+grid on the \q{Type} menu: the number of columns, and the number of
+rows, into which the main grid is divided. (The size of a block is
+the inverse of this: for example, if you select 2 columns and 3 rows,
+each actual block will have 3 columns and 2 rows.)
+
+You can also configure the type of symmetry shown in the generated
+puzzles. More symmetry makes the puzzles look prettier but may also
+make them easier, since the symmetry constraints can force more
+clues than necessary to be present. Completely asymmetric puzzles
+have the freedom to contain as few clues as possible.
+
+Finally, you can configure the difficulty of the generated puzzles.
+Difficulty levels are judged by the complexity of the techniques of
+deduction required to solve the puzzle: each level requires a mode
+of reasoning which was not necessary in the previous one. In
+particular, on difficulty levels \q{Trivial} and \q{Basic} there
+will be a square you can fill in with a single number at all times,
+whereas at \q{Intermediate} level and beyond you will have to make
+partial deductions about the \e{set} of squares a number could be in
+(or the set of numbers that could be in a square). At
+\q{Unreasonable} level, even this is not enough, and you will
+eventually have to make a guess, and then backtrack if it turns out
+to be wrong.
+
+Generating difficult puzzles is itself difficult: if you select
+\q{Intermediate} or \q{Advanced} difficulty, Solo may have to make
+many attempts at generating a puzzle before it finds one hard enough
+for you. Be prepared to wait, especially if you have also configured
+a large puzzle size.
+
+
+\C{mines} \i{Mines}
+
+\cfg{winhelp-topic}{games.mines}
+
+You have a grid of covered squares, some of which contain mines, but
+you don't know which. Your job is to uncover every square which does
+\e{not} contain a mine. If you uncover a square containing a mine,
+you lose. If you uncover a square which does not contain a mine, you
+are told how many mines are contained within the eight surrounding
+squares.
+
+This game needs no introduction; popularised by Windows, it is
+perhaps the single best known desktop puzzle game in existence.
+
+This version of it has an unusual property. By default, it will
+generate its mine positions in such a way as to ensure that you
+never need to \e{guess} where a mine is: you will always be able to
+deduce it somehow. So you will never, as can happen in other
+versions, get to the last four squares and discover that there are
+two mines left but you have no way of knowing for sure where they
+are.
+
+\H{mines-controls} \I{controls, for Mines}Mines controls
+
+This game is played with the mouse.
+
+If you left-click in a covered square, it will be uncovered.
+
+If you right-click in a covered square, it will place a flag which
+indicates that the square is believed to be a mine. Left-clicking in
+a marked square will not uncover it, for safety. You can right-click
+again to remove a mark placed in error.
+
+If you left-click in an \e{uncovered} square, it will \q{clear
+around} the square. This means: if the square has exactly as many
+flags surrounding it as it should have mines, then all the covered
+squares next to it which are \e{not} flagged will be uncovered. So
+once you think you know the location of all the mines around a
+square, you can use this function as a shortcut to avoid having to
+click on each of the remaining squares one by one.
+
+If you uncover a square which has \e{no} mines in the surrounding
+eight squares, then it is obviously safe to uncover those squares in
+turn, and so on if any of them also has no surrounding mines. This
+will be done for you automatically; so sometimes when you uncover a
+square, a whole new area will open up to be explored.
+
+All the actions described in \k{common-actions} are also available.
+
+Even Undo is available, although you might consider it cheating to
+use it. If you step on a mine, the program will only reveal the mine
+in question (unlike most other implementations, which reveal all of
+them). You can then Undo your fatal move and continue playing if you
+like. The program will track the number of times you died (and Undo
+will not reduce that counter), so when you get to the end of the
+game you know whether or not you did it without making any errors.
+
+(If you really want to know the full layout of the grid, which other
+implementations will show you after you die, you can always use the
+Solve menu option.)
+
+\H{mines-parameters} \I{parameters, for Mines}Mines parameters
+
+The options available from the \q{Custom...} option on the \q{Type}
+menu are:
+
+\dt \e{Width}, \e{Height}
+
+\dd Size of grid in squares.
+
+\dt \e{Mines}
+
+\dd Number of mines in the grid. You can enter this as an absolute
+mine count, or alternatively you can put a \cw{%} sign on the end in
+which case the game will arrange for that proportion of the squares
+in the grid to be mines.
+
+\lcont{
+
+Beware of setting the mine count too high. At very high densities,
+the program may spend forever searching for a solvable grid.
+
+}
+
+\dt \e{Ensure solubility}
+
+\dd When this option is enabled (as it is by default), Mines will
+ensure that the entire grid can be fully deduced starting from the
+initial open space. If you prefer the riskier grids generated by
+other implementations, you can switch off this option.
+