The complete scoring mechanics of Bean Boom's Egg Mode — and how to exploit every multiplier.
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.
Every point in Egg Mode comes from revealing cells — but not all reveals are priced equally:
| Event | Base points | Notes |
|---|---|---|
| Normal reveal | 10 × multiplier per cell | Your bread and butter |
| Great Opening | 20 × multiplier per cell | First reveal of the game flooding 8+ cells — click center for a shot at it |
| Chord (perfect) | 15 × multiplier per cell, ×2 if 4+ cells | Double the rate when you chord four or more cells at once |
| Bean Boom blast | 25 × multiplier per cell | The 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.
Every safe reveal adds to your combo count. The multiplier formula:
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:
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:
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.
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.
When you win, the game doesn't just bank your running total. Two final adjustments apply:
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.
| Difficulty | S rank | A rank | B rank |
|---|---|---|---|
| Easy | 4,000 | 2,000 | 800 |
| Medium | 12,000 | 6,000 | 2,500 |
| Hard | 30,000 | 15,000 | 6,000 |
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.
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.
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%.
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.