Game Theory Analysis
MINES
Mines
A grid of tiles hides a set number of mines. Pick a safe tile, your multiplier grows. Pick wrong, and it's all gone. The further you go, the harder it gets to walk away.
Mines quick sim
Pick a mine count, a target number of safe clears, and house edge. Results are per 1 unit wagered.
EV -0.001
Multiplier ladder 1.67x - 2.85x - 5.05x - 9.26x - 17.67x - 35.35x - 74.63x - 167.91x - 407.78x - 1,087.41x - 3,262.23x - 11,417.8x - 49,477.14x - 296,862.84x - 3,265,491.24x
House Edge
0.10%
STD
2.011676
P(win)
19.782609%
Win Multiplier
5.04989x
Where to Play Mines
Best current value by provider.
Interactive Mines Board
Click tiles on the 5x5 board to simulate a round. Use the toggle if you want to reveal mine locations and test safe paths.
Board Mines
Change the live board difficulty.
Current Multiplier
1.00x
Next Multiplier
1.665x
Probability Next Step
60.00%
Safe clears: 0 / 15
Open another tile or cash out at the current multiplier.
OVERVIEW
Mines is a 5x5 grid game where you select tiles while avoiding hidden mines.
SETUP
- Choose your bet amount.
- Choose number of mines between 1 and 24.
ROUND FLOW
- The board has 25 total tiles and
Mmine tiles. - Each click reveals either a safe tile or a mine.
- If you hit a mine, the round loses immediately.
- If you clear the required number of safe picks and cash out, you lock the current multiplier.
PAYOUT LOGIC
The cashout multiplier is tied to clear probability:
- More mines -> lower clear probability -> higher multiplier per successful cashout.
- Fewer mines -> higher clear probability -> lower multiplier.
GAME MATH
Mines uses drawing without replacement on a fixed board.
PARAMETERS
| Symbol | Meaning |
|---|---|
T | total tiles (25 on a 5x5 board) |
M | mine count (1 to 24) |
K | safe picks before cashout |
EDGE | 0.001 for Duel, 0.01 for Stake |
PROBABILITY OF CLEARING K SAFE PICKS
where C(n, k) means combinations ("n choose k").
PAYOUT MULTIPLIER
In Mines, house edge is applied once when the round starts (equivalently, on the first selection).
After that, each additional safe pick moves through fair conditional odds; edge is not charged again per pick.
If edge were charged on every safe pick, RTP would decay as (1 - EDGE)^K, which is not how standard Mines tables are priced.
First safe step (edge applied once):
Later safe steps are conditional and fair:
Total cashout multiplier after K safes:
EXPECTED VALUE
Substituting the multiplier formula gives:
This means the player's expected return per round is:
PROVIDER COMPARISON
| Provider | Base RTP | Base House Edge | Effective House Edge @ 100% Rakeback |
|---|---|---|---|
| Duel | 99.9% | 0.10% | 0.00% |
| Stake | 99.0% | 1.00% | 1.00% (if rakeback is 0%) |
RAKEBACK ADJUSTMENT
If rakeback returns a fraction r of house edge, effective edge is:
With Duel's 100% rakeback (r = 1), modeled effective edge is 0%.
You can test any mine count from 1 to 24 in the simulator below.
VOLATILITY / STD
Each cashout target is a binary outcome (cashout win or full loss):
More mines or deeper cashout targets lower hit rate and raise SD.
First Casino
Live Economics
House edge: 0.100%
House Edge after Rakeback: 0.000%
STD: 2.01
Max Possible Win: 4.05x
Second Casino
Live Economics
House edge: 1.000%
House Edge after Rakeback: 1.000%
STD: 1.99
Max Possible Win: 4.00x
Shared Session