A Reversi guide for explaining your next move

This guide follows a practical sequence: prove a capture, check a reply and work out whose turn comes next. Its sample positions have legal move histories. They are editorial demonstrations, not advice computed from your current board or a replay of the local computer opponent.

You 2 · Computer 2

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A + marks a legal move. Use the arrow keys, Home and End to move through the board; Enter or Space places a disc. Escape pauses. Y is your side and C is the computer. Larger squares let you scroll just the board.

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How to play

  1. Place a disc on an empty square that brackets at least one opposing disc between the new disc and one of your existing discs, in a straight line with no gaps.
  2. Flip every captured line from that placement, horizontally, vertically or diagonally. A flipped disc does not start another chain.
  3. A side with no legal move passes automatically. The game ends when neither side can move, even if empty squares remain. The higher disc count wins.

The computer favours available corners, then immediate flips. It does not search every continuation or claim perfect play.

Pause and save

Pause hides the board. Resume does not play a move. Leaving or switching tabs pauses the game. New game asks for confirmation and only replaces the Reversi save. Saves do not sync across devices.

Use coordinates without relying on disc colours

The diagrams label columns A through H from left to right. Row 1 is at the top and row 8 at the bottom. T identifies your side, R the opponent, and a dot an empty square. These labels belong to the explanatory boards; they are not extra buttons or a new mode in the game.

Before considering a square, identify the side to move. A location can be legal for one side and unavailable to the other. Then find the friendly disc that would close its capture. A coordinate without a position and a turn is not enough information to recommend a move.

Start with the C4 opening capture

Our starting position has T discs at E4 and D5, with R at D4 and E5. T can choose D3, C4, F5 or E6. Playing C4 creates a horizontal line through the opposing disc at D4 to the friendly disc at E4. There is no empty square interrupting that line.

The move adds a T disc at C4 and turns D4 into T. Two discs on each side become four T against one R. Check the addition and the flip separately: one disc is new, while the other was already present. A capture changes ownership; it does not place a second new disc on the board.

Opening: C4 brackets D4. T: your side; R: opponent. Equivalent table follows.
Original static illustration with an equivalent table. Not a capture of your game or a replay of the computer opponent.
Opening: C4 brackets D4. T: your side. R: opponent. Dot: empty. Plus: proposed placement, still empty. Static editorial example, not your live board.
RowABCDEFGH
1········
2········
3········
4··+RT···
5···TR···
6········
7········
8········

See why the C3 reply is legal

R now has the turn. In our chosen continuation, C3 brackets D4 on the diagonal ending at E5, which still belongs to R. D4 changes sides again. This does not undo the earlier move: C4 remains occupied by T, and the new opposing disc is placed at C3.

The resulting count is three T and three R. That short sequence distinguishes temporary ownership from permanent protection. Flipping D4 did not reserve it for the rest of the match. The example follows two legal decisions to explain the rule; it does not claim that the game’s computer always replies at C3.

A legal reply at C3. T: your side; R: opponent. Equivalent table follows.
Original static illustration with an equivalent table. Not a capture of your game or a replay of the computer opponent.
A legal reply at C3. T: your side. R: opponent. Dot: empty. Plus: proposed placement, still empty. Static editorial example, not your live board.
RowABCDEFGH
1········
2········
3··+·····
4··TTT···
5···TR···
6········
7········
8········

Look along eight separate rays

From the proposed placement, look up, down, left, right and along the four diagonals. Each ray needs consecutive opposing discs followed by a friendly closing disc. Check the directions separately, even when one valid line has already established that you are allowed to play on the square.

Newly flipped discs do not trigger a second wave of captures from their own positions. The relevant lines start at the disc placed on this turn. If a shape seems to capture by following a path with a bend, return to the starting square. A bend is not a straight capturing line.

Work through a move with multiple flips

In our multi-direction position, T can play F3. Looking left captures E3 and D3. Looking diagonally down-left also captures E4. Three opposing discs therefore turn over from one placement. After that move, the board contains eleven T and two R discs, with fifty-one empty squares.

The new disc counts once even though it helps close two lines. Every bracketed line must be resolved; you cannot leave E4 unchanged because you preferred the horizontal capture. This position follows eight legal placements from the starting board. It is an example of the rules, not a screenshot of your current round.

F3 flips two different lines. T: your side; R: opponent. Equivalent table follows.
Original static illustration with an equivalent table. Not a capture of your game or a replay of the computer opponent.
F3 flips two different lines. T: your side. R: opponent. Dot: empty. Plus: proposed placement, still empty. Static editorial example, not your live board.
RowABCDEFGH
1···T····
2·T·T····
3··TRR+··
4···TR···
5···TTR··
6······R·
7········
8········

Separate a protected corner from a winning position

Another checked position offers T a move at H8. Along the diagonal, that placement flips G7, F6, E5, D4 and C3. The resulting count is twenty-three T against eighteen R, with twenty-three empty squares. H8 is a corner, so a later placement cannot get beyond it to bracket that disc.

This explains a corner’s special value, but does not prove that the move is best in every similar-looking position. The example demonstrates legality, rather than an exhaustive search of future play. There are still empty squares and possible replies. A useful protected disc is not the same thing as a guaranteed match result.

A legal corner move at H8. T: your side; R: opponent. Equivalent table follows.
Original static illustration with an equivalent table. Not a capture of your game or a replay of the computer opponent.
A legal corner move at H8. T: your side. R: opponent. Dot: empty. Plus: proposed placement, still empty. Static editorial example, not your live board.
RowABCDEFGH
1RTTT·T··
2·TTTTT··
3RTRRRRRR
4TT·RRTRR
5··TTRRTR
6·R·T·RRR
7··R···RR
8···R···+

Do not treat an edge as one long corner

An ordinary edge disc can still have squares on both sides along its row or column. It does not automatically inherit a corner’s protection. Before calling an edge disc safe, inspect the particular lines through it and consider whether an opposing placement could bracket it later.

