Sumsy
the global count - the board's total number of mines is a clue too; arrangements that use too many or too few mines are impossible, which shifts the odds of squares far from any number
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Sumsy is a round, cheerful hamster who hugs a small glass jar close to her tummy wherever she goes. The jar is full of smooth grey pebbles, all the same size. And Sumsy always knows exactly how many are inside, because she counts them every morning, one little pebble at a time.
"Every board has a jar," she says, patting hers. "It's the total number of mines. And the jar is a clue, just like the numbers."
Most players forget about the jar. Sumsy never does.
One afternoon Oddsley the owl and a young mole were puzzling over the end of a board. They had been carefully counting the ways the mines could be arranged around the last few numbers, just as Oddsley had taught. But something didn't add up.
"There's a patch of hidden squares in the corner," the mole said, "far away from every number. No number touches them at all. So there's no clue about them. They could be anything."
Sumsy rolled over, jar held tight. "Not anything," she said. "Have you counted the jar?"
The mole blinked. "The jar?"
"This board has ten mines in total," said Sumsy, holding up her jar. "That's the whole jar. So let's count. How many mines have you already found?"
They counted the flags. "Six," said the mole.
"And around the last few numbers, how many mines do the arrangements need?"
Oddsley looked back at the arrangements they had listed. "Some arrangements put three mines around those numbers. Some put four."
Sumsy's whiskers twitched with excitement. "Then here's the magic. The jar has ten. Six are found. That leaves four more, somewhere. If an arrangement puts four mines around the numbers, then zero mines are left for the corner patch. If it puts three, then exactly one mine has to be hiding in the corner."
The mole's eyes went wide. "So the corner isn't a mystery at all. It depends on the numbers."
"It depends on the jar," said Sumsy happily. "Every arrangement has to use up the jar exactly. Not one pebble more, not one pebble less. That rules out lots of arrangements that looked possible before. And when some arrangements are ruled out, the odds of every square shift, even squares no number touches."
Oddsley tilted her head approvingly. "The Probability Lens uses the jar too," she said. "That's why its odds are exact. It counts every arrangement that fits the numbers and the total."
"So the total is like one giant extra number," said the mole slowly, "that touches the whole board at once."
"Yes!" squeaked Sumsy, so delighted she nearly dropped her jar. "The biggest clue on the board, and it's written right at the top."
The mole looked at the corner patch with completely new eyes. It wasn't a blank anymore. It was part of the count.
Sumsy feels most like Sumsy when the jar makes everything fit, when the last few arrangements that used too many pebbles fall away and the answer comes clear. It is a round, cozy, snug-as-a-burrow feeling, like counting your treasures and finding every single one exactly where it should be.
You have a bit of Sumsy in you whenever you remember the big picture along with the little clues. At the end of a board, check the total, and say it the way she does: "Sumsy counts the whole jar, and every square's odds shift."
Then let the jar help you see the whole board.
The Sweep League ensemble
Sumsy is part of Sweep League's distributed-narrative cast. Each character embodies a different curricular primitive; together they teach the full subject.
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Surefoot
(Mentor, a mountain goat) - only steps where she is SURE; asks which square the numbers prove
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Bevvy
A bee who knows the fewest clicks a board could take - its 3BV
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Clicksy
A cricket who counts every wasted click - efficiency is 3BV divided by clicks
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Oddsley
An owl who weighs every arrangement the numbers allow - the exact odds of a mine
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Chordy
A crab who opens a whole ring of squares at once when a number's mines are all flagged
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Floody
A duck who knows a zero opens its whole empty region in one go
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Knowsley
A red panda who knows every board can be solved by knowing, never by guessing
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Rewinda
A squirrel who checks a run by re-playing every move, never by trusting it
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Samesby
A penguin who knows a race code gives both racers exactly the same board
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Tickwell
A hare who knows your speed is shown only AFTER you finish, never while you play