Qix

Claim territory with bold cuts, without getting caught.

How to play Qix

Draw fences to claim area. Dodge the Qix

Move along the edges of the arena, then push inward to draw a line across open space and back to a wall. The area you fence off becomes yours. But while you’re drawing you’re exposed: if the roaming hazard touches your unfinished line, you lose a life. Claim a set percentage of the board to clear the level.

Claim small, claim safe

The instinct in Qix is to be bold: push deep into the open space and fence off a huge chunk in one heroic sweep. That instinct will get you killed. Every second you spend drawing an unfinished line you are exposed, and if the roaming hazard touches that line before you close it back to a wall, you lose a life. The reliable way to win is the opposite: nibble. Take small, quick bites out of the arena, each one closing fast and safely, and let the claimed area creep inward bit by bit until the hazard is hemmed into a shrinking pocket. A good habit for the first half of a level: never start a cut you cannot finish in about a second. If the bite would take longer than that, it is too big for this stage of the game.

There is a second reason nibbling wins, and it is in your hands, not the maths. Every completed bite resets your nerves. Long draws are where panic creeps into the controls, and a wobble mid-cut, a hesitation, a doubled-back corner, is usually what hands the hazard your line. Short cuts keep every decision small enough to make calmly, and calm is worth more than daring across a ten-minute run.

Corner the hazard, then commit

Once your small claims have squeezed the open space down, the maths flips in your favour. A big cut across a small remaining area is over quickly, so you are only exposed for a moment, and that is the time to be brave and grab a large slice. Read where the hazard is drifting and start a cut when it is heading away from you, never toward the gap you are about to open. Patience buys you the safe moment. The trick is not being patient forever, because the level only ends once your claimed share of the board crosses the target.

The endgame pocket

Runs are won and lost in the last quarter of the board. As your claims creep inward, aim to herd the hazard rather than merely avoid it: shape your nibbles so the open space narrows into one region with a fat end and a thin end, and keep the hazard living in the fat end. When it drifts deep into that pocket, a single straight cut across the thin neck seals off a huge slice behind it and can finish the level on the spot. The shape to avoid is the opposite one, where the hazard patrols the middle of a ring of open space and every cut you start points toward it. Shape the space early and the final cut chooses itself. And if you fancy claiming more than the bare target for a fatter score, take the extra in the same style: one more safe bite, not a victory-lap deep cut.

Reading the drift is a skill of its own. The hazard wanders, but it telegraphs: watch it rebound off your fences a few times and you will feel its rhythm, roughly how long it lingers in a corner and how fast it crosses the middle. Give yourself margin anyway. It can turn quicker than you expect, and your line is vulnerable along its whole length until the instant it closes.

A Taito original from 1981

Qix came out of Taito's American studio in October 1981, designed by Randy and Sandy Pfeiffer, a husband-and-wife team, and the name is pronounced kicks. It was a strange machine for its moment: no aliens, no spaceships, just a flickering line-creature and the geometry of enclosing space, in arcades that were wall-to-wall shooters. The original asked players to fence off around 75 percent of the field, paid double for slow draws to make greed literal, and threw in extra menaces: Sparx that patrolled the fences you had drawn, and a fuse that chased you along your own unfinished line if you stopped moving. Here the duel is cleaner, just you and the roaming hazard, but the heart of it is untouched. The game spawned a small dynasty of area-capture designs, from Taito's own Volfied to the desktop time-killer JezzBall, and it has aged unusually well precisely because it never leaned on a theme. The tension of an exposed line and a drifting threat is as sharp now as it was then.

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Qix: frequently asked questions

When am I vulnerable?

Only while drawing an unfinished line into open space. Once it connects back to a claimed edge, that area is safe.

How do I beat a level?

Claim at least the target percentage of the playfield, usually around three-quarters.

What is the safest way to claim territory?

Take small, fast bites rather than deep cuts. The less time your line spends unfinished, the less chance the roaming hazard has to touch it, and small claims steadily shrink the open area with little risk.

When should I make a big cut?

Once your small claims have squeezed the open space down, a large cut across the remaining area is over quickly, so you are exposed only briefly. Start it while the hazard is drifting away from the gap you are opening.

How do I lose a life?

While you are drawing a line across open space, that line is unfinished and vulnerable. If the roaming hazard touches it before you close it back to a wall, you lose a life.

How much of the board do I need to claim?

You have to fence off a set percentage of the arena to clear the level. Claiming more than the minimum is possible and scores better, but it means spending more time exposed.

Where does Qix come from?

Taito released it in arcades in October 1981; it was designed by Randy and Sandy Pfeiffer and the name is pronounced kicks. Its abstract idea of claiming area while dodging a line-creature was unusual for the time and inspired a whole run of territory-capture games.

Why do I keep dying on big cuts?

Because exposure scales with time. Your line is vulnerable along its whole length until it closes, so a long cut is a long bet on the hazard staying away. Save deep cuts for when the open space is small or the hazard is stuck in a far pocket, and nibble the rest of the time.

Is Qix free to play?

Yes. Qix is completely free on Inkplay, with no download, no sign-up, and no in-game purchases. Open the page and play instantly on desktop or mobile.

Can I play Qix unblocked?

Yes. Qix runs entirely in your browser with no download, install, or plugins, so it loads instantly and keeps working even on school or work networks where bigger game sites get blocked.

More games to play

In the mood for more? Try Snake, Breakout, Pong, Blocks, or browse all arcade games and the full games list on Inkplay. Qix also appears in Retro Games.

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