Fewest clicks
19 mines, 2 safe tiles, then cash out. 20×. 5% per attempt.
Risk and cash out
GWYF Mine Sweeper is a risk-and-cash-out game, not a deduction puzzle. Choose a mine count, reveal safe tiles, and the multiplier rises after each safe tile. Cash out at any time. A mine loses the round.
| Board | 25 tiles |
|---|---|
| Mine count | 1–24 |
| Your choices | Mine count + when to cash out |
| Information clues | None |
| Probability model | Exact without replacement |
| Packaged base gross EV | 1.0 |
| First floor | Floor 3 |
| Also on | Floor 4 |
| Main challenges | Perfect Sweep / No Detonations |
| Main question | Push or cash out? |
Set the mine count and how many safe tiles you have already opened. The readout is the exact without-replacement multiplier, not an estimate.
1–24 mines. Safe reveals cannot pass the tiles that are still safe.
My goal
Cash out. This board already meets the target. Another tile only risks the payout.
Do not look for a number clue. The round is a random safe reveal plus a cash-out decision.
With the packaged EstimatedValue of 1, the multiplier is the reciprocal of the exact chance of surviving that many safe reveals.
For k safe reveals: estimatedValue * product(i=0..k-1, (N-i)/(safeTiles-i)), N=25, safeTiles=N-currentMineCount. If k=0 multiplier=1.
Multiplier = 1 / survival probability. A 5% path pays 20×. A 20% path pays 5×.
| Setup | Multiplier | Survival |
|---|---|---|
| 10 mines, 3 safe | 5.055× | 19.78% |
| 19 mines, 2 safe | 20× | 5% |
| 20 mines, 1 safe | 5× | 20% |
| 2 mines, 19 safe | 20× | 5% |
19 mines with 2 safe tiles and 2 mines with 19 safe tiles both pay 20× and both survive 5% of the time. The payout is the reciprocal of that shared probability. The difference is the number of clicks.
More mines is not automatically worse for a payout target. Fewer mines make each click safer, but the multiplier climbs slowly, so you need a long safe streak. More mines make one click dangerous and the multiplier jump. Reaching the same payout can land on the same total probability.
At the packaged model, every normal cash-out has the same gross EV: EstimatedValue, which is 1. Mine count changes variance, speed, and challenge efficiency. It does not create a higher base EV.
Pushing does not add expected value. It trades frequent small wins for rarer larger wins.
At 10 mines and 3 safe tiles you are at 5.055×. The next tile is safe 54.55% of the time and would pay 9.267×. The higher multiplier exactly compensates the lower success chance, so the packaged base EV stays at 1.
More mines or fewer mines change variance, clicks, payout speed, and challenge efficiency. They do not create a base edge.
Past safe tiles do not make the next click owed to you. Compare the value you can lock in now against the risk of the next tile. The safe tiles you already opened are history, not credit.
Set a payout target, your current positive-profit factor, and what you care about. The optimizer walks every mine count and safe-click combination and returns the matching route.
Positive-profit factor
Use the value from your current active buffs. 1× means no payout buff. How is my factor calculated?
Preference
23 mines, 1 safe tile, then cash out.
| Route | Mines | Safe clicks | Raw multiplier | Final payout | Success | Expected clicks |
|---|---|---|---|---|---|---|
| Fastest route | 23 | 1 | 12.5× | 24× | 8% | ~12.5 |
| Best one-attempt chance | 17 | 2 | 10.714× | 20.429× | 9.33% | ~14.1 |
| Lower mine density | 1 | 23 | 12.5× | 24× | 8% | ~161 |
Fewest clicks and highest chance are not always the same route. That is why the optimizer exists.
Floor 3. Win Mine Sweeper with a final registered payout of at least 20×. Reward: 14 Tickets.
Floor
Floor 3
Final payout
20×
Reward
14 tickets
Steam unlock
2%
Steam: Win at least 20X on Mine Sweeper on Floor 3.
Same name. The Challenge and the Steam unlock are separate checks.
Revealing 19 tiles is one 2-mine route. It is not the achievement condition.
19 mines, 2 safe tiles, then cash out. 20×. 5% per attempt.
2 mines, 19 safe tiles. Also 20× and 5% total survival, across a much longer safe sequence.
If you are playing the normal RNG, the high-mine route is the faster attempt. The success chance is the same. The result, win or loss, arrives in two clicks instead of nineteen.
| Positive-profit factor | Mines | Safe clicks | Raw multiplier | Success |
|---|---|---|---|---|
| 1× | 19 | 2 | 20× | 5% |
| 1.5× | 18 | 2 | 14.286× | 7% |
| 2× | 23 | 1 | 12.5× | 8% |
| 4× | 21 | 1 | 6.25× | 16% |
| 6× | 19 | 1 | 4.167× | 24% |
The check reads the final payout. A profit buff lowers the raw multiplier you still need. Cash out on that click.
Floor 4. Win Mine Sweeper with a final payout of at least 5×, three times in a row. Reward: 20 Tickets.
Floor
Floor 4
Final payout
5×
Wins in a row
3
Reward
20 tickets
Steam: Win "5X" 3 times in a row on Mine Sweeper on Floor 4.
