- The timer starts once the first square is clicked on.
- In "clear" mode, clicking on a square reveals what it contains: if there's a mine, it will be triggered; otherwise the number of mines in adjacent squares that touch this square will be revealed. For example, a cell touching two mines will appear as: 2 .
- Clicking on a square with no adjacent mines will open up all non-mine squares surrounding it.
- In "flag" mode, clicking on a square marks it to indicate that it contains a mine, i.e. ☢ . A flagged square is safe from detonation. To unflag a square, simply click on it again in "flag" mode.
- In "query" mode, clicking on a square marks it to indicate that it may or may not contain a mine, i.e. � . This can help evaluate alternative scenarios. A queried square is also safe from detonation. To "unquery" a square, simply click on it again in "query" mode, or use "flag" mode if you think it really does contain a mine.
- An estimate of difficulty of a particular minefield is provided using the 3BV measure.
- The status of the game is given, showing the number of potential mines flagged out of the number of actual mines.
- If a mine is detonated, the locations of all mines will be displayed as: ✴ . Any incorrectly flagged cells will be marked with an "X", i.e. X .
- The player can start a new game at any time by clicking on the "Start New Game" button, or reloading the page.
- Keep track of best scores so far.
- Provide larger playing grids.