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Gems and Mines game in the DRC

Gems and Mines opens on a five-by-five grid of twenty-five covered cells. Before the first reveal, the player chooses a CDF stake and one of the mine counts available in the game. Every gem increases the value that can still be collected. Revealing a mine ends the round before cashout. The mine setting changes how many hazards are hidden, not which particular cell is safe.

Mine count and collection

More hidden mines leave fewer safe cells and usually change the displayed multiplier path. After each gem, compare the current collection value with the risk of opening another cell. A deliberate stop is part of the game; there is no requirement to clear the board.

Why grid patterns are misleading

Corners, diagonals and repeated positions can look meaningful after several rounds, but each new grid hides its own arrangement. A gem found in the centre does not protect that cell later. The history is useful for checking how a round ended, not for drawing a map of future mines.

Using the grid on mobile

Make sure all twenty-five cells are visible and that the Collect button is not hidden below the screen edge. Tap one cell, wait for its reveal, then decide again. Keep the mine count and CDF stake inside limits chosen before the grid opens; do not raise either setting to recover a previous mine.

Frequently asked questions

How large is the Gems and Mines board?

It uses a 5 by 5 grid with 25 covered cells.

What does the mine count change?

It changes the number of hazards hidden on the board and the values offered by the game.

Do I need to open every safe cell?

No. After a gem, the player may collect the current value instead of continuing.

Can a previous grid reveal safe positions?

No. A new round uses a new hidden arrangement.

For related content, explore 1xGames catalogue. Other titles with different rules include Apple of Fortune, Wild West Gold, and Plinko.