Minesweeper Guide

Minesweeper Rules

A reference, not a tutorial. If you want the rules explained by playing through a game, use the beginner walkthrough instead.

Objective

Reveal every cell that does not contain a mine. Nothing else is required.

Board configurations

DifficultyWidth × HeightCellsMinesDensitySafe cells
Beginner9 × 9811012.3%71
Intermediate16 × 162564015.6%216
Expert30 × 164809920.6%381

Notes:

  • Expert is 30 wide by 16 tall. Written as 16×30 in some sources; the board is landscape either way.
  • These three are the decades-old standard used for record keeping. Custom boards are valid but not comparable.
  • Density is the main driver of difficulty. Expert's 20.6% is where forced guesses become common.

Cell states

StateAppearanceCan be clicked?Notes
CoveredBlank raised tileYesUnknown contents
Revealed, numberedDigit 1–8Chord onlyDigit = adjacent mine count
Revealed, emptyFlat blank tileNoZero adjacent mines; triggers cascade
FlaggedFlag markerFlag toggle onlyPlayer annotation; blocks opening
Mine (revealed)Mine markerOnly shown after a loss

Numbers

RuleDetail
MeaningCount of mines in the up-to-8 cells directly surrounding it
Range1–8
AdjacencyAll 8 directions, including diagonals
Corner cell3 neighbours — max possible number is 3
Edge cell5 neighbours — max possible number is 5
Interior cell8 neighbours — max possible number is 8
ZeroDisplayed as blank, never as "0"

Controls

ActionMouseTouchKeyboard (this site)
Reveal cellLeft clickTapSpace / Enter
Toggle flagRight clickPress and hold (~0.5s)F
ChordBoth buttons, or middle click, or double clickTap a revealed numberSpace / Enter on a revealed number
Move cursorArrow keys
RestartClick reset buttonTap reset button

Win condition

ConditionEvery non-mine cell is revealed
Flags requiredNone. A game can be won with zero flags placed
Incorrect flagsDo not prevent a win, as long as they never blocked a safe cell
On winTimer stops; board locks; reset button shows
Remaining minesStay covered. You never have to open or flag them

Loss condition

ConditionA mine is revealed
On lossTimer stops; all mine locations shown; incorrectly flagged cells marked as wrong
Flagged mineCannot be triggered — flags block reveal
UndoNone. A loss is final

Flag rules

RuleDetail
PurposePlayer annotation and a prerequisite for chording
Effect on winNone — flags are not part of the win condition
Correctness feedbackNone during play. A wrong flag looks identical to a right one
Blocks revealingYes — a flagged cell cannot be opened until unflagged
Blocks cascadeYes — flood fill stops at flagged cells
On revealed cellsNot allowed
Quantity limitNone. You may place more flags than there are mines
RemovalToggle off with the same input

Mine counter

RuleDetail
DisplaysTotal mines minus flags placed
CountsFlags only — not mines correctly identified
Reaching 000Means you've placed that many flags. Does not mean you've won
Negative valuesPossible when flags exceed mine count; shown as e.g. -05
ReliabilityOnly as accurate as your flags

Cascade (flood fill)

RuleDetail
TriggerRevealing a cell with zero adjacent mines
BehaviourAuto-reveals neighbours, spreading outward
Stops atNumbered cells (revealed, not expanded past) and flagged cells
Numbered cellsOpened by the cascade, but do not propagate it
RiskZero — a cascade can never open a mine

Chord rules

Chording opens all unflagged neighbours of a revealed number in one action.

ConditionRequirement
Target cellMust be revealed and show a number 1–8
Flag countAdjacent flags must exactly equal the number
Too few flagsNo effect — board unchanged
Too many flagsNo effect — board unchanged
Flags correct?Not checked. Chording with a misplaced flag opens a mine and loses

Chording is a shortcut for actions you could perform individually — it grants no information you didn't already have. Tactical usage is on the strategy page.

First click

RuleDetail
Classic (1990)Could hit a mine immediately
Modern standardFirst click is guaranteed safe
This siteFirst click is safe and guaranteed to have zero adjacent mines, so it always cascades
MechanismMines are generated after the first click, excluding that cell and its 8 neighbours

Implementation detail: how the engine works.

Timer

RuleDetail
StartsOn first click — not on page load
StopsOn win or loss
ResolutionWhole seconds
Display cap999
PauseNot supported

Commonly misunderstood rules

"You must flag every mine to win." False. The win condition is revealing all safe cells. Flags are optional throughout.

"The game tells you when a flag is wrong." False. There is no feedback during play. Incorrect flags are only marked after a loss.

"Getting the counter to 000 wins the game." False. The counter tracks flags placed, not mines found. Ten flags on ten empty cells reads 000 with zero progress.

"The first click can kill you." False on this site and on most modern implementations. True in the original 1990 version.

"Every board can be solved with logic." False. Boards are randomly generated and not validated for solvability. Some positions require a genuine guess — see why some boards are unsolvable.

"Numbers only count horizontal and vertical neighbours." False. All eight surrounding cells count, diagonals included. This is the single most common beginner misreading.

"Chording is safe because the game checks it." False. The game verifies only that the flag *count* matches the number, never that the flags are on real mines.

"A cascade might open a mine." False. Cascades only propagate from cells with zero adjacent mines and cannot reach a mine.

Rule variants

VariantDifference
No-guess modeGenerator rejects boards requiring a guess. Not standard
Question marksOptional ? annotation state, cycled after flag. Disabled here
Flagless / NFSelf-imposed style: no flags, chord-free. Legal under standard rules
Custom boardsArbitrary dimensions and mine counts. Not comparable for records
Multi-mine cellsCells holding >1 mine. A different game

Rules confirmed. Next: the patterns that resolve most positions, or play a board on the home page.