# How to win at minesweeper, and when you must guess

> You win minesweeper by opening every safe cell, not by flagging mines. Two counting rules clear most of a board, and here is what to do when neither fits.

Source: https://apps.swtlm.com/blog/how-to-win-at-minesweeper · TLM Apps — focused mobile apps from a team of engineers.
Published: 2026-09-02 · Updated: 2026-09-02 · TLM Software Design

You win minesweeper by opening every cell that is not a mine — flagging is
bookkeeping, not the win condition. In [Minesweeper](https://apps.swtlm.com/mine-sweeper-game) on iOS
and Android, the last mines are flagged for you the moment the final safe cell
opens. The counting that gets you there is two rules, applied over and over
along the edge of what you have already opened. Below are those rules, where the
first tap should go, and what to do when neither rule applies.

## What actually counts as a win?

Every non-mine cell revealed. That is the whole condition, and nothing about
your flags enters into it.

What the game does at the end shows it plainly.
[Minesweeper](https://apps.swtlm.com/mine-sweeper-game) settles the win the moment the last safe cell
opens, then flags every mine still hidden, drops the counter to zero, and waits
600 milliseconds before showing the dialog with your time. A player who flagged
nothing wins the same game as a player who flagged all 99.

So flags are for you, not for the game. They mark a cell you have already worked
out, and they drive the mine counter in the top bar, which starts at the mine
count for the difficulty and drops by one per flag. Two limits apply: you cannot
place more flags than there are mines, and you cannot flag anything before your
first reveal. Both attempts are refused with a sound and a red pulse on the
counter rather than a silent no-op.

## Which two rules clear most of a board?

A number on a revealed cell is the count of mines in the eight cells touching
it. Everything below is that one fact, read in two directions.

- **The number is satisfied.** If a cell shows 2 and two of its neighbours are
  already flagged, every other neighbour is safe. Open all of them.
- **The number is saturated.** If a cell shows 3 and it has exactly three
  neighbours still hidden, all three are mines. Flag them.

Neither rule is worth much once. Their value is that each one changes the count
around the cells nearby, which often makes a neighbour decidable that was not
decidable a second ago. So work the boundary of the opened region in passes
rather than pursuing one cell, and re-read a number after any of its neighbours
resolves.

There is a third rule for the endgame, and it depends on your flags being
correct. When the mine counter reaches zero, every cell still hidden is safe —
but only because each flag you placed was right. One misplaced flag turns that
into a losing click, which is the argument for flagging what you have proved
rather than what you suspect.

One desktop technique is missing here, and guides lean on it: there is no
chording, the double-click on a satisfied number that opens its remaining
neighbours at once. What Settings offers instead is a choice of control scheme —
tap to reveal with a 300-millisecond long-press to flag, or tap to flag with a
double-tap to reveal. The second is the forgiving one, because a misfire places
a flag you can undo instead of opening a cell you cannot.

## Where should the first tap go?

Anywhere, in [Minesweeper](https://apps.swtlm.com/mine-sweeper-game) — the first tap cannot be a mine,
because the mines are placed after it and never in the cell you tapped or the
eight around it. That is a property of how the board is built rather than luck,
and it changes the standard opening advice completely.

[Minesweeper](https://apps.swtlm.com/mine-sweeper-game) does not place mines when the game starts. It
places them on your first reveal, into every cell except the one you tapped and
its eight neighbours. Two things follow. Your opening cell has no adjacent mines
by construction, so it always expands into a region rather than a single number.
And the exclusion is the only guarantee the generator makes: it says nothing
about the rest of the board being solvable.

Most guides tell you to open in a corner, because a corner has three neighbours
instead of eight and is therefore likelier to be empty. That is sound for
versions that place the mines before your first click, and beside the point
here, where the opener is empty either way.

The argument for the middle is the size of the pocket. A middle tap keeps nine
cells clear of mines and a corner tap keeps four, so the middle opens more
boundary to reason from. That is an argument from how placement works, not a
measured win rate — we have not run one.

## What do you do when there is no safe move?

You work out which cell is least likely to kill you, and you open it. Positions
exist where no amount of reading settles the next move, and that is the part
most strategy pages leave out.

Richard Kaye's paper *Minesweeper is NP-complete*, in The Mathematical
Intelligencer in 2000, showed that deciding whether a partially revealed board
is even consistent — whether any arrangement of mines fits every number on it —
is NP-complete. That is about the general problem, not a promise that your board
needs a guess. Why yours might is simpler: the generator guarantees the safe
opener and nothing else, so nothing ever checks for a guess-free solution.

Two numbers then decide the move. The local one comes from a single clue: a 1
with two hidden neighbours makes each of them a mine half the time. The global
one is your remaining mines over your remaining hidden cells, which is what a
cell far from every number is worth. Take whichever is lower, and take it early
— a forced guess with sixty cells closed costs less than the same guess with
six.

