You do not need to read this page in one sitting. If you are not yet sure why discs flip, follow the illustrated first move on the rules page, then return for only “The first 60 seconds” and “Four questions before every move.” After three games, add mobility and frontier discs. Once you can finish games comfortably, begin studying endgame parity.
Level 1: the first 60 seconds before you play
- It is an 8×8 board with four center discs, and Black moves first. White starts on d4 and e5; Black starts on e4 and d5. After that, place one new disc on an empty square. Existing discs never move to another square.
- A legal move must flip at least one disc. Along a row, column, or diagonal, the chosen square must bracket opposing discs between your new disc and another disc of your color. The bracketed discs flip immediately.
- Pass when no legal move exists. If no dotted square appears on your turn, you must give the turn to your opponent. You cannot pass while the board offers a legal move.
- The final disc count decides the winner. When neither side can move, count the black and white discs. The higher count wins; empty squares do not score.
Those four facts are enough to begin. Ignore frontier discs and parity in your first game. Do only two things: play on a dotted square, and check all four corners before every move. If the bracket is still unclear, use the illustrated first move. To try immediately, open Play vs AI.
Level 2: stop impulsive moves with four questions
- Can I take a secure corner? A corner has only three neighboring directions and is very difficult to flip once held. If a corner is a legal move, examine it first.
- Does this move use an X-square or C-square beside an empty corner? The diagonal X-square and the edge-adjacent C-squares often give the corner to your opponent while it remains empty.
- Which new legal moves does my opponent receive? Count them, but also inspect their locations. A move that opens several edge or corner choices may be poor even if it flips many discs.
- Is there a quieter legal move? If neither candidate gives away a corner, compare which flips fewer discs, exposes fewer frontier discs, and preserves more choices for your next turn.
Take a secure corner; be patient beside an empty one
A corner is the most stable square on the board. It has only three adjacent directions, so once you occupy it, your opponent can rarely flip it. The nearby squares are dangerous while the corner is empty. The diagonal square is the X-square—b2 beside an empty a1. The edge neighbours are C-squares—a2 and b1 beside a1. Playing there often gives your opponent the corner on the next move. Once the corner is occupied, those same squares become much safer.
Level 3: count legal moves before discs in the midgame
The midgame disc count is deceptive. You may flip a large region and appear comfortably ahead while your opponent has seven dotted legal squares and you have only two. They can choose among safer moves while you may soon be forced into danger. When comparing candidates, count each side’s legal moves after the move, then note whether those moves approach a corner. Being a few discs behind is often acceptable if you keep control of the choices.
More mobility is not automatically better. Six legal moves beside empty corners may be worse than two safe moves. The count tells you who has more freedom; the locations tell you whether that freedom is useful.
Level 4: discs beside empty squares feed your opponent’s next turn
A frontier disc is adjacent to at least one empty square. Because frontier discs sit beside future playing space, they are more likely to become part of an opponent’s bracket. A large midgame flip often creates many frontier discs of your color and gives the opponent more ways to play around the outside. This is a common reason why “flipping more” can leave you with fewer useful moves.
You do not need an exact frontier count on every turn. Compare two candidate moves instead. Which one spreads your color along more empty squares? Which keeps your discs tucked inside and opens fewer legal moves for your opponent? The quieter move is often the one worth calculating first.
Level 5: when few squares remain, count parity by region
Disc count finally becomes important in the endgame, but move order matters just as much. Treat connected empty squares as a region. If both sides can only alternate moves within that region, the player who takes its final square often controls the last major flips. Whether a region contains an odd or even number of empty squares affects who is likely to play there last.
Endgame parity is not a rule that “odd always wins.” Passes, multiple empty regions, and brackets crossing between regions can change the order. Begin simply: when about ten empty squares remain, pause, group connected empties, and estimate how many moves each region contains. During replay, check whether entering one region too early handed its final move to your opponent.
Turn one AI game into deliberate practice
Do not try to solve every problem in one game. Give each game one task: danger squares beside empty corners, mobility, or the frontier discs you create. Add one endgame task when about ten squares remain: divide the empties into connected regions. A precise task gives you evidence to find in the replay.
A first-game checklist
- Before the game: choose the beginner level. Winning is not the task; checking corners and the danger squares beside them before every move is.
- On each turn: take a secure corner if one is legal. Otherwise avoid the X-square and C-squares beside an empty corner, and choose a move that preserves future legal moves.
- In the midgame: pause for three seconds and compare the legal moves after two candidates. Notice which candidate creates more frontier discs of your color.
- With about ten empty squares left: outline the connected regions and predict who will play the last square in each. Check the prediction in replay, whether it was right or wrong.
- After the game: record one exact position, such as “b2 gave away a1” or “after flipping six discs here, I had only one legal move.”
- Use a hint for comparison, not as a replacement for thought. Choose a candidate square first, then see whether the hint lands in the same area. A different answer invites you to compare what each move protects: a corner or the next turn.
- Use undo for small experiments. If a move gives access to a danger square beside an empty corner, undo it, choose a quieter square, and observe the AI’s reply.
- Write one sentence after replay. “I chased flips here and gave away the corner” will help in the next game. “I played badly” will not.
A shared-device game is ideal for talking through moves; pause before taking a corner or passing and count the legal squares together. An online room syncs each accepted move to the opponent, so check once more before placing the disc. Online games have no undo, so do not carry repeated trial moves from practice into a game with a friend.
Frequently asked questions
I have never played Reversi. Is the computer a reasonable opponent?
Yes. Choose a gentler level and focus on understanding brackets, passes, and the final count rather than winning immediately. The AI uses local browser search; its level is not a player rating, and it is not presented as a titled human opponent.
Can I take a move back against the computer or on one shared device?
Yes. AI and shared-device games support undo, hints, and replay so you can test a move again. Once an online room accepts a move, it syncs to the opponent and cannot be undone.
Why does the board sometimes ignore the square I tap?
That square does not bracket opposing discs in any direction, so it is not a legal move. Look for a dotted square. If there are no dots, press Pass instead of tapping unmarked squares.
I stay ahead on discs and still lose the count. What am I missing?
Large midgame flips often remove the legal moves you still need. Before the endgame, count the legal moves available to both sides. If your mobility disappears first, your apparent disc lead can be reversed in the final moves.
What is the difference between an X-square and a C-square?
An X-square is diagonally adjacent to a corner, such as b2 beside an empty a1. C-squares are the two edge neighbours, a2 and b1 in that example. While the corner remains empty, either type can give it away through different lines. After the corner is occupied, the same area is safer.
Should I always try to flip as few discs as possible?
No. Flipping fewer discs is a useful midgame tendency when it reduces frontier discs and preserves mobility, not a universal rule. Flipping more may be correct when it secures a corner, forces a pass, or wins the final disc count. Ask which legal moves the larger flip gives your opponent.
How should I practice endgame parity?
Start with one connected region. When about ten empty squares remain, count the squares in that region and predict who will play the last one, then verify it in replay. Later, add a second region and study how a pass changes the move order.