## On the Subject of The cRule

Isn't this whole game pretty cruel anyway?

This module is based on Wolfram's cellular automata. This module displays four rows of squares. From top to bottom, the rows contain 8, 7, 6, and 5 squares. 10 squares in the grid will be colored one of the three primary colors (red, green, or blue), one of the three secondary colors (yellow, cyan, and magenta), white (representing a mixture of all three primary colors), or black (representing an absence of all three primary colors). These cells cannot change color. All other squares on the module will initially be gray.

A Rule Number represents a cellular automaton. The goal of this module is to find the colors of all four stages of the cellular automaton based off of the already filled-in squares. Whether or not a square contains a certain primary color is based on if the two adjacent squares immediately above it contain that color, as determined by that color's Rule. Coloring is additive.

The defuser can click any of the eight small colored squares in the bottom half of the module to choose a color. They can then select squares in the grid that were not pre-filled to change their color to the currently active color. When the Submit button is pressed, the module will check each square in the grid. If each square follows all three colors' Rules, then the module will solve. If any square breaks a Rule, then a strike will be incurred and the grid will reset to its initial configuration. There may be multiple solutions for a grid's initial configuration; all correct solutions will be accepted. The reset button is used to set all defuser-colored cells back to gray.

### Solving the Module

Three of the pre-filled squares contain shapes. These shapes represent numbers based on the following table.

00 | 01 | 02 | 03 | 04 | 05 | 06 | 07 |

♤♤ | ♤♧ | ♤♢ | ♤♡ | ♧♤ | ♧♧ | ♧♢ | ♧♡ |

08 | 09 | 10 | 11 | 12 | 13 | 14 | 15 |

♢♤ | ♢♧ | ♢♢ | ♢♡ | ♡♤ | ♡♧ | ♡♢ | ♡♡ |