This is the honest difference between minesweeper and a puzzle that can promise
you a way through. In
[mahjong solitaire](https://apps.swtlm.com/blog/are-mahjong-solitaire-boards-always-solvable) the deal
can be built so a solution exists, and we build ours that way; a minesweeper
grid offers no such guarantee. The habit that does transfer is the one from
[block puzzle strategy](https://apps.swtlm.com/blog/block-puzzle-strategy-keeping-the-board-open):
prefer the move that keeps later moves available.

## When did minesweeper appear?

The grid-with-adjacent-mine-counts idea reached home computers in 1983.
Wikipedia's article on *Mined-Out* dates it to that year, on the ZX Spectrum,
written by Ian Andrew and published by Quicksilva; a detector told you how many
invisible mines were beside you, though it counted only the four orthogonal
directions rather than all eight.

Microsoft's version is younger and far better distributed. Per Wikipedia's
article on Microsoft Minesweeper, Curt Johnson and Robert Donner's game shipped
in Microsoft Entertainment Pack 1 in 1990, and was added to the standard Windows
3.1 install in 1992, where it replaced Reversi. It stayed in the default install
until Windows 8 in 2012.

## Why did it stay popular?

Because two decades of being pre-installed put it in front of everyone, and the
rules held up on their own afterwards.

The bundling was not sentimental. In 99% Invisible's account of the Windows
games, Solitaire taught drag-and-drop. Minesweeper taught the two mouse buttons
and cursor precision, at a time when most people had never used a mouse. That
explains how it reached every desk. It does not explain why people still open
it, fourteen years after Windows stopped shipping it by default.

Three properties do. The rules fit in a sentence. A session runs as long as the
grid you chose, so you decide the length when you pick a difficulty. And
nothing has to be remembered between sessions.

Minesweeper on iOS and Android keeps all three on a phone. The board is the
whole interface and a turn is one tap. Gameplay needs no connection: in the
terms taken apart in
[offline games for kids](https://apps.swtlm.com/blog/offline-games-for-kids) it is the fully bundled
kind, and the only things that reach the network are its AdMob ads and its
Firebase analytics and crash reporting. Its three difficulties are the classic
ones — 8×8 with 10 mines, 16×16 with 40, and 16×30 with 99 in portrait — and
each keeps its own table of your five best times.

## What does it cost, and what does it show you?

Minesweeper on iOS and Android is free on both stores, with nothing to buy —
and the price of free should be visible before you install.
[Minesweeper](https://apps.swtlm.com/mine-sweeper-game) shows an AdMob banner in a reserved strip at
the bottom of every screen, and a full-screen ad after every third game you
lose. The first and second losses after installing are silent, and there is
currently no way to remove either placement with a purchase.

What it does not have is the part worth naming, because the category is known
for it: no cooldown timer between games, no lives, no coins, and no daily streak
to break. Nothing waits for you and nothing charges you to skip the wait. The
arithmetic behind that trade is in
[what a puzzle game subscription costs](https://apps.swtlm.com/blog/what-a-puzzle-game-subscription-costs).

[Minesweeper](https://apps.swtlm.com/mine-sweeper-game) is free on iOS and Android, works with no
connection, and asks for no account, so the two rules above are ten minutes of
practice away. Its page lists both platforms and what it shows you before you
install anything, and the rest of the shelf is on the [Games page](https://apps.swtlm.com/games).

## Frequently asked questions

**Do you have to flag mines to win at minesweeper?**

No. A game is won when every cell that is not a mine has been opened, and flags are a way of keeping track rather than part of the win condition. In Minesweeper on iOS and Android, opening the last safe cell flags every remaining mine for you and the mine counter drops to zero before the win dialog appears.

**Can your first click in minesweeper be a mine?**

Not in Minesweeper on iOS and Android. Mines are not placed until you make the first reveal, and they are then placed everywhere except the cell you tapped and its eight neighbours. That means the first tap is safe wherever you put it, and it always opens into a region with no adjacent mines.

**Can every minesweeper board be solved without guessing?**

No, and Minesweeper on iOS and Android does not promise it. The board generator guarantees a safe first tap and nothing beyond that, so a position can appear where two cells are equally consistent with every number on the board. At that point the honest move is the arithmetic: pick the cell with the lowest chance of holding a mine.

**Is it better to start in a corner or in the middle?**

In Minesweeper on iOS and Android the middle is the better argument. A corner tap keeps four cells clear of mines and a middle tap keeps nine, because the exclusion covers the tapped cell and its neighbours. The corner advice you see elsewhere is about older versions that place the mines before your first click.

**Does Minesweeper on iOS and Android show ads?**

Yes. Minesweeper is free, and it shows an AdMob banner in a reserved strip at the bottom of every screen plus a full-screen ad after every third lost game. The first and second losses after installing are silent. There is currently no way to buy the ads out, and the app card says so before you install.

