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How to Get a High Score in Minesweeper

The complete scoring mechanics of Bean Boom's Egg Mode — and how to exploit every multiplier.

August 22, 2026 · 8 min read · Advanced

Classic minesweeper measures you with a stopwatch. Bean Boom's Egg Mode measures you with a score — and scoring well is a different skill from clearing fast. This guide dissects the actual scoring system: what earns points, what multiplies them, and the play patterns that maximize both. Everything here reflects the live game mechanics.

The Four Ways to Earn Points

Every point in Egg Mode comes from revealing cells — but not all reveals are priced equally:

EventBase pointsNotes
Normal reveal10 × multiplier per cellYour bread and butter
Great Opening20 × multiplier per cellFirst reveal of the game flooding 8+ cells — click center for a shot at it
Chord (perfect)15 × multiplier per cell, ×2 if 4+ cellsDouble the rate when you chord four or more cells at once
Bean Boom blast25 × multiplier per cellThe premium event — triggered by correctly flagging a mine

Three levers should jump out at you: blasts are worth 2.5× a normal reveal per cell, big chords are worth 3×, and every event's value scales with your combo multiplier — which means when and how you reveal matters as much as how much.

Combo: The 3-Second Clock

Every safe reveal adds to your combo count. The multiplier formula:

Multiplier = 1 + 0.1 × combo (capped)

Combo 5 → 1.5×. Combo 10 → 2.0×. Combo 20 → 3.0×. The cap is 20 outside FEVER and 30 inside it.

The catch is the window: if more than 3 seconds pass between safe reveals, the combo resets to zero — and FEVER with it. Three seconds is generous for clicking but brutal for thinking. If you pause to grind out a deduction for ten seconds, you restart your multiplier from scratch.

Practical consequences:

Bean Boom Blasts: Chain the Explosions

The signature mechanic. When you flag a cell that truly contains a mine, it detonates, revealing all safe cells within a square radius around it — at the premium 25-point rate, all multiplied by your current combo.

Two mechanics make blasts scale:

  1. Rising tiers. The 1st detonation of a game blasts a small radius; each subsequent detonation blasts wider, up to a cap of tier 4. Your 5th flag of the game clears dramatically more territory than your 1st.
  2. Cascades. If a blast radius reaches another correctly flagged mine, that mine detonates too — same instant, same combo window, chained blasts. Every cascade link increments the tier ladder, so chains grow explosively.

The cluster play

Suppose logic confirms mines A and B, 3 cells apart. Flagging A detonates A; if B is within the blast radius, B detonates too — two blasts, one flag action, a pile of 25-point reveals inside a single combo tick. Flagging A and B far apart gets you two separate small blasts. Same deductions, wildly different scores. When you have a choice about which region to resolve first, resolve the one where confirmed mines cluster.

FEVER: The 4x Ceiling

When your combo reaches 20, FEVER activates. Two effects:

FEVER resets with your combo, so the whole scoring game is really: reach combo 20 quickly, then never let the clock hit 3 seconds of silence. A player who holds FEVER for half the board routinely outscores a player who solves faster but thinks in long pauses.

Settlement: Where Your Raw Score Gets Finalized

When you win, the game doesn't just bank your running total. Two final adjustments apply:

Final = (raw score + correct flags × 50) × time bonus × difficulty coefficient

Flag bonus: each correct flag you placed adds 50 points before multipliers.

Time bonus: the ratio of par time to your actual time, capped between 1.0× and 2.0×. Par times: Easy 60s, Medium 240s, Hard 600s. Beat par by 2× and you bank the full 2.0× bonus.

Difficulty coefficient: Easy 0.6×, Medium 1.0×, Hard 1.6×.

Read that again if you play Easy for score: the 0.6 coefficient claws back 40% of everything you earned. Easy is for learning; Medium and Hard are where serious scores live.

Rank Thresholds

DifficultyS rankA rankB rank
Easy4,0002,000800
Medium12,0006,0002,500
Hard30,00015,0006,000

A Score-Maximizing Play Pattern

  1. Open center — the Great Opening bonus (20× per cell) is only available on your first reveal, and only if it floods 8+ cells.
  2. Build to 20 fast. Ride a flood-fill or an early blast into FEVER before the board gets thinky.
  3. Hold FEVER with banked deductions. Plan bursts of 4+ moves; execute without pauses.
  4. Save flag clusters for FEVER. A cascade chain inside FEVER at 4.0× is the single highest-earning moment the game offers. If a cluster is safely resolvable later, resolve it later.
  5. Chord big. 4+ cell chords earn double rate; they also feed the combo in bulk.
  6. Finish fast. The 1.0–2.0× time bonus is the last multiplier; every second under par is free score.
  7. Never leave correct flags unplaced — at settlement each one is worth 50 points before multipliers.
Chase an S Rank — Play Egg Mode →

Frequently Asked Questions

Does Classic Mode have scores?

Classic Mode is pure time-attack — your metric is the clock, and fast wins land on the time leaderboard. Scoring is Egg Mode's game.

Do wrong flags cost points?

Not directly — but a wrong flag doesn't detonate, wastes the action, and poisons your deductions. And since only correct flags pay the 50-point settlement bonus, wrong flags are pure opportunity cost.

Is it better to blast early or save flags?

Save what's safely saveable: blast tiers rise with each detonation, and FEVER both raises the multiplier cap and widens radii. A chain detonated at combo 25 outscores the same chain detonated at combo 5 by roughly 60%.

What's a good first target?

A-rank on Easy (2,000) is achievable within a few games of learning the mechanics. From there, chase S on Easy, then move to Medium where the 1.0 coefficient stops taxing your score.