Rules
Minesweeper here is a placing puzzle. Some cells show a number. You mark every other cell as a mine or as safe, so that each number counts the mines around it. Touching at a corner counts. A numbered cell is never a mine. A 0 means none of the surrounding cells is a mine. There is no total to match, and a mark does not open a cell or set anything off.
A dot is the safe mark. It is not a new number. On screen the grid is finished only when every blank is a mine or a dot, and every number matches. A grid with only the mines filled, and the safe cells still empty, is unfinished. A corner has three neighbours. An edge cell that is not a corner has five. The middle of a 6×6 has eight. No blank starts marked. Play is 6×6, 7×7, 8×8, 9×9, and 10×10, and each of those is easy, medium, and hard. The daily puzzle is a 7×7 easy grid.
- A number counts mines. It is how many mines sit in the cells around it, across, down, and diagonally. A corner has three neighbours. An edge cell that is not a corner has five. The middle of a 6×6 has eight.
- A numbered cell is never a mine. The number is already printed, and it never changes. You mark the blank cells only.
- There is no total. Nothing to match besides each number. A mark does not open a cell or set anything off.
- A dot is the safe mark. It is not a new number. On screen the grid is finished only when every blank is a mine or a dot, and every number matches.
The 0 at row 1, column 6 has three neighbours, all safe, including the diagonal at row 2, column 5. The 3 at row 2, column 2 has three mines at row 1, column 1, row 1, column 2, and row 2, column 1, and the diagonal counts. The 1 at row 6, column 2 has one mine, at row 6, column 3. The frame and the blank cells are teal. The mines and the dots are teal as well. The digits keep their own colours. A 0 stays the muted colour, a little lighter than the other digits. On screen, the dots are required. A printed answer leaves those cells blank and draws a filled circle on each mine. The blank grid's first hint is the three safes in the next section.
- Number
- Mine
- Safe dot
- Number that is done
- Clash
Click or tap a blank cell to cycle unknown, then mine, then safe, then unknown again. Shift-click, and Shift with Space or Enter, cycle the other way. Right-click, or a long-press of about half a second, places a mine or takes it away. Dragging across cells does not paint. A drag that stays on one cell cycles that cell. Printed numbers do not take a mark. Selecting a number outlines the blank cells around it. Selecting a blank does not.
Arrow keys move and stop at the edge. The first arrow, when nothing is selected, selects row 1, column 1 and does not move further. X, M, F, or 1 places a mine. Period, S, O, or 2 marks safe. Backspace, Delete, or 0 clears the cell. Space or Enter cycles forward. There is no fill mode and no separate mine tool. M places a mine.
A number turns teal only when every blank beside it is marked and the count matches. On a blank copy of the rules grid, the six zeros are not teal. After the three safes beside the corner 0, that 0 is teal and the 0 at row 2, column 4 is still open, because it still has open neighbours. A number turns red when it already has too many mines, or when every neighbour is marked and the count is still short. The red cells are that number and the mines beside it. Safe dots stay violet. With error highlighting off, none of that red is drawn. Digits keep their own colours when the number is teal and when the board is solved. A 0 is the muted colour, a little lighter than the other digits, unless that cell is red.
Press Hint for one step the rules already force, with a sentence saying why. Hint lights the cells it writes and the number or numbers that forced them. On a one-cell trial it lights only that cell. Press Check when you want the board checked. A legal unfinished board gets "No mistakes so far. Keep going!" A broken board gets "A number has the wrong count of mines beside it. Look for the red cells." Hint on a broken board gets "This board has a mistake, so there is no hint yet." Undo and Redo step through the moves. Reset clears every mine and every dot. The numbers stay. When the grid is right, the frame and the blank cells turn teal. The mines and the dots turn teal as well. The digits keep their colours. The dialog title is "Solved!" The dialog body is "Every blank cell is marked, and every number counts exactly the mines beside it."
The Mistakes counter counts how many times Check found a broken board. It is not a score and not a grade.
- Undo
- Redo
- Reset
- Hint
- Check
One number
Read one printed number. A 0 has no mine beside it, so every open neighbour is safe. A number whose open neighbours are exactly the mines it still needs takes a mine in each of them. A number that already has its mines marks the other open neighbours safe.
A count of 0 Easy
A 0 has no mine beside it. Every blank around it is safe, including a diagonal. The neighbours are the idea. The button writes all of them in one press. On this figure the 0 is the corner at row 1, column 6. It has three neighbours, row 1 column 5, row 2 column 5, and row 2 column 6. The press marks all three safe. The sentence is singular. The press is the whole set. The 0 was not teal before the press, because those three cells were still open. This press draws the 0 as the hint chip. After the marks are written, that 0 is the done chip.
