Sweeper Frontiers

How to play Sweeper Frontiers

Sweeper Frontiers is minesweeper on a massive scale. There is one world map with millions of cells, and everybody plays on it at once, in the browser, with nothing to install. Every cell you open is a small puzzle solved and a little more ground of your own. Lock whole regions and countries, meet other players at your borders, and see how much of the map you hold when the round ends.

Play now

Your first cell

Choose a world, then open your first cell. Where you may start depends on the world. On most worlds it has to be in a country where nobody has opened a cell yet, away from everybody else. Your first press always opens safely.

From there, every cell you open must touch your own ground, so your territory grows outward from where you began. If a press is refused, the cell shows an ✕, and the message row at the top of the screen says why.

Reading the numbers

A number counts the mines among the eight cells around it, but it does not say which ones they are. The cells you have already opened are safe, so the mines are among the ones still covered.

Opening and flagging

A flag is your own note that a mine is there, and pressing it again takes it off. Most of the game happens in the notches your ground has grown around, because that is where your border moves forward.

Mines

Open a mine and it goes off. Your own ground near it is covered again and goes back to nobody, and for a short while nothing near it can be opened. Set off several mines in a row and the wait grows longer.

The board is worked out on the game's server, and the page you play on is never told where the mines are. Every cell is solved the same way for everybody.

Regions and countries

Dashed lines divide the land into regions, and a solid line runs around each country, which is a handful of regions together. Open every safe cell in a region and it locks at once. It is yours, drawn in your full colour with a lit edge, and you do not need to flag its mines first. Lock every region of a country and the country locks too. Countries in turn make up continents.

Locked ground is worth more than open ground. What a lock does with the mines inside it, and whether anybody else may still enter, depends on the world's mode.

Score

Every land cell you hold is worth points. Locking a region, a country or a continent multiplies what each of its cells is worth. Your score is what you hold right now: ground you take goes straight on, and ground you lose comes straight off. The standings at the top right show everybody on the world.

The sea and its harbours

Along every coast runs a strip of shore that nobody plays. The way through it is a harbour: a grey disc across the coast with an anchor in the middle. Hold every cell of its land half, and its water half opens to you. From there the sea is played cell by cell, like the land.

Modes

Every world has a mode, so choosing a mode is choosing a world.

Some Peaceful and Competitive worlds offer a few of the helping abilities as well.

Rounds

A round lasts a set time, shown at the top of the screen, except in Peaceful, which lasts until the board is finished. When a round ends, the biggest score wins, a new board is drawn, and the whole map is open to claim again.

Playing together

A map this size is better played together. Join forces with friends, or with players you meet on the board, and your fronts merge into one side under one house name, with one colour and one score.

To invite somebody, find them in the standings and press their name, then press Invite player. Or press Invite a friend on your own card and send them the five-character code it shows. Your friends need to be on the same world as you.

Playing with or without an account

You can play without an account. You are given a name like Player 647, and your ground lasts the round. A free account keeps your name, your look and your achievements from round to round and from world to world.

Tips

Play now