This text is the
electronic equivalent of a booklet created and distributed by Emmanuel Lazard
and the French Othello Federation (F.F.O.). This copy is distributed with the
authorization of Emmanuel and the F.F.O. The printed version of this booklet
(with nice round discs) is available from the F.F.O. for 20 French Francs
(shipping included) by check payable to the F.F.O.
FEDERATION FRANCAISE
D'OTHELLO, BP 1383 75626 Paris Cedex 13, (1) 45 35 55 86
(C) Emmanuel Lazard (and the entire F.F.O. team) March 1993
Translated from French into English by Colin Springer with the permission
of the author. This text may not be further distributed without the explicit
agreement of the author.
OTHELLO (r) : THE RULES OF THE GAME
Othello is a strategy game
played by two players: Black and White. It is played on an 8x8 board (usually
Green in colour), called the Othello board. The two players place 64 discs, each
of which is black on one side and white on the other. For convenience, each
player begins with 32 discs but these do not belong to him and if his opponent
runs out of discs, he is obliged to give him some. A disc is black if the black
side is visible and white if the white face is on top.
The Goal
The winner is the player who has more discs of his colour than
his opponent at the end of the game. This will happen when neither of the two
players has a legal move. Generally at this stage all 64 squares are occupied.
Starting Position
At the beginning of the game, two black discs are
placed on e4 and d5 and two white discs on d4 and e5 (see fig. 1).


















































































Figure 1 :
the Initial Position
Black always begins, and the two players subsequently take turns moving.
Making a Move
At his turn, a player must place a disc of his colour on
one of the empty squares of the othello board, adjacent to an opponent's disc.
In addition, by placing his disc, he must flank one or several of his opponent's
discs between the disc played and another disc of his own colour already on the
board. He then flips to his colour all the discs which were flanked. The discs
are neither removed from the Othello board nor moved from one square to another.


















































































Fig. 2 :
Black plays f5 ...


















































































Fig. 3 : and
flips e5 !
Black's first move may be, for example, to f5 (see figure 2). By playing
f5, he flanks the white disc at e5 between the disc played and another black
disc already on the board (here d5) ; he then flips this disc (see figure 3).
Black could also have moved to e6, c4 or d3. However, these four black moves are
perfectly symmetrical ; black needn't spend time thinking about his first move.


















































































Fig. 4 :
White f4, f6 or d6


















































































Fig. 5 : if
white plays d6.
Now it's white's turn to move. He has three possible moves (see figure
4). Each possible move flips at least one opponent's disc. White may play f4, f6
or d6. Note that discs can be flanked in all eight directions. Furthermore, in
each direction several discs may be flanked (see figures 6 and 7). All these
flanked discs must be flipped.


















































































Fig. 6 :
Black plays c6 ...


















































































Fig. 7 :
resulting in this position.
Black has played to c6. He turns the discs at b6 (flanked by the disc at
a6), b5 (flanked by a4), d7 (flanked by e8), c5 and c4 (flanked by c3). Note
that neither d6 nor e6 are flipped due to the empty square at f6.
There is no chain reaction : flipped discs may not be used to flip other
discs on the same move. Thus, in figure 8, black moves to a5 :


















































































Fig. 8 :
Black plays a5


















































































Fig. 9 : c4
remains white.
The discs at b5 and c5 are flipped since they are flanked. At this point,
even though c4 is flanked, it is not flipped (see figure 9). The reason for this
is that it is not flanked between the disc played and another disc.
If, at your turn, you may not make a move to flip at least one opponent's
disc according to these rules, you must pass your turn and it's once again your
opponent's turn to play. But if a move is possible, you must play it.
End of the Game
The game is over when neither of the two players has a
legal move.
Generally, this happens when all 64 squares are occupied. However, it is
possible that some empty squares will remain where neither player may move : for
example, if all the discs are the same colour after a turn, or in a position
such as the one below (see figure 10).


















































