A 0 with more neighbours writes all of them. The largest press of this sentence is eight safes, around the 0 at row 5, column 2 on another 6×6 easy grid. That grid is not drawn. A later 0 on this board writes five, then three, then five, then three. The same press scales with the open neighbours. A lower-index 0 is taken before a later number that is already full. That is why this corner runs before the 3 in the next section, even though the three mines on this board come first among the full counts, and another 0 comes after them. The button does not first collect every 0 on the board.
Light Up already teaches a 0 that clears its neighbours. Light Up uses four sides and a bulb. Here a 0 can touch up to eight cells, diagonals included, and the mark is a mine or a safe dot.
The corner 0 and its three neighbours are lit. Each new mark is a safe dot on the wash. The 0 keeps its muted colour. The other zeros stay ordinary, and the 0 at row 2, column 4 is not lit. Hint says "This 0 has no mine beside it, so every open neighbour is safe."
Every open cell Easy
Count the blanks still open around one number. If that count equals the mines the number still needs, every one of those blanks is a mine. The open blanks are the idea. The button writes all of them in one press. On this figure the 3 at row 2, column 2 has three blanks left, at row 1 column 1, row 1 column 2, and row 2 column 1. The other five neighbours are already safe dots. The press puts a mine in each of the three. The 3 is in the watch. It is not done yet, because those three cells are still open until the press is applied.
This is not the first press on this board. Four zeros run first, because they sit earlier in the grid. The article teaches the zero first and this count here. On another 6×6 easy grid the first press is this sentence: a 1 in the corner with one blank beside it. That grid is not drawn. A full count can be the opening press when no earlier 0 is still open. A later press of this same sentence can be one cell. On this board a later press puts two mines beside the 2 at row 4, column 4, and the press after that puts the single mine beside the 1 at row 6, column 2. Neither press is drawn. The largest press of this sentence writes six mines. That grid is not drawn.
The 3 and its three open neighbours are lit. Each new mark is a mine on the wash. The 3 keeps its own colour. The known dots stay ordinary, and the done 0 in the corner is not lit. Hint says "Every open neighbour of this number is still a mine."
Already enough Easy
Once the mines a number needs are already marked, every other blank beside it is safe. This is the count, not a fresh 0. On this figure the 1 at row 2, column 1 already has its mine at row 3, column 1. The three blanks still open beside that 1 are row 1 column 1, row 1 column 2, and row 2 column 2. The press marks all three safe. The known mine stays an ordinary ink mine. It is not in the watch. The 1 is in the watch. It is not the done chip yet, because those three blanks are still open.
The last press on the rules grid is this same sentence, one cell, and that press finishes the grid, so the live button skips the toast and opens Solved. That press is not the figure. This figure is an earlier press on another easy grid. Twelve presses finish that grid. This picture is the fourth, so the toast shows. The largest press of this sentence writes seven cells. That grid is not drawn.
The 1 and its three open neighbours are lit. Each new mark is a safe dot on the wash. The 1 keeps its colour. The mine below the 1 stays an ordinary mine, and the 3 beside the corner is not lit. Hint says "This number already has every mine it needs, so the other open neighbours are safe."
That is the end of the three easy sentences. Every easy grid here says all three, and easy grids finish with these three alone. The next sections are the sentences medium and hard grids add. The button does not hide those sentences behind the difficulty label. A blank easy grid simply never needs them.
Two numbers
When one number's open cells all sit inside a nearby number's open cells, the extra cells are settled together. Medium grids use these two. The extras are mines when the larger number needs that many more. The extras are safe when both numbers need the same count.
The extra cells are mines Medium
Look at two nearby numbers. If every open cell of the smaller one is also an open cell of the larger one, the cells that belong only to the larger number are the difference. When the larger number needs exactly that many more mines, those extra cells are mines. The shared cells stay blank. The button writes the extra cells and lights the two numbers. It does not light the shared cells. The two numbers have to sit within two steps of each other, counting a diagonal as one step. On this figure they are two columns apart, which is as far as the button looks.
The 1 at row 1, column 4 needs one mine and is open only on row 1 column 5 and row 2 column 5. The 2 at row 1, column 6 needs two mines and is open on those two plus row 2 column 6. The extra cell is the mine. The two shared cells wait. From a blank copy of this grid the first presses are zeros and one full count. This pair comes after those. Easy grids in this set finish without this sentence. A medium grid needs it because the one-number sentences stop. An easy label does not turn the hint off. The figure keeps the medium label, and the same step is still the next one if the label says easy.
The 1, the 2, and row 2 column 6 are lit. The new mark is a mine on the wash. Both numbers keep their colours. Row 1 column 5 and row 2 column 5 stay empty, and they are not lit. Hint says "These numbers share their open cells, and the extra cells are mines."
