Mines: Fixed Mines, Short Route — difficulty split
The idea behind “Fixed Mines, Short Route” is simple: do not invent the decision at the last second; use “selecting the mine count and deciding after how many safe cells to stop” under a written rule.
Step-by-step plan- Use the calmer difficulty for 3 actions and reserve exactly one attempt for the harder mode. Before round one, map “Fixed Mines, Short Route” onto the Mines screen: stake, mode and exit must remain obvious inside the theme “a minefield grid with hidden hazards”.
- Do not switch difficulty after every result. Finish the main block first, then decide on the single test. This is repetition rather than last-second guessing: each safe cell increases the potential payout while a mine ends the round. Parameters therefore stay fixed inside the set.
- After 6 calm routes, pause and decide whether the hard test is still needed. “selecting the mine count and deciding after how many safe cells to stop” is the discipline check; it reveals whether this exact routine was followed.
- End after 16 calm routes, one hard attempt or two short-route misses in a row. With the pace “player-controlled step-by-step rounds”, the pause after closing matters. A new set begins only as a separate decision.
Why it fits this gameWhy “Fixed Mines, Short Route” fits Mines: each safe cell increases the potential payout while a mine ends the round. The feature “selecting the mine count and deciding after how many safe cells to stop” is used to execute the plan rather than to change direction during the animation. The checkpoint — after 6 calm routes, pause and decide whether the hard test is still needed. — keeps each set comparable with the previous one.
Stop conditionThe stop condition for “Fixed Mines, Short Route” is written before the first stake: End after 16 calm routes, one hard attempt or two short-route misses in a row. Once it triggers, Mines closes without an extra “last” round, and any new block starts from the original stake and settings. Maximum length: 16 rounds.