Minesweeper is a logic game played on a grid of hidden squares, some of which hide mines. Open a safe square and it shows a number: how many of the eight squares around it are mines. Use the numbers to work out which squares are safe and which are mines. Open every safe square without setting off a mine to clear the field.
The rules
- Tap (or click) a square to open it. If it’s a mine, the game is over.
- A safe square shows a number: how many of its eight neighbours, including diagonals, are mines. A square with no mines around it is blank, and opens its neighbours for you.
- Flag the squares you know are mines. Long-press, right-click, or switch to Flag. Flags don’t count towards winning; they’re your notes.
- Open every safe square to win. The counter at the top shows the mines left, less the flags you’ve placed.
That’s all. Everything else is working out what the numbers tell you.
What a number means
A number counts the mines among the eight squares around it. A 3 means exactly three of those eight are mines, and the other five are safe.
On their own, numbers rarely say which squares are mines. It’s numbers next to each other, sharing squares, that pin them down.
The first tap
The mines are only laid after your first tap, and never on that square or (when there’s room) the eight around it. So the first tap always lands on a 0, and opens up an area.
The two deductions that start every board
Most of a game is two simple checks, done over and over on the numbers at the edge of the open ground.
When a number has exactly as many hidden squares around it as mines it needs, they’re all mines. Here the outlined 1 has only one hidden square around it, so that square is a mine. Flag it.
When a number already has all its mines flagged, its other hidden squares are safe. The outlined 1 below touches the flag just placed. That’s its one mine, so the three hidden squares on its right are safe to open.
Each safe square you open shows a new number, and the checks start again. This board, from the game, clears all the way to the end with these two checks and one more (comparing two numbers that share squares), without a single guess. The how to solve page covers the rest.
Chording
Tap a number that already has all its mines flagged, and the game opens its other hidden neighbours at once. It’s a shortcut for the second check above. Make sure the flags are right first: a wrong flag means a mine goes off.
Common mix-ups
- Forgetting the diagonals. A number counts all eight neighbours, corners included.
- Thinking flags win the game. They don’t: opening every safe square does. A board with every mine flagged but a safe square still closed isn’t finished.
- Chording with a wrong flag. Chording trusts your flags. If one is wrong, the square it should have covered is opened, mine and all.