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Clear the candy board by reading the number clues to work out exactly where the hidden bombs are hiding - friendly, no-fail minesweeper.
Mochi Mines is the classic minesweeper, made soft, sweet and forgiving. The board is a grid of candy cells, and a handful of them hide bombs. Clear a safe cell and it shows a number - how many bombs are touching it, counting all eight neighbours. From those numbers you deduce, with pure logic, exactly which cells are safe and which are bombs, clearing the whole board without setting one off. Tap an empty cell with no bombs nearby and a whole region of zeroes opens up at once, giving you a running start.
The first tap is always safe - the bombs are only scattered after you make your opening move, and never under it - so every board begins by opening a generous area to read. From there it is a conversation with the numbers: a 1 touching a single unknown cell means that cell is a bomb; a number already touching all its bombs means its other neighbours are safe to clear. You flag the bombs you are sure of with the flag button (or a long press) so you do not tap them by accident, and a little counter keeps track of how many bombs are still out there.
Unlike old-fashioned minesweeper, a single wrong tap does not end everything. You start each board with three hearts, and bumping a bomb simply costs one heart and reveals that bomb - so a careful player almost never loses one. Better still, every board is dealt so it can be solved by logic alone: the bombs are arranged to guarantee there is never a 50/50 guess, so a setback only ever comes from misreading a clue, never from bad luck. The game is about deduction, not punishment. Clear every safe cell and the board celebrates with a flash, a shake, sparkles and a five-note jingle as the last bombs flag themselves, before the level card slides in with three stars.
Want to get better? Read our full Minesweeper Strategy guide.
| Input | Action |
|---|---|
| Tap a cell (touch or mouse) | Clear that cell - safe cells show a number, a bomb costs a heart |
| Flag button (bottom toolbar) | Switch between Dig mode and Flag mode for tapping |
| Long-press a cell | Flag or unflag a suspected bomb without switching modes |
| Tap a flagged cell | Nothing happens - unflag it first to clear it (a safety guard) |
| Settings (gear) button | Open level select, the sound toggle, and Restart |
| Space or Enter | On the win card, jump straight to the next level |
The interesting decision in Mochi Mines is invisible, and it happens before your second tap. The moment you open the board, the game scatters its bombs and then hands the layout to a solver that reasons the way you do, leaning only on single-number counts, the 1-2-1 subset trick, and the bombs-left endgame. If that imaginary player gets stuck and would have to flip a coin, the bombs are reshuffled and the test runs again, up to four hundred times. If even that fails, it quietly pulls the fewest bombs needed until the board provably solves. You never get a layout that requires luck.
That guarantee quietly rewires how you play. Because a safe move always exists somewhere in the visible numbers, there is no honest reason to gamble, so you stop stabbing at cells and start comparing two clues that share neighbours, or watching the bombs-left counter shrink until a whole region resolves at once. The opening tap is salted to clear a generous patch, so every board begins with a readable edge rather than a blind poke. The puzzle becomes patient detective work, where the only mistakes are misreadings rather than bad rolls of the dice.
It is forgiving without softening the logic, which is a harder trick than it sounds. You carry three hearts, so bumping a bomb costs one and exposes it instead of ending the run, and emptying all three simply re-deals the same level after a beat rather than throwing up a defeat screen. Sit idle for five seconds, or knock into two bombs, and a pointing mochi finger drifts in over one guaranteed-safe cell. Crucially it recomputes that cell from the board each frame using the same deductions the solver guarantees, and checks it against the real bombs, so it never lies.
The difficulty climbs through grid size and bomb density, never through twitchier timing, walking from a calm five-by-five up through Berry, Citrus, Mint, Ocean and Galaxy, each with its own gradient backdrop and a fixed palette of per-number colours that keep a 3 unmistakably different from a 7. Endless past level twenty keeps inflating the grid toward eighteen-by-twelve while holding density near twenty-two percent, the ceiling where guess-free boards still exist, so the deduction gets longer rather than crueller. It makes an unusually kind first minesweeper, and a quietly absorbing one for anyone who likes thinking unhurried.
Clear every cell that does not hide a bomb. Each cleared cell shows a number telling you how many of its eight neighbours are bombs, and you use those numbers to deduce which surrounding cells are safe and which are bombs. Flag the bombs so you do not tap them, and clear the rest to win.
A number on a cleared cell is the count of bombs touching it, including diagonals - so a 3 means three of the up-to-eight cells around it are bombs. A blank (zero) cell touches no bombs, which is why its neighbours open automatically. Reading these counts is the whole puzzle.
Yes. The bombs are only placed after your first tap, and never on or right next to it, so your opening move always clears a safe area of clues to read. That means a board never depends on a blind first guess.
No. Every board is generated to be solvable by pure logic from your first tap onward - the bombs are arranged so the number clues always let you deduce a safe move, with no 50/50 coin-flips. If you feel stuck, the next safe cell is hiding in the numbers around the opened area; take your time and it is always there.
You lose one of your three hearts and that bomb is revealed - but the game keeps going. Mochi Mines is no-fail and forgiving: a wrong tap is a setback, not the end. Completing a level always awards three stars no matter how many hearts you finish with.
Tap the flag button in the bottom toolbar to switch to Flag mode, then tap a cell to flag it; tap the button again to go back to Dig mode. You can also long-press any cell to flag or unflag it without switching modes. Flagged cells cannot be cleared by accident.
No - you win as soon as every safe (non-bomb) cell is cleared, whether or not you flagged the bombs. Flagging is a tool to help you keep track and avoid mistakes; when you clear the last safe cell, the remaining bombs flag themselves and the level is complete.
Boards start small with just a few bombs and grow level by level into larger grids with a higher bomb density, across the five worlds. Endless mode past level 20 keeps generating bigger, denser boards, so there is always a tougher sweep waiting.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.