You are maturing an antibody-like receptor. A T-cell clone's binding loop (its CDR3) has mutated somewhere, and the mutated version binds the target far better. You have to work out which sequence it is by testing one mutation at a time.
The catch: some mutations make the receptor bind your own tissue instead. Test one of those and the clone is destroyed. You get three.
The grid is a mutation map. Every square is one possible single mutation:
The starting sequence — the germline — is printed across the top, one letter per column. The square circled below is “position 5, but leucine instead of S”.
One hidden sequence — the matured clone. It is the germline sequence with a handful of positions changed. The briefing bar tells you exactly how many positions changed (say 4). Every other position is still the germline letter.
So you are not guessing 20 letters from scratch. You are working out which few positions moved, and what they moved to.
Clicking tests that mutation. You get back one number: how many chemical properties separate the amino acid you clicked from the real answer at that position.
You get 3 probes per column. After that the column locks and you must work it out by reasoning (a small shared reserve can buy extra probes if you are stuck). Probes are the scarce resource — the whole game is extracting the most from each one.
Every amino acid has a checklist of nine chemical properties, each either true or false:
To compare two residues, go down the checklist and count the entries where they disagree. That count is the number on the tile. Nothing else — no ranking, no fudged “warmer / colder”.
| Φ | Ring | + | C=O | N | Sm | Lg | OH/S | β | ||
|---|---|---|---|---|---|---|---|---|---|---|
| A | ● | · | · | · | · | ● | · | · | · | |
| L | ● | · | · | · | · | · | ● | · | · | |
| differ | ✕ | ✕ | → reads 2 |
| Φ | Ring | + | C=O | N | Sm | Lg | OH/S | β | ||
|---|---|---|---|---|---|---|---|---|---|---|
| F | ● | ● | · | · | · | · | ● | · | · | |
| L | ● | · | · | · | · | · | ● | · | · | |
| differ | ✕ | → reads 1 |
Because it is a plain count, two things follow that you can rely on:
Readings run from 0 to 6 in practice. Nine is the arithmetic maximum, but real residues only ever tick one to three boxes and some are mutually exclusive (nothing is both small and large), so the widest real gap is 6.
Since each reading picks out a whole group at once, a single click splits the alphabet immediately. Probe alanine and the answer is pinned to one of these six groups:
| it reads | the answer is one of |
|---|---|
| 0 | A |
| 1 | G C |
| 2 | V L S P D |
| 3 | I M F T N E |
| 4 | W Q K |
| 5 | Y R H |
Twenty candidates down to at most six, from one click. A second probe intersects its group with the first, and you are usually down to one.
You do not have to hold any of this in your head — the full checklist for all 20 residues, and a grid of every pairwise distance, are in the Biochemical property panel below the board. Find the row for the residue you probed, and every cell showing your number is a candidate.
Say position 5 is germline S, and you want to know what it matured into.
| you click | it reads | which leaves |
|---|---|---|
| A | 2 | The answer differs from alanine on exactly 2 properties. Only five residues do that: V L S P D — the 2 row above. |
| F | 1 | The answer differs from phenylalanine on exactly 1 property. Of those five: V is 3, S is 5, P is 3, D is 5 — only L is 1. |
Position 5 matured S → L, found in two clicks and no guessing.
That is the core loop: each number rules out most of the alphabet, and two or three of them intersect down
to one answer.
Every number comes from the property panel at the bottom of the page — F and L differ only in that F has a ring, so they are 1 apart. You can check any of this by hand.
By default you do this part yourself, using the distance matrix below the board. Probed A and got a 2? Find row A, and every column reading 2 is still in play. Probe a second residue and the answer is whatever survives in both rows.
If you would rather not, Assist in the top bar turns on a possible row under the board that lists each column's surviving candidates and shrinks them for you — when it reaches one letter, that position is solved without even clicking the tile. It stays on until you turn it off again, including across new clones.