Fig. 10 :
The game is over !
Neither of the two players can play to b1 since no flipped discs are
possible. In this case, we count discs to determine the final score. Empty
squares are given to the winner by convention. In this game, white has 29 discs
and black has 34, with one empty square. Thus black wins 35-29.
NOTATION
The game of Othello takes place on a board with 64
squares. We refer to these squares by a coordinate system : the rows are
numbered from top to bottom by 1 to 8 ; the columns are indicated from left to
right by 'a' to 'h'.
a b c d e f g h
1 a1 b1 c1 . . . . h1 1
2 a2 . . . . . . . 2
3 a3 . . . . . . . 3
4 . . . . . . . . 4
5 . . . . . . . . 5
6 . . . . . . . . 6
7 . . . . . . . . 7
8 a8 . . . . . . h8 8
a b c d e f g h
The square at the top left is referred to as a1, the one immediately to
its right as b1, and so on.
a b c d e f g h
1 . C . . . . C . 1
2 C X . . . . X C 2
3 . . . . . . . . 3
4 . . . . . . . . 4
5 . . . . . . . . 5
6 . . . . . . . . 6
7 C X . . . . X C 7
8 . C . . . . C . 8
a b c d e f g h
Certain types of squares have been given, for reasons of
convenience, a special name. One speaks of the corners (a1, h8, a8, and h8), the
X-squares, which are those squares diagonally adjacent to a corner, and of the
C-squares, which are the other squares adjacent to a corner. The compass
directions are often used to refer to a region of the Othello board. For
example, the squares near the a1 corner make up the "north-west" region while
row 8 is referred to as the "south edge".
It is not necessary, in reading this booklet, to know how to record a
game. However we give the process in case you would like to read a game analysis
or record your own games. A game is recorded in a diagram giving the number and
location of each move.
a b c d e f g h
1 45 32 19 18 31 24 44 43 1
2 46 36 9 11 16 15 42 56 2
3 17 8 3 4 10 22 38 51 3
4 20 13 5 o x 6 23 40 4
5 21 14 7 x o 1 39 41 5
6 34 30 12 2 28 29 53 52 6
7 35 47 33 26 25 37 59 55 7
8 50 49 48 27 54 60 58 57 8
a b c d e f g h
The diagram above represents the game Penloup-Juhem game
from the 1992 World Championships. The first player listed is black, here
Penloup. The '1' on f5 indicates that the first move was played on this square ;
then white responded with d6, followed by c3 d3 c4 ...
INTRODUCTION TO STRATEGY
The rules stipulate that the winner of
an Othello games is the player who has the most discs of his colour at the end
of the game. Newcomers to the game too often have the tendancy to transform this
long-term objective into a short-term tactic : they try to have the most discs
at each stage of the game. To do this, they play at each move the move which
turns the greatest number of discs possible. This is called the maximum disc
strategy. Fortunately for the game's interest, after several games against an
experienced player, one clearly sees that this strategy is not good, as we will
try to demonstrate with an example.
MAXIMUM DISC STRATEGY
In diagram 1, black has only one disc with
only four moves to go. Surely white has a certain win ?


















































































Diagram 1.
Black to play
Black may play a1 or h8, and in this manner, he may play all the
remaining moves (since white must pass after each move), for a final score of
40-24 for black ! It's therefore clear that having lots of discs, even very
close to the end of the game, does not absolutely guarantee an ultimate victory.
In the example of diagram 1, white indeed has many discs, but they are
vulnerable : they can be flipped back by the opponent. What's important is
therefore not to have many discs but rather to have many discs which can not be
flipped back by the opponent, no matter what happens for the rest of the game.
Such discs are called "stable discs". Of course, it's often very difficult to
acquire stable discs before the last few moves of the game ; but first let's see
some examples of stable discs.
STABLE DISCS -- POSITIONAL STRATEGY
It is impossible to flip a disc
placed in a corner since it can never be flanked between two opponent's discs. A
disc played in a corner is therefore the most simple example of a stable disc.
In addition, once a corner is occupied by a disc, adjancent discs of the same
colour often also become stable discs.


















































































