TerraMine Strategy Guide
Everything we've learned about maximizing rent in TerraMine — odds, minigames, upgrade math, and check-in tactics. Distilled, not padded.
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Guide index — pick a topic
The four mine types
Every mine you buy gets a random type. Individual luck varies wildly — but the more mines you own, the closer your distribution drifts toward the true averages below.
| Mine | Drop rate | Rent multiplier vs Rock |
|---|---|---|
| 🪨 Rock | 60% | 1× |
| ⚫ Coal | 30% | 1.5× |
| 🟡 Gold | 9% | 2× |
| 💎 Diamond | 1% | 4× |
Three things every mine can do
- Daily activity — conveyor belt, coal pile, sluice, slot machine. Click for free materials and occasional TerraBucks. Skippable early — mostly keeps a mine "alive."
- Minigame — the main progression loop. Awards TB and upgrade materials. Play this daily.
- Upgrades office — spend materials to raise a mine's level, adding +1% rent per level.
Minigames — one per mine type
Flip cards to make pairs. 1 TB per level. Slowest grind, but zero skill ceiling — great AFK-style filler.
Guide the miner to the exit. Ladders move up/down only. 5 TB easy, 15 TB medium (LVL 11+), 30 TB hard (LVL 31+).
Rotate tiles into a path to the pot. 1–2 TB per level. Pro tip: solve backwards from the pot.
Rotate mirrors to hit targets. 1–2 TB per level. Higher levels have colored lasers you must match to their targets.
Upgrade office math
Each level adds a flat +1% to that mine's rent. Costs scale exponentially. Two rules follow immediately:
- Always upgrade your lowest-level mines first — LVL 1 → 2 gives the exact same +1% as LVL 9 → 10, at a fraction of the cost.
- Prioritize rare types over common — 1% of a Diamond's rent is 4× more valuable than 1% of a Rock's. Sequence: Diamond → Gold → Coal → Rock.
Rare material sources
Marble, diamond coal, gold ingots and flawless diamonds show up in daily activity randomly, but drop reliably once your minigame hits these levels:
| Material | Mine | Reliable at |
|---|---|---|
| Marble | Rock | Minigame LVL 10+ |
| Diamond coal | Coal | Minigame LVL 5+ |
| Gold ingot | Gold | Minigame LVL 3+ |
| Flawless diamond | Diamond | Minigame LVL 2+ |
Check-ins & streak bonuses
If you live near another player, check in at their mine for free TB. Turn boost on first — check-ins pay more while boosted.
| Check-in type | TB earned |
|---|---|
| Regular check-in | 6 TB |
| With text OR picture | 10 TB |
| With text AND picture | 14 TB |
| Mine owner (any check-in) | +1 TB |
Daily streak bonuses on top: +10 TB at your 3rd check-in, +25 TB at your 5th, +50 TB at your 10th.
Priority order — early to late
- Early: Grind TB and buy mines. Skip the upgrade office. Your 5×5 buy radius fills fast.
- Mid: When your local area is saturated, travel to place more mines OR start upgrades.
- Late: Diamond → Gold → Coal → Rock, lowest level first, always.
Keep your mines alive
Mines need activity every 6 months or they stop earning. After 12 months idle, they're deleted. Activity = a check-in, daily activity, or a minigame play.
Sort your Properties by inactivity to catch at-risk mines (flagged at 5 months). Place mines in high-traffic spots so other players' check-ins keep them alive with zero effort from you.
Baseline earnings per LVL 1 mine
Monthly rent for a fresh level-1 mine, unboosted and with the 20× boost running 24/7:
| Mine | Base / month | Boosted / month |
|---|---|---|
| 🪨 Rock | $0.002851 | $0.05702 |
| ⚫ Coal | $0.004147 | $0.08294 |
| 🟡 Gold | $0.00507 | $0.10140 |
| 💎 Diamond | $0.011405 | $0.22810 |
Milestone table (with 24h boost)
Average number of LVL 1 mines to reach each income tier. Actual counts vary with mine-type luck and upgrade levels.
| Goal | Mines needed |
|---|---|
| $10 / month | 142 |
| $1 / day | 432 |
| $50 / month | 710 |
| $100 / month | 1,419 |
| $5 / day | 2,159 |
| $250 / month | 3,546 |
| $10 / day | 4,318 |
| $1,000 / month | 14,185 |
Ready to run the numbers?
Plug your real mine counts and average levels into the live calculator.