Assist is off to begin with because doing the intersections yourself is most of the puzzle. Turning it on makes the game substantially easier.
Some mutations make the receptor bind self, and testing one costs a life. They are not random: the briefing bar names the chemical family responsible on this board (say “aromatic”). Only residues in that family are ever dangerous — everything else is always safe to click.
That family is mildly risky everywhere and much more dangerous at a few hidden buried positions, which you have to locate.
The small orange digit in a square's corner counts how many of its 8 neighbours are self-reactive. That is your minesweeper number — use it to tell a safe aromatic from a lethal one.
Clicking a safe square also clears its harmless neighbours automatically. That tells you they will not kill you — but it does not reveal their number. Reading affinity always costs a probe.
Down the left edge, next to each chemical family, is a count: how many residues of that family the
finished matured sequence contains. If it says acidic 0, no position matures into D or E —
strike both rows off the whole board. If it says aromatic 1, exactly one position ends up aromatic.
Combined with the germline sequence and the number of mutations, these let positions constrain each other. This is what closes out the columns you ran out of probes on.
Submitting the right sequence wins. A wrong one costs a life and tells you how many positions are wrong, but not which — still useful information.
You can also just probe your way to 0 in every column, but that is slower and riskier than deducing.
Your score is reported as a Kd, the real measure of how tightly two molecules bind. It is the concentration needed to occupy half the receptors — so if it takes less to get there, the binding is tighter. The rule to hold on to:
Lower Kd is better. 50 nM is a thousand times stronger than 50 µM.
You start at the best possible score and can only lose ground from there. Two things spend it:
It bottoms out at the germline value of 50 µM — meaning you found the clone but gained nothing doing it.
| probes | clones lost | affinity gain | final Kd |
|---|---|---|---|
| 0 | 0 | 1000× | 50 nM |
| 20 | 0 | 490× | 102 nM |
| 25 | 0 | 410× | 122 nM |
| 25 | 1 | 164× | 305 nM |
| 40 | 0 | 240× | 208 nM |
| 40 | 2 | 38× | 1.3 µM |
A well-played 12-position board takes roughly 25 probes, so the middle of that table is a good game. The 0-probe row is unreachable — you cannot solve a board without probing it — it is just where the scale starts.
Watch out for one thing: because lower is better, the Kd in the top bar counts upward as you do worse, which is backwards from most scores. It is labelled Kd if won because it is a projection — what you would bank if you submitted a correct clone right now, not a measurement of the board. The win screen also shows the fold-improvement, which moves the intuitive way.
The selector in the top bar picks the board size. Changing it starts a new clone immediately.
The three names are the actual life history of a lymphocyte, and they are ordered by how much mutation has accumulated: a naive cell has never met its antigen and is still close to germline; a primed cell has met it and is responding; a memory cell is the end product, carrying the most changes. So the harder the tier, the more mutated the clone you are chasing.
| Naive | Primed | Memory | |
|---|---|---|---|
| positions to solve | 10 | 12 | 15 |
| mutations to find | 3 | 4 | 5 |
| hidden contact positions | 1 | 2 | 3 |
| self-reactive squares | ~12 | ~15 | ~20 |
| probes per position | 3 | 3 | 3 |
| spare probes (reserve) | 8 | 8 | 6 |
| lives | 3 | 3 | 3 |
Four things get harder, and they compound:
For scale, playing well and wasting nothing, a solved board takes roughly:
| typical probes to solve | total budget available | |
|---|---|---|
| Naive | ~22 | 38 |
| Primed | ~25 | 44 |
| Memory | ~33 | 51 |
There is real headroom in all three — but that assumes probes chosen well. Wasted probes come out of the same pot, and every one of them also costs you score.
Assist is not part of the difficulty. It is off in every tier and toggled separately whenever you like — so a Naive board with Assist on is much easier than a Naive board without it.
The property table and distance matrix are below the board under “Biochemical property
panel”. Reproducible boards: ?seed=12, and &reveal=1 shows you the answers.