A later press on this same board writes two extra mines at once, at row 4 column 6 and row 5 column 6, from the 3 at row 4 column 4 and the 4 at row 4 column 5. That press is not drawn. The largest press of this sentence is four cells. That one is not drawn either.
The extra cells are safe Medium
The same two numbers can agree on the count. Then the extra cells cannot be mines, because the smaller number already accounts for every mine the larger number needs. The extra cells are safe. The shared cells stay blank. On this figure both numbers are 1s. The 1 at row 3, column 6 is open on row 2 column 5 and row 3 column 5. The 1 at row 2, column 6 is open on those two plus row 1 column 6. The press marks row 1 column 6 safe. The smaller number is the lower one, even though it comes later on the board. Hint names that lower 1 first.
Another 6×6 medium grid has no printed 0, and one press of this sentence marks three extra cells safe. That grid is not drawn. The button writes every extra cell in the same press. The largest press of this sentence writes six cells. That grid is not drawn either.
The lower 1 is lit first, then the 1 above it, then row 1 column 6. The new mark is a safe dot on the wash. Both 1s keep their colour. Row 2 column 5 and row 3 column 5 stay empty, and they are not lit. Hint says "These numbers share their open cells, and the extra cells are safe."
Not every medium grid says both of these sentences. Every medium grid here says at least one of them. Easy never says either. The next sentence is the hard try.
What if one cell
A hard grid can still have one blank where you try both marks. The mark that cannot be finished is dropped. Hint writes the other mark and lights only that cell.
The safe mark fails Hard
The sentences above write a cell because a number, or a pair of numbers, already forces it. A hard grid can still have one blank where both marks have to be tried. Put a safe dot on this cell, and the counts cannot be finished. The failure shows up as a 1 that would already have two mines. A mine here does not start that chain. The cell is a mine. Hint writes that one cell and lights only that cell. It does not light a number. It does not ask you to keep a second guess.
On this figure the cell is row 2, column 2, and the grid is still blank. There is no printed 0. One number and the pairs find nothing, so the first press is the try. Easier sentences still run later, once this mine gives them something to hold. The chain that breaks is one sentence: a 1 that would already have two mines.
Only row 2, column 2 is lit. The new mark is a mine on the wash. The 2 above it, the 4 in the middle, and the 1 on the bottom row stay ordinary. Hint says "Marking this cell safe cannot be finished, so it is a mine."
The mine fails Hard
The other direction is the same try. Put a mine on this cell, and the counts cannot be finished. The break is the same kind of 1, already holding two mines. A safe dot here does not start that chain. The cell is safe. Hint writes the one dot and lights only that cell. The mine from the previous section stays where it is.
On this figure the cell is row 1, column 1, the second press. The article follows this board's order: the safe mark fails, then the mine fails. One number and the pairs still run before either trial. On the blank grid those two found nothing. After the first mine, they still find nothing at row 1, column 1, so the second press is the other trial.
Some hard grids meet this sentence later, after zeros and pairs have already run. On one of them the kept safe mark lets the earlier sentences finish the rest of the grid, while the rejected mine does not break a count on the first look. That grid is not drawn. Hint still writes one cell, and the mark that cannot be finished is the one you drop.
Only row 1, column 1 is lit. The new mark is a safe dot on the wash. The mine at row 2, column 2 stays an ordinary mine, and it is not lit. The 2 beside the new dot is not lit. Hint says "A mine here cannot be finished, so this cell is safe."
Not every hard grid says both tries. Every hard grid here says at least one. Easy and medium never say either. If Hint has nothing and the grid is not finished, Check or Undo is the next move. The toast is "No forced cell from here. A mine or a safe mark may be in the wrong place, so try Check or Undo."
A small group
A handful of blanks that all touch the same numbers can be listed out. A cell that is a mine in every way to finish that handful is a mine. A cell that is safe in every way is safe. The toasts are "Every way to finish this small group puts a mine here." and "Every way to finish this small group leaves this cell safe."
This sentence is in the solver and in the how-to. It was not the next press on the grids here, from a blank grid or from a grid filled in solution order. There is no made-up grid for it. The hard grids here finish with the one-cell try, and with the earlier sentences once that try has placed a mark.
Common mistakes
Check marks a number red when the mines beside it are already too many, or when every blank beside it is marked and the count is still short. The red cells are that number and the mines in the conflict. A safe dot is not painted red. A number that can still reach its count is not a mistake yet, even when you have marked so many cells safe that the count can no longer be reached. One safe dot on a cell that should be a mine, with other blanks still open, is unfinished. Check says "No mistakes so far. Keep going!"
A mine beside a 0 is too many. The 0 and the mine go red. A finished 1 that has no mine beside it goes red, and the dots beside it stay ordinary dots. A neighbouring 0 that really does match can be teal on the same picture. An extra mine that also touches a second number turns both numbers red. That double is not drawn. Four mines that make the 3 too high can also turn a neighbouring 0 red, because one of those mines touches the 0 as well. That stack is not drawn.