Same name. The Challenge and the Steam unlock are separate checks.
20 mines, reveal 1 safe tile, cash out. Exactly 5×. 20% per round.
10 mines, 3 safe tiles. 5.055× at 19.78%. It works. It is not the shortest route.
One round at 20% is not the hard part. Three in a row takes ~155 games. At a 6× profit factor the single-round chance rises to 60%, and a streak takes ~9.1 games.
Prepare the payout buff before you start the streak. The challenge reads the final payout, so you no longer need a raw 5×.
| Positive-profit factor | Mines | Safe clicks | Raw multiplier | One round |
|---|---|---|---|---|
| 1× | 20 | 1 | 5× | 20% |
| 1.5× | 19 | 1 | 4.167× | 24% |
| 2× | 17 | 1 | 3.125× | 32% |
| 4× | 13 | 1 | 2.083× | 48% |
| 6× | 10 | 1 | 1.667× | 60% |
Each row is the fastest one-click qualifying setup at that profit factor. Cash out immediately.
Pick the challenge and the current positive-profit factor. The route uses the payout engine, which scales profit rather than the whole gross multiplier.
1 + (rawMultiplier - 1) × F
Challenge
Positive-profit factor
Use the value from your current active buffs. 1× means no payout buff. How is my factor calculated?
Cash out after 2 safe tiles. Do not open another.
Do not divide the target by the buff. A 2× profit factor does not turn a 10× gross payout into the requirement.
A payout buff lowers the raw multiplier a Challenge needs. It does not change the mines.
No buff
No Detonations needs a raw 5×. The 20-mines-and-1-safe route meets it at 20% per round.
6× profit factor
The requirement drops to about a raw 1.667×, so 10 mines and 1 safe tile qualifies about 60% of the time.
The buff does not make a safe tile more likely. It makes the target requirement easier to meet.
There is no mine count with a higher packaged base EV. Push when you still need a higher payout. Cash out when the target is already met.
10 mines and 3 safe tiles already pays 5.055×. The next tile is safe about 54.55% of the time and would raise the multiplier to 9.267×. The mine risk on that click is 45.45%.
That extra multiplier is priced at the survival odds. Take the next tile only when the current payout is still short of what you need.
You already have enough for the quota if you cash out now. Another tile does not improve Mine Sweeper's base EV; pushing only adds variance unless you are targeting a Challenge or a ticket breakpoint.
This page does not decide whether to overshoot the quota for tickets. That belongs to the quota guide.
There is no best mine count for making money. The useful count depends on what you are trying to finish.
| Goal | Strategy |
|---|---|
| Low variance | Fewer mines. Each click is safer and the multiplier climbs slowly. |
| Fast high multiplier | More mines. One safe click moves the multiplier a lot. |
| 5× target | Use the optimizer. Unbuffed, 20 mines and 1 safe tile is exactly 5×. |
| 20× target | Use the optimizer. Unbuffed, 19 mines and 2 safe tiles is exactly 20×. |
| Perfect Sweep | Use the route calculator. The check is the final payout, not a tile count. |
| No Detonations | Optimize the streak. Buffs lift the single-round chance more than a mine count change. |
| Buffed profit | Read the final payout from the calculator. Do not multiply the gross payout by the buff. |
| Money EV | The mine count does not create a base edge. Every normal cash-out returns a base EV of 1. |
| Save or RNG experiment | Use the save and seed guide. It is not a Mine Sweeper rule. |
First available on Floor 3. It also appears on Floor 4.
| Floor | In pool | Configured pool share |
|---|---|---|
| Floor 1 | No | — |
| Floor 2 | No | — |
| Floor 3 | Yes | 1 of 11 equal entries, about 9.09% |
| Floor 4 | Yes | 1 of 16 equal entries, about 6.25% |
This is the configured share of the floor pool. It is not a promise that the table will spawn. Other generation steps can still apply.
It has not unlocked yet. Mine Sweeper first appears on Floor 3, so it is not in the Floor 2 pool at all.
It is eligible there, but the floor layout does not guarantee it spawns. Being in the pool is not a promise.
Items change how a win or loss settles. They do not change whether a tile is a mine.
| Item or effect | What it changes |
|---|---|
| Positive-profit modifiers | Lower the raw multiplier a Challenge needs. They do not change the mine probability. |
| Loss mitigation | Can change how a losing round settles. It does not make a clicked mine safe. |
| Time Machine | Can roll back Challenge progress or a result. It is not a mine placement change. |
| Taser / Golden Chip | Affect stake or bet capacity, not the safe-tile probability. |
Items can change settlement; they do not automatically change mine probability.
Seed and reload behavior is separate from the verified Mine Sweeper probability model. This page does not treat a fixed mine layout after reload as a game rule.
The current verified probability model does not assign different odds to tile positions. No corner or center strategy follows from the closed model.
The probability and payout model is closed. Exact runtime placement and reload persistence are a separate RNG implementation question.
Not verified. Do not treat a remembered layout as a rule; see the save and seed guide.
You do not have to reveal 19 tiles. That is only the long 2-mine route to 20×.
