Clear the board without setting off a mine.
The classic. Numbers tell you how many mines touch a square. A flag button rather than a long press, so it works properly on a phone. Three difficulties.
Minesweeper is a game of deduction on a grid of hidden squares. Some of them hide mines. Uncover a square and it either tells you how many mines touch it, or it is a mine and the game is over.
You win by uncovering every square that is not a mine. Flagging the mines is an aid to your own thinking rather than a goal — the board is won on what you have uncovered.
A number tells you how many of the eight squares touching it — sides and corners — contain a mine. A square with no number at all touches no mines, so the game opens up its neighbours for you automatically, which is where those satisfying cascades come from.
Everything in Minesweeper comes from comparing a number against the squares around it. If a 1 touches exactly one hidden square, that square is a mine. If a 1 already touches a flag, every other square around it is safe.
Uncovering and flagging need to be separate actions, and on a phone that is usually done with a long press — which is slow and easy to get wrong. This version uses a flag button instead: press it to switch between uncovering and flagging, and tap normally either way.
The mines are laid out after your first tap, not before, and never underneath it. So the opening move can never lose the game — a rule worth knowing, because it means there is no reason to hesitate over where to start.
Starting somewhere central tends to open up more board than starting in a corner.
Most of Minesweeper is two rules applied over and over, plus a handful of shapes you start to recognise.
Occasionally a board leaves a genuine coin-flip and no amount of care will resolve it. When it happens, count: work out which of the two candidate squares is involved in more constraints, and prefer the one with the better odds rather than the nearer one.
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