Minesweeper Cheat Sheet — Complete Quick Reference Card
Minesweeper Cheat Sheet: Complete Reference
Every rule, pattern, shortcut, and formula you need — on one page. Bookmark it or keep it open while you play on Minesweeper Blast.
Difficulty Settings
| Difficulty | Grid | Mines | Cells | Mine Density |
|---|---|---|---|---|
| Beginner | 9 × 9 | 10 | 81 | 12.3% |
| Intermediate | 16 × 16 | 40 | 256 | 15.6% |
| Expert | 30 × 16 | 99 | 480 | 20.6% |
When to move up: When your win rate at the current difficulty exceeds 50% consistently.
The Core Rule
Each number = count of mines in the 8 surrounding cells.
That is all of Minesweeper. Everything else is applying that rule systematically.
The Two Deduction Rules
| Rule | Condition | Conclusion |
|---|---|---|
| Mine Rule | Number = unrevealed neighbour count | All unrevealed neighbours are mines — flag them |
| Safe Rule | Number = flagged neighbour count | All unflagged unrevealed neighbours are safe — click them (or chord) |
Neighbour Counts by Position
| Cell Position | Max Neighbours |
|---|---|
| Interior | 8 |
| Edge (non-corner) | 5 |
| Corner | 3 |
Corner and edge positions give more constrained deductions — a “2” in a corner needs 2 mines from only 3 cells.
Controls
Desktop (Mouse)
| Action | Input |
|---|---|
| Reveal cell | Left-click |
| Flag / unflag mine | Right-click |
| Chord (reveal satisfied number’s safe neighbours) | Both-click or middle-click on a number |
| New game | Click smiley face |
| New game (keyboard) | F2 |
Desktop (Keyboard)
| Action | Key |
|---|---|
| Move cursor | Arrow keys |
| Reveal cell | Enter or Space |
| Flag cell | F |
| New game | F2 |
Mobile / Touch
| Action | Input |
|---|---|
| Reveal cell | Tap |
| Flag / unflag mine | Long-press (hold ~0.5s) |
| Chord | Tap a satisfied number |
| Zoom in | Pinch-to-zoom or landscape mode |
Mobile tips and touch controls →
Pattern Quick Reference
Patterns are the building blocks of fast solving. Each pattern gives a guaranteed conclusion — no guessing required.
Wall Patterns (cells along board edges)
| Pattern | Looks Like | Conclusion |
|---|---|---|
| 1-1-X | 1 1 ? along a wall |
Cell beyond the second 1 is safe |
| 1-2-X | 1 2 ? along a wall |
Cell beyond the 2 is a mine |
| 1-2-1 | 1 2 1 along a wall |
Mines are under the two outer 1s |
| 1-2-2-1 | 1 2 2 1 along a wall |
Mines are under both end cells |
| 1-2-1 pinch | 1 2 1 in open space |
Corner mine positions identified |
| 1-3-1 corner | 1 3 1 at a board corner |
Both outer cells are mines |
Corner Patterns
| Pattern | Conclusion |
|---|---|
| Corner | Number in corner with few unknowns → all or none are mines |
| 1-1 corner | Two 1s meeting at a corner → the shared cell is the mine |
| 2-2-2 corner | Three 2s at corner → specific mine arrangement forced |
General Patterns
| Pattern | Conclusion |
|---|---|
| Reduction | Subtract flag count from a number — treat it as a smaller number. A “3” with 2 flags acts like a “1.” |
| Subset (mine) | If number A’s unknown region is a subset of number B’s, and A’s count = B’s count, then B’s extra cells are all safe |
| Subset (safe) | If A’s unknown region is a subset of B’s, and B’s count = A’s count, then all extra cells in B’s region are safe |
| Chain | Flag → chord → new numbers → flag → chord — cascade solving |
| T-pattern | Three numbers in a T-shape → specific mine placement forced |
| Wall-edge | Number at wall with constrained unknowns → direct mine/safe deduction |
Full interactive pattern library with diagrams →
Probability Quick Reference
When no definite deduction is possible, probability tells you which cell is safest to click.
Mine Density at Each Difficulty
| Difficulty | Overall Mine % | Typical Opening Density | Endgame Density |
|---|---|---|---|
| Beginner | 12.3% | 8–10% | 20–30% |
| Intermediate | 15.6% | 10–12% | 25–40% |
| Expert | 20.6% | 13–16% | 30–50% |
Corner-First Opening
Clicking a corner cell first gives the highest probability of revealing a blank (zero-mine) cell and triggering a large cascade:
- Corner cells have only 3 neighbours vs 5 (edge) or 8 (interior)
- A “0” in the corner cascades across 3 to 8+ cells immediately
- Even a numbered corner cell gives more constrained deductions than interior cells
50/50 Situations
A 50/50 occurs when two unrevealed cells must contain exactly 1 mine but no information distinguishes them. On random boards, this requires a guess. On no-guess boards (like Minesweeper Blast), 50/50s never occur — every board has a logical solution.
