數字說的是「周圍」,不是「這裡」
每個數字代表以它為中心的周圍八格中一共有幾顆地雷——不含它自己。這聽起來理所當然,但多數失誤都源於忘記數字的作用範圍是一圈,而不是一行。判讀時要養成一個習慣:看到數字,先在腦中圈出它周圍還沒打開的格子,這個「未知圈」才是數字真正在描述的對象。
兩條萬用判定
掃雷的所有推理都建立在兩條規則上。第一條:數字已經被旗子滿足時,未知圈裡剩下的格子全部安全。例如數字 3 的周圍已經插了三面旗,其餘未開的格子可以放心全開。第二條:未知圈的格子數等於數字減去已插旗數時,這些格子全部是雷。例如數字 2 旁邊只剩兩個未知格且沒有旗,兩格都是雷。解題時輪流套用這兩條,直到盤面不再有變化,再考慮進階圖形。
經典圖形:1-2-1
沿著牆邊或已開區域的邊界,常會出現連續的 1-2-1 三個數字,上方(或下方)是三個未知格。這個圖形有唯一解:雷在兩個 1 的正上方,2 的正上方是安全的。理由:假設中間格是雷,兩側的 1 都被滿足,2 就只剩一顆雷、無法湊足,矛盾;所以中間必定安全,兩側必定是雷。
經典圖形:1-2-2-1
四個數字 1-2-2-1 排成一列、上方是四個未知格時,結論恰好相反:雷在中間兩格,兩端安全。可以自己驗證:把雷放在任一端都會讓相鄰的 2 湊不齊或超額。這兩個圖形出現的頻率高得驚人,認得它們可以跳過大量逐格推理。
旗子是給自己看的減法器
插旗不會被系統驗證對錯——旗子的價值在於把數字「減掉」。插下一面旗後,周圍所有數字都可以在心裡減一,變成更小、更容易判讀的數字。也因此錯旗比不插旗更糟:它會讓後續所有以它為前提的推理一起出錯。不確定的位置寧可不插,先去處理盤面上有把握的區域。
卡住時的邊界計數
當常規判定和圖形都用盡時,看一眼剩餘雷數。如果未打開的格子數已經接近剩餘雷數,可以從整體數量反推:例如剩 3 顆雷、5 個未知格,而其中 3 格恰好被一組數字鎖定,那另外 2 格就是安全的。終盤階段這種全域計數常常能解開局部推理解不開的僵局。
在本站怎麼玩
本站的掃雷第一次點擊保證不是雷,所以開局直接點盤面中央即可,中央展開的資訊量比角落大。桌面用滑鼠右鍵插旗,手機長按格子插旗、再次長按移除。三種難度分別對應不同的盤面與雷數,每種難度的最快完成時間會分開記錄在目前瀏覽器。
配合實戰練習效果最好:打開經典踩地雷,把 1-2-1 找出來。
The number describes a ring, not a row
Every number counts the mines in the eight cells surrounding it — never the cell itself. Most mistakes come from forgetting that the number's scope is a ring. Train one habit: whenever you read a number, mentally outline its unopened neighbors first. That "unknown ring" is what the number is actually talking about.
Two universal rules
All minesweeper logic reduces to two rules. First: when a number is already satisfied by flags, every remaining unknown neighbor is safe — a 3 with three flags around it means everything else can be opened. Second: when the count of unknown neighbors equals the number minus its flags, they are all mines — a 2 with exactly two unknown neighbors and no flags marks both as mines. Alternate these two until the board stops changing, and only then reach for patterns.
The 1-2-1 pattern
Along walls and borders you will constantly meet three numbers reading 1-2-1 with three unknown cells beside them. The solution is unique: the mines sit over the two 1s, and the cell over the 2 is safe. Why: if the middle cell were a mine, both 1s would be satisfied and the 2 could never reach two. Contradiction — so the middle is safe and both outer cells are mines.
The 1-2-2-1 pattern
Four numbers reading 1-2-2-1 flip the conclusion: the mines occupy the middle two cells and both ends are safe. Test it yourself — placing a mine at either end starves or overloads one of the 2s. These two patterns appear so often that recognizing them on sight skips whole rounds of cell-by-cell logic.
Flags are subtraction devices
The game never validates your flags — their value is arithmetic. Once a flag is planted, every adjacent number can be mentally reduced by one, turning it into a smaller, easier number. Which is exactly why a wrong flag is worse than no flag: every deduction built on it fails together. When unsure, leave the cell bare and work a region you are certain about.
Counting the border when stuck
When local logic runs dry, look at the remaining mine count. If the number of unopened cells is close to the number of remaining mines, global arithmetic takes over: three mines left, five unknown cells, and three of them pinned by one number group — then the other two cells must be safe. Endgames are regularly cracked by this whole-board count when ring-by-ring logic cannot.
On this site
Our minesweeper guarantees the first click is never a mine, so open in the center where a cascade reveals the most information. Flag with right-click on desktop or press-and-hold on mobile; hold again to remove. Each of the three difficulties keeps its own fastest time in the current browser.
Patterns stick best in play: open Classic Minesweeper and hunt down a 1-2-1.