entire margin between clearing a level and failing it by two.