Play Reversi online: find the line that makes a move legal

Place a disc on a legal empty square, bracket opposing discs and turn them to your side. This eight-by-eight game uses a local computer opponent. The final count matters; a large early capture is not a win.

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.

Saved only in this browser. An unfinished game returns paused.

Start a new board?

This replaces only the saved Reversi game.

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.

Choose a legal empty square

A new board starts with four discs in its centre. A turn adds one disc and must flip at least one opposing disc. You cannot drop a disc into an arbitrary gap or replace an occupied square. A move is legal because of the surrounding position, rather than because a square looks convenient.

Select an available move for your side. The computer responds when it has the turn and a legal option. Its decisions run locally in the browser. This is a single-player game against a computer, not a live matchmaking service or a room connecting two people on separate devices.

Follow a straight line to a friendly disc

Start at the square where you want to place your disc. Look horizontally, vertically and diagonally. A valid capture runs through one or more consecutive opposing discs and finishes at a disc already belonging to you. Those opposing discs flip when you make the move.

An empty square breaks the line. So does reaching your own disc before passing any opposing disc. You cannot jump across a gap or turn a corner halfway through a capture. A single placement can close several valid lines; all the opposing discs on those lines must turn over.

Check a small opening example

Our editorial diagrams label columns A through H and rows 1 through 8 from top to bottom. T marks your side and R the opponent. In the illustrated opening, C4 is a legal move: the new disc brackets the opposing disc at D4 against your existing disc at E4.

D4 is the only disc that flips in this example. Adding the new disc and changing D4 turns a two-to-two position into four discs against one. That count is useful feedback, but it is only a snapshot. It does not establish a winning position or prove that the biggest capture is best.

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········

A flipped disc can change hands again

Most discs are not permanently yours. On a later turn, the opponent can bracket and flip them back. In our worked continuation, an opposing move at C3 legally recaptures D4 along a diagonal. The count then becomes three discs on each side, even though the first capture looked promising.

Before choosing a move, consider the replies it allows. Look for a corner you might be offering, a useful empty square the opponent can reach, or a line you are making easy to capture. The local opponent uses a bounded decision rule; this page does not describe it as unbeatable or strategically perfect.

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········

Understand what a corner protects

A disc in a corner cannot be bracketed by a later move. There is no square beyond the edge to provide the other end of a capturing line. This makes a corner different from an ordinary edge square, although taking one does not automatically decide the result.

Do not assume the whole adjacent edge becomes safe as soon as you own a corner. Check the particular lines. Moves next to an empty corner deserve care because they may give the opponent access to it. Position and available replies matter more than a rule saying every edge move is good.

A forced pass is part of the game

If one side has no legal move, its turn passes to the other side. That opponent may play again if it still has an option. Passing is not a way to avoid an awkward choice: when a legal move exists, that side must play. The game handles the required turn changes.

Play ends when neither side can make a legal move. This can happen with empty squares still on the board. Count the discs actually present: the larger total wins and equal totals produce a draw. Empty squares are not extra discs awarded to the leader.

Practise one decision at a time

Use the guide for a longer worked sequence, or open the focused explanations of forced passes and multi-direction flips. Editorial boards are static demonstrations checked against the rules. They do not read your current position, replay the exact computer opponent or make a move on your behalf.

For your next round, try naming the friendly disc that closes each line before you select a square. Then look at the opponent’s possible reply. You can stop when your break is over; understanding a capture does not require finishing a match, protecting a streak or playing for a fixed amount of time.

Frequently asked questions

What makes a Reversi move legal?

An empty square must bracket at least one opposing disc in a straight line ending at a disc of your side.

Can I flip discs diagonally?

Yes. Captures are checked in all eight straight directions, including both diagonal orientations.

What if I cannot move?

Your turn passes if the opponent can still move. If neither side can move, the game ends.

Does the largest capture win?

No. The winner has the most discs when neither side has a legal move.

Is this online multiplayer?

No. This version uses a local computer opponent and does not provide live matchmaking or a multiplayer room.