Signs you are in a real 50/50:
- Two cells share a single “1” as their only constraint
- No other numbers touch either cell
- Mine counter cannot distinguish them globally
If you are on a no-guess board and appear to be in a 50/50, look again — there is always more information elsewhere.
Mine Counter Formula
$$\text{Remaining mines} = \text{Total mines} - \text{Flags placed}$$
The mine counter shown in-game tracks this automatically. In the endgame, use the mine counter to constrain isolated regions:
- If 3 mines remain and one isolated region has exactly 3 unknowns → all 3 are mines
- If 0 mines remain and unknowns exist → all remaining unknowns are safe
3BV — Board Complexity Score
3BV (Bechtel’s Board Benchmark Value) is the minimum number of clicks required to solve a board. It normalises times across boards of different complexity.
$$\text{3BV/s} = \frac{\text{3BV}}{\text{time in seconds}}$$
| Level | Good 3BV/s | Elite 3BV/s |
|---|---|---|
| Beginner | 2.0–3.5 | 5.0+ |
| Intermediate | 2.0–3.0 | 4.5+ |
| Expert | 2.0–3.0 | 4.0+ |
Use 3BV/s (not raw time) to compare performance across different boards and difficulties fairly.
Speed Benchmarks
| Skill Level | Beginner | Intermediate | Expert |
|---|---|---|---|
| Just starting | > 60s | > 200s | > 500s |
| Beginner | 20–60s | 80–200s | 200–500s |
| Casual | 10–20s | 45–80s | 120–200s |
| Good | 5–10s | 25–45s | 70–120s |
| Advanced | 3–5s | 15–25s | 45–70s |
| Elite | < 3s | < 15s | < 45s |
| World class | < 1s | < 7s | < 30s |
Opening Move Strategy
Goal: Reveal as many cells as safely possible in the first few seconds.
- Click a corner — highest cascade probability, fewest mines nearby
- If blank: follow the cascade edge, clicking at corners of the revealed region
- If numbered: look for immediate deductions (Rule 1 or Rule 2) before moving on
- Never flag on the opening move — flagging slows you down at a stage where no deductions are available yet
Mid-Game Strategy
- Chord every satisfied number — do not click individual cells when chordin reveals them in one move
- Scan the entire border before assuming anything is a 50/50 — information from distant numbers often resolves apparent ambiguities
- Reduce numbers — mentally subtract flags from nearby numbers to simplify deductions
- Apply wall patterns first — they give guaranteed results quickly
- Use subset logic — when two numbers share exactly the same unknown cells, compare their counts
Endgame Strategy
The endgame is when fewer than ~10–15% of cells remain unrevealed.
- Check the mine counter first — remaining mine count often forces global solutions
- Map isolated regions — group unrevealed cells into connected components
- Apply mine-count constraint globally — mines must distribute across all isolated regions
- Click safest region last — if a guess is unavoidable, use probability to minimise risk
- Chord aggressively — one chord often triggers a chain that clears the rest
Common Mistakes
| Mistake | Fix |
|---|---|
| Guessing when the board is solvable | Scan the entire boundary — information is usually available |
| Over-flagging (flagging mines you do not need to chord) | Only flag when a flag enables a chord or tracks a mine you will use |
| Tunnel vision (fixating on one corner) | Sweep the border systematically, left to right or clockwise |
| Ignoring the mine counter | Always check it when entering the endgame |
| Playing the same difficulty indefinitely | Move up when win rate exceeds 50% |
| Clicking slowly to be “careful” | Speed and accuracy improve together — move faster deliberately |
Learning Pathway
| Stage | What to Learn | Resource |
|---|---|---|
| 1 | How the game works | Rules |
| 2 | What numbers mean | Numbers Explained |
| 3 | Core patterns | Pattern Library |
| 4 | Chording technique | Chording Guide |
| 5 | Strategy system | Strategy Guide |
| 6 | Speed improvement | Speed Guide |
| 7 | Practice drills | Practice Drills |
| 8 | Competitive play | Competitive Guide |
Key Links
- Play Minesweeper Blast — free, no-guess boards, daily challenges
- Daily Challenge — three puzzles per day
- Solver — get help with any board
- Glossary — every term defined
- FAQ — common questions answered
- Probability Guide — the maths behind every click