Grid
Mines cash-out
Mines cash-out on First Games is the stop key on a live safe grid: you lock the current multiplier and take the credit without opening another cell. This page is that decision, not the whole hub loop and not the habit of flipping until a mine. The multiplier is already on the panel after the last safe flip. Cash-out is how it becomes money. One more flip can raise it or can zero it. The grid card tells you whether stop is live.
What this play is
This play is still Mines. You already set mine count, already staked, already opened at least one safe cell, or you are staring at a board that credits only after a flip. The job now is whether to collect. Cash-out here is not Aviator cash-out on a moving curve. The number is still until you flip again. That stillness is why people chase one more cell. This page exists to name the lock. Auto-pick can still be running; if it is, cash-out may be how you abort the count, when the seat allows it.
What the table shows
After a safe flip the panel shows a multiplier and a lit stop or collect key. Closed cells remain. The mine count you set is still in force. Nothing else on the table matters for this decision. If stop is grey, you either have not flipped yet, you already hit a mine, or you already collected. If you see a plane cash-out, you opened Aviator. Stay on the grid. The room card does not print a recommended flip depth. It prints that stop exists.
How you win this round
You win this decision when stop credits the stake times the locked multiplier. You lose the decision when you skip stop, flip again, and open a mine. Raising the multiplier with another safe flip is a new state, not a win until you stop again. The legal finish for this page is the collect line. Walking past it is optional risk, not a requirement of Mines.
How a round starts
This decision starts the moment a safe cell is open and stop lights up. You do not restart mine count. You look at the locked figure, look at remaining closed cells, and choose collect or flip. If auto-pick is mid-count, the start of this page is whether stop can interrupt. If you have not flipped yet, there is usually nothing to cash; go back to the hub.
Legal moves — and one that is not
Legal moves are tapping stop on a safe board, waiting while stop stays lit, and flipping one more closed cell if you accept the mine risk. Example: two safe flips, multiplier 1.70 on the panel, tap stop, sixty rupees becomes one hundred two rupees gross if that is the print. That is a legal cash-out. You may legally flip a third cell instead. That third cell is a new legal risk, not a continuation of the 1.70 lock.
What is not legal is cashing out after a mine, or claiming the previous multiplier should pay because you 'meant to stop'. You cannot lock a number from a previous round. You cannot cash a cell you have not opened. You cannot use Aviator auto to collect a grid. Spamming stop after the mine animation has started does not rewind the board.
How this round ends
Cash-out finishes the round with a credit. A mine on the extra flip finishes it with a zero. Both are endings. After credit, the grid resets; you cannot flip more on that ticket. After a mine, there is nothing to collect. The finish key this article cares about is stop. The extra flip is the fork that can cancel it.
How the money is counted
Locked multiplier times stake, minus fees on this card. Example only: sixty rupees at 1.70 is one hundred two rupees gross at stop. If you skip stop and the next cell is a mine, the score is zero, not 1.70 unpaid. If the next cell is safe at 2.20, you still have zero money until you stop at 2.20. Unlocked jumps are not wallet lines. This site will not call 1.70 a quiet place to leave. It is only an example of a lock.
If you leave early or miss the tap
The penalty for one more flip that hits a mine is the entire stake, including the multiplier you did not collect. That is the only penalty this page needs. Hesitating until a timer auto-flips, if the card has one, can take that extra flip for you. Leaving the app with stop lit may still sit on a live board. Collect before you walk if you wanted the lock.
Buttons on this screen
- Stop / collect — Locks the current multiplier and pays the stake. This is the cash-out key.
- Live multiplier — The figure you will get if you stop now. It does not crawl while you wait.
- Closed cells — The extra-flip risk. One of them may be a mine.
- Mine count — Already set. It still decides how dangerous one more tap is.
- Next-flip preview — Some seats show the next multiplier if the next cell is safe. That preview is not money yet.
How to open it in First Games
- Open the Telegram channel t.me/cocorummy and download the APK posted there. Do not use a random file from search.
- Install on Android and finish mobile OTP.
- Get the APK from t.me/cocorummy then install, finish OTP, then open Mines and use the cash-out or stop key after a safe flip.
Do not mix this up with flipping until a mine
Flipping until a mine means you never take the lock. You open cells until the board kills the stake. That habit can clear a lucky board, and it can also print a long zero after a pretty climb you never collected. Cash-out is the opposite habit: take the number that is already on the panel. First Games will not crown either habit. This page only says the lock exists, and that one more flip is how the lock dies.
One round, start to finish
Sit Mines. Set three mines on a five-by-five if that exists. Stake sixty rupees. Flip two cells, stopping the walk if a mine appears early. When two are safe, read the multiplier out loud. Tap stop. Watch the credit. That is cash-out. Start a second board with a smaller stake. Flip two again. This time take one more cell on purpose. If it is safe, you will see a higher figure that is still not money until stop. If it is a mine, you will see why this article exists. Do not treat the second board as a lesson you must repeat for the rest of the day.
Where the multiplier locks
It locks when stop accepts the tap, on the figure printed at that instant. It does not lock when you decide in your head. It does not lock when you hover. It does not lock on a next-flip preview. After lock, the grid should clear to a result row and the stake should credit. If the key did not animate a collect, you have not locked. On auto-pick, lock is the same key if the seat lets you interrupt, or an auto-collect at the end of a count if the card says that is how it pays.
What happens if you flip one more
One more closed cell is either safe or a mine. Safe replaces the printed multiplier with a higher one and leaves stop lit. A mine ends the round at zero and turns stop off. There is no partial keep of the old 1.70. People talk as if the old number sits in a side pocket. It does not. The extra flip spends the lock to buy a chance at a jump. Whether that trade is worth it is not a First Games recommendation. It is your tap.
When is Mines cash-out a win?
When stop credits stake times the locked multiplier on a safe board. The next unopened cell is not part of that win.
If I flip one more and hit a mine, do I keep the last multiplier?
No. A mine zeroes the stake. Uncollected multipliers are not stored.
Is this the same as flipping until a mine?
No. This page is taking the lock. Flipping until a mine skips the lock until the board ends it.
Does the number climb while I wait on stop?
No. Mines waits for a flip. Aviator's curve is the other tile. Waiting on a safe grid does not raise the figure.
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