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Capture the Qwix

0score 1level 0:00time 0%claimed ◆◆◆lives 0best

The original 1981 rules: the marker rides the lines — the frame, the outline of your own ground, and every line you have drawn — and you enclose empty space so that everything the Qix is not trapped in becomes yours. Slow draw scores double. Sparx walk the outline, the fuse burns back down a Stix you abandon, and every level starts with two Qix to box in — trap one in the smaller patch and its ground is yours, for a huge bonus.