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    Overview

    Sapper is a game of logic played on a grid of covered squares, some of which hide mines. Open a square and it shows how many of its eight neighbours hold a mine; open one with a mine under it and the game is over. Clear every safe square to win.

    Before each game you pick a board size, how many mines it holds and one of four colour themes; each size and mine count has its own scoreboard. The first square you open is always safe, and so are the squares around it, so every game starts with an opening to work from.

    Made by
    wasmga.me
    Released
    2026

    Controls guide

    On the board

    KeyAction
    Click/touchOpen a covered square, or open around a number that has all its flags
    Right-clickFlag a covered square; again for a question mark, again to clear it
    TouchHold on a square for a moment to flag it, or to change its mark
    Arrow keysMove the square cursor
    Space/ZOpen the square under the cursor
    XFlag or mark the square under the cursor
    Enter/PPause

    Top bar

    KeyAction
    Click/touchThe flag button makes clicks and taps place flags instead of opening squares

    Cheatsheet

    Boards

    9 × 9
    8, 10 or 14 mines
    16 × 16
    30, 40 or 52 mines
    30 × 16
    75, 99 or 120 mines

    Rules

    Number
    How many of the eight neighbouring squares hide a mine
    Empty square
    No mines around it, so its neighbours open by themselves
    First square
    Never a mine, and nor are its neighbours
    Counter
    Mines minus flags placed
    Clock
    Starts with the first square you open and stops while paused
    Score
    Mines times 6000, divided by the time in tenths of a second plus 300

    Tips

    1. A 1 touching only one covered square means that square is a mine. Flag it, then look at the numbers next to it again: each flag can make another square certainly safe.
    2. Clicking a number whose flags are all in place opens every other square around it at once. It is the quickest way through a big board, but a wrong flag sets off a mine, so only use it when you are sure.
    3. Look for the 1-2-1 and 1-2-2-1 patterns along a straight edge: in a 1-2-1 the mines sit beside the two 1s, in a 1-2-2-1 beside the two 2s.
    4. When nothing on the board is certain, try a corner: with only three neighbours it is the square most likely to show no number and open a patch of the board.
    5. More mines score more for the same time, so a fast win on the busiest board of a size beats a slow one on an easier mine count.