The mine at row 6, column 6 touches the 0 at row 5, column 6. Both cells are coral. The 0 is coral, not muted. The mine is coral. No other cell is coral. No amber ring. Check says "A number has the wrong count of mines beside it. Look for the red cells." Hint says "This board has a mistake, so there is no hint yet."
Safe dots cover the three blanks beside the 1 at row 6, column 2, so the neighbourhood is closed with no mines. Only that 1 is coral. The three dots stay violet. They are not conflict cells. The 0 at row 6, column 1 matches, so it is the done chip. The 0 at row 4, column 1 stays ordinary, because it still has open neighbours. The 3 at row 5, column 3 stays ordinary. No amber ring. No mine is drawn. One safe dot on row 6, column 3, with the other two blanks still empty, is not this mistake. Check would say "No mistakes so far. Keep going!"
A mine stands at row 6, column 4. It touches the 1 and the 3 above it. Both still have open neighbours, and neither count is past its digit. The mine stays an ordinary ink mine. No coral. The amber ring is the opening 0, ready to write three safe dots, and the mine is not among them. Check says "No mistakes so far. Keep going!" If Hint runs, it writes those dots and leaves the mine where it is.
A safe dot stands at row 1, column 1, where the finished grid has a mine. No number is over, and no number is closed short. The 3 still has other blanks open. The dot stays violet. No coral. The amber ring is the same opening 0, and the dot is not among the written cells. The next presses leave the dot. The full count around the 3 is the press that replaces it with a mine. That later picture is not drawn. Check does not compare the board with the answer. It compares each number with the marks around it.
What to play next
6×6 through 10×10 come in easy, medium, and hard. A 6×6 easy grid uses a count of 0, a number whose open cells are all mines, and a number that already has its mines. Medium grids add two numbers that share their open cells. Hard grids add one cell where you try both marks. "A small group" is a real sentence and was not needed on these grids. The one-cell try is a real hint and was needed on hard grids, not on easy or medium. A grid does not have to use every sentence. The boards above are teaching boards.
- Easy6×6The short grid. A count of 0, a number whose open cells are all mines, and a number that already has its mines. Every easy grid here says all three.Play 6×6 →
- Medium6×6The three easy sentences, then two numbers that share their open cells. The extras are mines, or they are safe. Not every medium grid says both. None of these grids needs the one-cell try.Play 6×6 →
- Hard6×6The earlier sentences, plus one cell where you try both marks. Every hard grid here needs at least one of the two tries. Not every hard grid needs both, and not every hard grid needs the pair.Play 6×6 →
The daily puzzle is a 7×7 easy grid: today's Minesweeper and 7×7 easy. A new player can start on the daily, or on any 6×6 easy grid.
Print a Minesweeper pack. A single pack has eight puzzles. The starter pack has eighteen, one of every size and difficulty, including a print-only 12×12. Four 6×6 or 7×7 grids share a sheet. Two 8×8, 9×9, or 10×10 grids share a sheet. A 12×12 has the sheet to itself. Large print is one grid. The pages are black and white. Numbers print in ink. Answer pages add a filled circle on each mine and leave the safe cells blank. Amber, red, teal, safe dots, and the spiked mine do not print.
- GuideLight UpA 0 clearing its neighbours is the familiar part. Light Up uses four sides and a bulb.
- GuideSudokuEach digit once in every row, column and box.
- GuideHashiCount bridges, never cross, connect every island.
- GuideBinairoEvery cell is one of two marks.
- GuideKakurasuShade cells so each row and column hits its sum.
- GuideStar BattleOne or two stars in every row, column and region. They never touch.
- GuideSlitherlinkDraw one loop. Start from the 0s and the 3s.
- GuideNonogramsOverlap long clues, cross the gaps, and read the crossing line.
- GuideHitoriShade repeats, never side by side, keep white connected.
- GuideNurikabeGrow each island to its number and keep one sea.
- GuideKakuroOne-way sums first, then short runs.
- GuideKiller SudokuCage sums, then the rest of the line.
- GuideJigsaw SudokuFollow the thick walls. Each region has its own shape.
- GuideFutoshikiLess-than and greater-than signs between neighbours.
- GuideRenzokuDots between cells. An empty gap means not one apart.
- GuideSkyscrapersEach clue counts the heights it can see.
- GuideCalcudokuOne-way cages first, then the rest of the line.
- GuideShikakuEach number is an area. Start with the ones that fit one way.
- GuideTentsPlace one tent beside every tree and match the counts.
- GuideMasyuTurn on black pearls, go straight through white ones.
- GuideThermometersFill each tube from the bulb so a plain count matches.