Squares next to an empty corner deserve attention because a move there can open access for the other side. A large immediate capture may create that opportunity. A smaller capture may leave different replies. These are questions to ask of a position, rather than a rule saying that every edge square is good or every nearby square is always bad.

Distinguish a forced pass from the end

Our pass example contains twenty-two T discs, forty R discs and two empty squares. T has no legal move. R still has two: A8 and H8. The correct turn transition is therefore a pass by T followed by play for R, rather than ending the match just because T is blocked.

This separates three facts: disc counts, empty squares and legal moves for each side. None replaces the other two. The local game resolves forced passes. A side that still has a valid capture cannot choose to pass to avoid an uncomfortable move. The example’s two-side history is not a promise of a multiplayer option.

T must pass; R can still play. T: your side; R: opponent. Equivalent table follows.
Original static illustration with an equivalent table. Not a capture of your game or a replay of the computer opponent.
T must pass; R can still play. T: your side. R: opponent. Dot: empty. Plus: proposed placement, still empty. Static editorial example, not your live board.
RowABCDEFGH
1RRRRRRRR
2RRRTTRRR
3RRRRTRRR
4RRRRRTRR
5RRRTTRTR
6RTTTRTRR
7RTTTTTTT
8·TTTRRT·

Count an ending with one empty square

The illustrated early ending has fifteen T discs, forty-eight R discs and one empty square. Neither side can make a legal placement on that last square. Play ends with sixty-three discs present. R wins this position by the larger count, even though the board is not completely occupied.

Do not paint the remaining square a colour to round out the result. Nor should a player count squares they hoped to occupy. Only actual discs belong in the final total. To distinguish this position from a single forced pass, check both sides’ legal-move lists: both must be empty for the game to finish.

An ending with one empty square. T: your side; R: opponent. Equivalent table follows.
Original static illustration with an equivalent table. Not a capture of your game or a replay of the computer opponent.
An ending with one empty square. T: your side. R: opponent. Dot: empty. Plus: proposed placement, still empty. Static editorial example, not your live board.
RowABCDEFGH
1TRRRRRRR
2TRRTRTRR
3TRTRTRRR
4TRRTRRTR
5TRTRRRTR
6TRRRRRRR
7TRRRRRRR
8·RRRRRRR

Check when an equal count really is a draw

Our draw example ends with thirty-two discs on each side and no empty squares. Neither side can play. Equal counts in an open round would not establish a draw: the ending condition must be satisfied first. A tied final result is complete; it does not require adding a sudden-death move or another board.

When reviewing your own round, use the count at the actual finish and identify what supports it. A board can look visually balanced while its totals differ. In these diagrams, you can count the printed symbols and compare them with the stated totals. That simple check is safer than estimating how much space each colour appears to fill.

A draw with 32 discs each. T: your side; R: opponent. Equivalent table follows.
Original static illustration with an equivalent table. Not a capture of your game or a replay of the computer opponent.
A draw with 32 discs each. T: your side. R: opponent. Dot: empty. Plus: proposed placement, still empty. Static editorial example, not your live board.
RowABCDEFGH
1TTTTTTTT
2RTRRRTTT
3RRTRTTTT
4RRRTRRTT
5RRRRTRRT
6RRRRRTTR
7RRRRTRTT
8RRRTTTTT

Compare two choices without mixing their outcomes

Begin with the current side’s legal squares and exclude the rest. Pick two candidates and explain at least one closing line for each. Work through their resulting boards separately. Do not combine the discs flipped by one possible move with the discs that would change under the alternative.

For each result, look for available corners and opposing replies. Count captures, but make that number one part of the comparison. This routine does not guarantee an optimal move or replace a solver. Its purpose is to make your assumptions explicit, especially when you may have overlooked an empty square in an imagined capturing line.

Diagnose mistakes before memorising an opening

When a square will not accept a disc, look for a specific reason. It may be occupied, lack a run of opposing discs, contain a gap in the proposed line or have no friendly closing disc. For a diagonal, follow both row and column together so that the line does not quietly drift to a neighbouring square.

If the count surprises you, separate the newly placed disc from the discs that flipped, then check every direction. If the opponent plays again, ask whether a forced pass explains the turn change. Understanding one such mistake is more useful than copying a long sequence without knowing why its moves were legal.

Turn an example into a small practice question

You can practise just the first placement and its reply, then stop. Alternatively, choose the focused page on corners or forced passes and take one question into your next round. You do not need to reproduce the full game that led to a sample position or commit to a fixed length of break.

The explanations and boards here are original. General capture, pass and ending rules were cross-checked against the World Othello Federation’s rules reference; the local interface and computer opponent belong to Break Club. This is not a claim of affiliation, tournament certification, health benefits or improved work performance from playing.

Sources and context

Frequently asked questions

What do T and R mean in these examples?

T identifies your side and R the opponent. Columns run A–H left to right; rows run 1–8 from the top. These are editorial labels.

Can a flipped disc turn back later?

Yes, if a later opposing placement brackets it legally. A disc in a corner cannot be bracketed.

Can I choose which lines to flip?

No. A move flips all opposing discs bracketed along its valid straight lines.

Does this guide predict the computer’s next move?

No. It demonstrates legal positions and sequences, rather than analysing your live board or replaying the computer opponent.

Must all 64 squares be occupied?

No. The game ends when neither side can move, including positions with empty squares.