Grid
Mines
Mines on First Games is the grid round where you choose how many mines to load, flip closed cells, and stop before a mine. A safe flip raises the multiplier on this board. A mine zeroes the stake. This hub is the full loop, including the slow climb of a low mine count and the jump of a crowded board. Those two feels are H2s on this page, not separate URLs. The room card prints grid size, mine limits, and the stop key. This is not the Aviator plane curve.
What this play is
This play is a First Games arcade grid, usually presented as a five-by-five unless the card says otherwise. You are not declaring rummy. You are not cashing a plane. You pick a mine count, stake, then open cells one at a time or with auto-pick if that seat exists. Each safe cell is a gem or a blank the board treats as safe. Each mine is the end. You may stop after any safe flip. The stop is how you win money. Flipping until you 'finish the board' is optional only if the card still has safe cells and you have not already hit a mine.
What the table shows
The table is a grid of closed cells, a mine-count control, a stake row, a live multiplier, and a stop or cash-out key. The room card shows the allowed mine counts, the grid size, and any timer to flip. Read those three. Low counts and high counts are both on this same tile; they are not two lobby names you must hunt. If you see a plane, you are on Aviator. If you see a ladder you walk with a forward key, you are on step crash. Stay on the grid for this hub.
How you win this round
You win by tapping stop after one or more safe flips so the screen credits stake times the current grid multiplier. Hitting a mine is a loss of that stake, even if earlier flips looked clean. Clearing every safe cell, if the card allows it, is a win only after the board credits; do not assume a full clear is required. The legal win is the stop credit or a completed-board credit the card describes. There is no show.
How a round starts
Set the mine count first. That number is the round's risk. Then set the stake from this card. Then either flip a cell yourself or, on a different page, use auto-pick. The first flip is the real start. Before it, you can still change count if the card allows. After a mine is in play on a live board, you are inside the round. Do not start flipping until you can point at stop. People lose the first board because they never found stop.
Legal moves — and one that is not
Legal moves are choosing a mine count the card allows, flipping a closed cell, and stopping on a safe board. Example: three mines on a five-by-five, four safe flips, stop, credit. That is a legal hub round. You may flip only one cell and stop. You may keep flipping while safe cells remain. Auto-pick, mini grids, and a dedicated cash-out article are variants; this hub still owns the same stop rule.
What is not legal is flipping a cell that is already open, changing mine count after the board is live if the card has locked it, or demanding a refund because you 'only meant to peek'. You cannot mark a cell as safe by staring. You cannot cash out after a mine has already printed. You cannot import an Aviator auto number onto this grid. You cannot skip the mine-count step and then argue the board was unfairly dense.
How this round ends
The round ends on stop, on a mine, or on a completed safe clear if the card auto-credits that clear. The finish key to plan around is stop. A mine is the crash of this game. After either ending, the grid resets and a new count can be chosen. Do not keep tapping a board that already shows a mine.
How the money is counted
At stop, stake times the multiplier printed for the current safe-flip count and mine count, minus any fee the card shows. Example only: sixty rupees, three mines, two safe flips, multiplier 1.40 on the panel, credit eighty-four rupees gross. A mine on the next flip returns zero for the sixty. Low mine counts grow that multiplier slowly. High mine counts jump it. Both formulas live on this card. This site will not invent a return percentage for the grid.
If you leave early or miss the tap
A mine costs the whole stake. Walking away without stop leaves the board live; a timer, if any, may not save you. There is no rummy drop price. Auto-pick hitting a mine is still your mine if you armed auto-pick. Closing the app settles on the screen you see when you return. The penalty for greed is the same as the penalty for a first-cell mine: the stake.
Buttons on this screen
- Mine count — How many mines this round hides. Set it before the first flip.
- Cells — Closed tiles. A tap opens one. Safe raises the line; a mine ends it.
- Stop — Locks the current multiplier and credits the stake. Find it before you flip.
- Stake steps — Cash amounts this Mines card allows.
- Grid multiplier — The figure after the last safe flip. It jumps only when you open a safe cell.
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 the Mines tile and set mine count on that card before the first flip.
Do not mix this up with Aviator plane curve
Aviator is a curve you exit with cash-out. Mines is a grid you open with flips and exit with stop. The multiplier on Mines does not crawl while you wait; it waits for a flip. The plane does not let you choose how many crash spots to load. If you want a moving number with no grid, sit Aviator. If you want to choose density, sit this hub. They share a wallet. They do not share a round.
One round, start to finish
Open Mines. Set three mines if that count exists on a five-by-five card. Stake sixty rupees if that step exists. Point at stop. Flip one cell. If it is a mine, the walk is already a loss; read the zero and reset. If it is safe, read the new multiplier. Flip a second cell. If safe, tap stop so you feel a credit. That is the hub loop. Then sit a second round with a low count, one or two mines if allowed, and notice the multiplier crawl after a safe flip. Sit a third round with a high count the card allows and notice the jump after a single safe cell. Those two feels are this page, not extra URLs. Stop early on the crowded board for the walk; do not turn this paragraph into a dare.
How you set mine count
Mine count is a control on this tile, usually a slider or plus-minus next to the grid. You set it before the first flip. Fewer mines means more safe cells and a slower multiplier. More mines means fewer safe cells and a larger jump when a flip is safe. The card prints the minimum and maximum you may load. Changing the count after the board is live is usually blocked. If you cannot find the control, you are not on a full Mines seat yet.
Where the stop key is
Stop sits with the stake and the multiplier, often labelled cash-out or collect. It is live only while the board is safe. After a mine it dies. After a credit it dies. Find it with your eye before any cell. On a small phone it can sit under the grid; scroll once if you cannot see it. Auto-pick seats still need this key unless the card auto-stops at a count you set. Mini grids use the same idea on a smaller board. The key is how this game pays. Flipping is how it risks.
Low-mine slow multiplier
A low mine count, such as one or two on a full grid if the card allows it, leaves many safe cells. Each flip still adds, but the add is small. People sit this count to take several flips before stop. That slow line is not a separate game and not a quieter URL. It is this hub with the slider on the left. You can still hit a mine on the first cell. Slow is about the size of the jump, not about removing mines. Stop remains the win key. This site will not tell you how many flips 'fit' a low count.
Many-mine jump
A high mine count packs the grid. One safe flip can print a much larger multiplier than the same flip on a low count. The next tap is also more likely to be a mine because fewer safe cells remain. That jump is not a separate tile. It is this hub with the slider on the right. Do not chain-flip on a crowded board just because the first number looked tall. The tall number is still unlocked only after stop. A mine on the second cell zeroes the jump you never collected.
How do I win a Mines round?
Stop after safe flips so the screen credits stake times the current grid multiplier. A mine before stop is a loss.
How is the money counted?
Stake times the panel multiplier at stop, with mine count and safe-flip count already baked into that figure. The card is the authority. A mine returns zero.
Is this the Aviator plane?
No. Aviator is a curve and a cash-out. Mines is a grid, a mine count, flips, and stop.
Are low-mine and many-mine different pages?
No. Both are this hub. Move the mine-count control. Other URLs cover auto-pick, mini grids, and the stop key in more detail.
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