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! MINE-RISK SEEN !
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Mine-Risk Seen is a push-your-luck puzzle-strategy game that fuses three ideas into one tense decision: classic Minesweeper deduction, a stop-or-continue gambling loop, and Nizian scoring, where your rarest resource caps the value of everything you collect.
You don't play to clear the board. You play to maximize a composite score while managing your exposure to risk -- one tile at a time.
o Reveal cells on a mined grid to deduce where the danger is.
o Every safe tile you uncover grows your pot exponentially -- a single cascade that opens many tiles at once makes it jump.
o Collect Gold, Iron and Crystal, which sit visible on hidden tiles like glittering bait -- and any gem might be hiding a mine.
o Hit CASH OUT to bank your pot safely -- or keep going to multiply it further.
o Touch a mine and your current pot collapses back to 1 and you lose a life.
The pot is its own autonomous score. Resources and flags never affect it -- only how many safe tiles you reveal. Open the board efficiently and the pot rewards you; tap timidly tile by tile and you fall behind.
Your main score is:
(total pot x min(Gold, Iron, Crystal)) / number of moves
The least-collected resource is the bottleneck. Hoarding 50 Gold and 50 Iron is worthless if you only grabbed 3 Crystal. To score high you must explore the whole board, balance your three resources, and do it in as few moves as possible. Efficiency, balance, and calculated risk all reinforce each other.
Choosing to STOP voluntarily -- instead of dying -- earns a 10 percent bonus. Going out on your own terms always beats getting blown up.
o Stop & Continue: the pure push-your-luck experience, with cashing out and voluntary stop.
o Draws: a limited number of clicks, no move divisor; every reveal is precious.
o Classic: straight Minesweeper, no pot or resources.
o Economy: certain tiles cost credits, risky reveals can earn them, and bankruptcy ends the run. A deliberate war of attrition where credits are a survival gauge, not a reward.
Five difficulty presets across two grid shapes change how neighborhoods connect and how deduction flows:
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! Difficulty ! Grid ! Mines ! Lives !
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! Easy ! 9x9 ! 10 ! 5 !
! Medium ! 16x16 ! 40 ! 3 !
! Hard ! 16x30 ! 99 ! 1 !
! Hex Medium ! 12x12 hex ! 30 ! 3 !
! Hex Hard ! 16x16 hex ! 60 ! 2 !
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The first click is always safe, and every board is generated to contain forced-choice situations -- real deduction, not pure luck. Each run carries a seed you can copy and share, so an identical board can be replayed.