On the Subject of Spilling Paint

Where two wrongs make a right.

On the module is a 6×6 grid of cells, a color selector, and a reset button.

In order to solve the module, turn every cell white in exactly 7 spills. If any cell is not white after 7 spills, or you press the reset button, the module will return to its original state.

Each color is assigned a value between 0 and 6, where white is 0, red is 1, orange is 2, yellow is 3, green is 4, blue is 5, and purple is 6.

In order to spill paint on the module, select the color of your choice from the selector, then press a cell on the module. When paint spills, the following occurs:

  • Paint will be applied to the pressed cell, as well as every adjacent cell, both orthogonally and diagonally.
    • The grid does not wrap around, so a spill in the top left corner only affects 4 cells.
  • The new color of a cell is calculated by summing the numerical value of both the current cell color and the color of the paint spilled, subtracting 7 if the total is greater than 6, and converting this value back into a color.

Interactive Controls

Use the below interactive graphic to input the read and try out different solutions.

  • In Read mode, you can press Space/W/R/O/Y/G/B/P(M) on your keyboard or a click color buttons followed by squares to input the puzzle grid.
  • In Solve mode, the grid behaves like the module.
  • The sound effects can be muted.
  • Press the Manual/Generated button to switch into Generated mode where you can have fun solving generated puzzles of 1 – 36 moves.
  • Use the - / + buttons or press [-] / [+] to increment the number of moves in the generated puzzle.
  • The solution you came up with in Solve mode as well as the solution to generaed puzzles can be shown or hidden.
  • Colorblind mode adds text to colored items.
  • Red text in the Steps string indicates moves that went over the move limit.
  • Using the other buttons, you can save the current state of the grid, delete the saves, or reset everything.
Moves:
7

Steps:

Solution: