Firebreak Command
A planning puzzle on a small invented landscape. A fire is about to start. Clear firebreaks first, then watch it spread with the wind — and see whether every shelter survives.

Clear firebreaks before the fire starts so it burns out without reaching any shelter.
FreeOn this device
This tick as a list
Burning: (8, 6). Burnt: 0. Shelters: (18, 5) safe.
An invented landscape and a game rule — not fire-behaviour modelling or safety advice. Each map has a fixed seed: a plan that works here is shown to work for this seed only. Score = surviving vegetation + 3 per unused break.
Controls
- Before the fire starts, tap a vegetation cell (or press Enter on it) to clear a break; tap it again to undo.
- Start fire runs the spread; Step advances one tick; the Review tick slider replays any moment.
- Restart keeps your plan and lets you change it; Clear breaks removes them all.
The rules
- Each tick, every burning cell may ignite each of its four side neighbours — never diagonally. The chance is 25%, 40% downwind and 10% upwind.
- A cell burns for exactly 3 ticks and then is burnt out. Breaks and bare ground never burn.
- The game is lost the moment a shelter catches fire, and won when the last fire goes out with every shelter safe.
Scoring, saving and limits
Surviving vegetation plus 3 points for every break you didn't need.
Your plan for the current map and your best score per map are kept on this device only. Download a backup to move them.
An invented game rule on made-up maps — not a model of real fire behaviour and not safety advice. Each map has a fixed random seed; a plan that works is shown to work for that seed only.
Questions
- Is the fire random?
- Each spread attempt has a chance, but the dice are fixed for every map, so the same plan always gives the same fire.
- Can fire jump diagonally across a break?
- No. Fire only spreads to the four side neighbours, so an unbroken line of breaks stops it completely.
- Do I have to use all 14 breaks?
- No — unused breaks add to your score.

