OthelloGame.app

Othello Strategy: How to Actually Win

The 5 ideas that matter most

  • Corners (a1, h1, a8, h8) can never be flipped. Take them; don’t give them away.
  • Avoid X-squares (b2, g2, b7, g7) and, to a lesser degree, C-squares while the next corner is empty.
  • Mobility beats disc count: in the opening and midgame, limit your opponent’s legal moves rather than grabbing discs.
  • Play quiet moves that flip interior discs and create little frontier.
  • In the endgame, aim for parity (the last move in each region), then count exactly.

Most beginners play Othello the obvious way: flip as many discs as possible every turn. It feels like winning, and it is the main reason they lose. Good Othello strategy is about which discs you own and how many moves each side has left, not how many discs are on the board now. These nine ideas, roughly in the order strong players learn them, are what separates a casual player from one who can beat the computer.

Practise each idea in a game against the computer.

1. Corners are permanent

A disc on a1, h1, a8 or h8 can never be flipped, because no line can pass through a corner. Corners also make the discs next to them along the edges stable. Taking a corner is often decisive; giving one away is the most common way to lose.

2. Stay off the X-squares

The squares diagonally next to each corner (b2, g2, b7, g7) are called X-squares. Playing there while the corner is empty usually lets your opponent take the corner along the diagonal. The edge squares next to corners (C-squares) are risky for the same reason, though less so.

a 1 b 2 c 3 d 4 e 5 f 6 g 7 h 8 C C C X X C C X X C C C
Green: corners. Red X: X-squares, the most dangerous squares while the corner is empty. Amber C: C-squares, risky next to an empty corner.

The rule of thumb

Once a corner is taken, its X- and C-squares stop being dangerous. They can even become good squares for the player who owns the corner. The computer opponent on this site uses exactly this rule in its evaluation.

3. Mobility beats material

Mobility is the number of legal moves you have. The player with more options can wait for good moves, while the player with few options is forced into bad ones, such as X-squares. In the opening and midgame, aim for moves that reduce your opponent’s choices and keep yours open. That is why strong players often have fewer discs for most of the game.

4. Play quiet moves

A quiet move flips few discs, ideally ones in the interior that are already surrounded, and doesn’t create new frontier. Frontier discs are discs next to empty squares; every frontier disc you own gives your opponent somewhere to move. Moves that flip a long wall of discs toward the edge of the cluster tend to be loud: they create frontier and hand your opponent options.

5. Fewer discs early (evaporation)

Keeping a small number of discs in the opening is sometimes called evaporation. Few discs means few frontier discs and few targets for your opponent to flip, which usually means few moves for them. Don’t overdo it: being wiped out still loses. But “fewer, better-placed discs” beats “more discs” almost every time before the endgame.

6. Edges: careful, not greedy

Edge squares look safe, but an edge disc can be flipped along the edge and can give your opponent an entry to a corner. Take an edge when it gains you mobility or stable discs, not just because it is available. Watch for wedges: an empty square between two of your opponent’s edge discs that you can play into.

7. Openings worth knowing

Black’s four first moves are symmetric, so the opening really starts with White’s reply. After f5, White has three choices:

a 1 b 2 c 3 d 4 e 5 f 6 g 7 h 8
Perpendicular opening (f5 d6): the most common and a solid choice.
a 1 b 2 c 3 d 4 e 5 f 6 g 7 h 8
Diagonal opening (f5 f6): also sound, with different structures.
a 1 b 2 c 3 d 4 e 5 f 6 g 7 h 8
Parallel opening (f5 f4): generally considered the weakest reply for White.

One of the best-known lines is the Tiger: f5 d6 c3 d3 c4. You don’t need to memorise openings to beat the levels on this site, but knowing a few lines keeps you out of early trouble.

a 1 b 2 c 3 d 4 e 5 f 6 g 7 h 8
The Tiger after f5 d6 c3 d3 c4. Dots show White’s options.

Try it

Start a game as Black on Club level and play f5. If the computer replies d6, play c3 and see whether it walks into the Tiger. Then use Review game to see where the game turned.

8. Parity in the endgame

Near the end, the board breaks into separate empty regions. Parity means getting the last move in each region. As a rule of thumb, try to leave an even number of empty squares in regions your opponent can play in, so that you reply last. Getting the very last move of the game usually gains discs, because nothing can flip back afterwards.

9. Count in the endgame

With about 12 to 15 empty squares left, stop thinking in principles and start counting discs. Small differences matter now, so many strong players switch to working out exact sequences. The Strong and Master levels here do the same: they solve the last 14 and 16 squares perfectly.

How to practise

  1. Play Casual until you win most games by keeping corners.
  2. Move up to Club and focus on mobility: before each move, count how many replies it leaves the computer.
  3. After every game, open Review game. Read your top three mistakes and replay the better move.
  4. On Strong and Master, use Undo to try alternatives at the move where the advantage graph drops.

Strategy questions

What is the best first move in Othello?

All four of Black’s first moves (d3, c4, f5, e6) are identical by symmetry, so none is better. The real choices start with White’s reply: perpendicular (f5 d6) and diagonal (f5 f6) are both sound; parallel (f5 f4) is generally considered weaker.

Is it good to flip as many discs as possible?

Usually not before the endgame. Having many discs early tends to give your opponent more moves and you fewer. Strong players often have fewer discs in the midgame and win at the end.

Why are corners so important in Othello?

A disc in a corner can never be flipped, because no line can pass through it. Corners also anchor stable discs along the two edges next to them.

How do I beat the Master level?

Avoid giving up corners, keep your moves quiet so the computer runs out of good options, and get into the endgame with the move advantage. From 16 empty squares Master plays perfectly, so you have to win the position before then.

New to the game? Start with the rules of Othello.

Practise against the computer →