Daily Challenge progress and the Steam achievement sync are separate. Finish the in-game challenge first, then check the achievement.
One player reported unlocking No Detonations without visibly reaching 5×. Both the Steam description and the extracted challenge definition still specify at least 5×, so this site treats 5× as the canonical requirement unless a version-specific bug is reproduced.
Every headline claim on this page, and how solid it is.
| Claim | Evidence |
|---|---|
| 25 tiles | Verified |
| 1–24 mines | Verified |
| Without-replacement survival | Exact |
| Multiplier calculation | Exact |
| Base gross EV = 1 | Exact |
| More mines improve EV | No |
| Floor 3 / Floor 4 | Verified |
| Perfect Sweep ≥20× | Verified |
| No Detonations ≥5×, three in a row | Verified |
| 19 mines + 2 safe = 20× | Exact |
| 20 mines + 1 safe = 5× | Exact |
| Tile position changes probability | Not established |
| Reload preserves the layout | Not established |
| Reported sub-5× unlock | Community / version-sensitive |
Exact means the packaged model closes the number. Verified means the rule is confirmed from the game data. Not established means the site will not state it as a rule yet.
You choose how many mines to place on 25 tiles, open tiles, and cash out as the multiplier rises. A mine loses the round. It is not the classic puzzle where numbers tell you where the mines are.
No. There are no number clues. It is a random safe-reveal game with a cash-out decision, so skill is about when to stop, not about deduction.
25.
1 to 24. At least one tile stays safe.
None for base EV. Every packaged cash-out returns the same gross EV of 1. Use fewer mines for lower variance, more mines for a faster multiplier, and the optimizer for a specific target.
No. More mines raise variance and reach a multiplier faster. They do not create a base edge, because the multiplier is the reciprocal of the survival probability.
It is the reciprocal of the exact chance of hitting that many safe tiles without replacement. 20 mines and 1 safe tile is 5× because 5 of 25 tiles are safe. 19 mines and 2 safe tiles is exactly 20×.
At a normal cash-out the packaged model returns 100% of the bet on average, because EstimatedValue is 1. Special states, items, and version settings can change settlement after that.
The multiplier is 1 / survival probability, and the packaged EstimatedValue multiplies it. Higher payouts are exactly offset by lower success chance.
Push only while the current payout is still short of your target. Once the target is met, cashing out locks it and another tile only adds risk.
Remaining safe tiles divided by remaining tiles. The risk calculator shows it for your exact mine count and revealed count.
No verified tile position has different base odds. The current verified probability model does not assign different odds to tile positions.
Not established. The closed model treats tiles as symmetric, so corner, edge, and center strategies are not supported by the data.
Cash out at a final payout of at least 5×. Unbuffed, 20 mines and 1 safe tile is exactly 5× at a 20% chance.
With no payout buff, 20 mines and 1 safe tile, then cash out. One click, exactly 5×.
On Floor 3, cash out a Mine Sweeper win whose final payout is at least 20×. The reward is 14 Tickets. The check is the payout, not a tile count.
With no payout buff, 19 mines and 2 safe tiles, then cash out. It is exactly 20× and succeeds 5% of the time.
On Floor 3, cash out a Mine Sweeper win whose final registered payout is at least 20×. You do not have to use a specific mine count.
No. 2 mines and 19 safe tiles is one way to reach 20×. 19 mines and 2 safe tiles is also exactly 20×, at the same 5% success chance, in two clicks.
Both routes are built to the same reciprocal 20× probability level. The payout is 1 / survival, so two setups with the same total survival pay the same multiplier. Only the number of clicks differs.
On Floor 4, cash out three Mine Sweeper wins in a row, each with a final payout of at least 5×. The reward is 20 Tickets.
One qualifying round is not the hard part; the streak is. At a 20% single-round chance a three-win streak takes about 155 games on average.
About 155 games at a 20% single-round chance. With a 6× profit factor the single-round chance rises to about 60%, and the streak drops to about 9 games.
Yes. The check reads the final payout, so a profit buff lowers the raw multiplier you still need to reach 20×.
Yes. Buffs lower the raw multiplier each round needs, which raises the single-round chance and shortens the expected streak.
No. Buffs change settlement, not mine placement. They make the target requirement easier to meet, not the tiles safer.
Check Floor 4, that the active challenge is No Detonations, that each win's final payout was at least 5×, and that three qualifying wins happened in a row. A loss resets the streak. Challenge completion and the Steam achievement are separate.
Floor 3 and Floor 4. It is about 9.09% of the Floor 3 pool and about 6.25% of the Floor 4 pool. Available does not mean the table spawned.
It has not unlocked yet. Mine Sweeper first appears on Floor 3, so it is not in the Floor 2 pool at all. That is different from a Floor 3 table that simply did not spawn this layout.
Do not treat a remembered mine layout as a verified rule. Reload behavior belongs on the save and seed guide.
Not verified. The probability and payout model is closed, but reload persistence is a separate RNG implementation question.
The probability and payout model is closed. Exact runtime placement and reload persistence are a different implementation question, so this page does not state them as rules.