Diagram 2 :
Stable discs
In the example of diagram 2, the 26 black discs are stable, independent
of the colour of the other discs on the board, and black is assured to keep at
least 26 discs at the end of the game.


















































































Diagram 3 :
Black to play
In diagram 3, black may play to h8, creating 23 stable discs (the g and h
columns, rows 7 and 8, and the disc f6) (see diagram 4).


















































































Diagram 4 :
After a black move to H8
Black is now in a very good position to win this game. Indeed, he already
has 23 stable discs ; if he can hold just 10 more discs at the end of the game
he will be assured at least 33 discs, and victory. In Othello, discs played in
the corners are therefore extremely important : they permit subsequent edge
moves which lead to even more stable discs. However, this rule has exceptions
(as we shall see later), but remember never to give a corner to your opponent
without compensation (unless of course you have no better moves...). The
simplest way to avoid giving up a corner is to avoid playing to the squares
adjacent to a corner, that is to the weaker X and C squares (see diagram on page
2). You may only move to a square which is adjacent to an opponent's disc (which
you will flip) ; thus your opponent will not be able to take a corner unless at
least one of the three adjacent squares are occupied. In diagram 5, black has
unwisely played to the X-square b7, believing that white cannot take the corner
a8 since there is no white disc along the diagonal. However, white may play d8
(see diagram 6), which flips (among others) d5 and allows him to take the corner
a8 on his next move, black having no method to flip back the disc on d5.


















































































Diagram 5 :
White to play
Indeed, the isolated disc on b1 will permit white to take the a1 corner :
white plays c1, threatening to play a1 on the next move. To prevent this, black
has only one possibility : he must flip back the disc by playing d1. However,
thanks to the disc at e1, white may still play a1. Black has made a terrible
error by playing the C-square b1. To be more precise, the danger of playing a
C-square is greatest when it is an isolated C-square, that is to say not
connected to other discs along the edge. Thus in diagram 3, black has played
several C-squares but he risks nothing since black discs occupy the entire edge.


















































































Diagram 6 :
After a white move to D8
WEDGES
We have already seen that the corners are very important.
This immediately translates into a method by which edges must be played.
Consider for example the south edge in diagram 7. If black plays c8, he can take
the corner a8 no matter what white does. The reason is that the disc at c8
cannot be flipped back, since it is flanked by two white discs. One says that
the black disk is wedged. What about the east edge? If black plays h6, he cannot
wedge because white takes back with h5 (and similarly, if black plays h5, white
will respond h6). Now consider the north edge. If black plays c1, white may take
back with d1 to avoid losing the a1 corner. However black may now wedge with e1,
winning despite everything the corner on his next move.
It seems clear therefore that whenever there are an odd number of empty
squares between two discs of the same colour (here white), the other player may
get a wedge (as in the south and north edges), while when there are an even
number of empty squares, the wedge may be avoided (as in the east edge).


















































































Diagram 7 :
Black to play
From the principal that one should avoid playing C and X-squares, many
beginning players deduce an incorrect strategy which consists of assigning to
each square a fixed value in advance which does not take into consideration the
position on the board. In this method, corners are the best squares, followed by
edge squares other than C-squares, the central squares are given a neutral
value, while the C-squares and especially X-squares are considered to be bad. At
each move, they play to the square with the greatest value (assuming it is a
legal move of course).
Unfortunately, this strategy is badly flawed for reasons which will soon
become apparent.
MOBILITY
We have already said that to avoid giving up corners to
your opponent, you should avoid playing to squares adjacent to a corner. There
is however one case where you may be obliged to do this : if it is your only
legal move. Consider the position in diagram 8.


















































































Diagram 8 :
Black to play
White has very few possible moves. If black plays to e8, there will be
only two remaining moves for white, b2 and g2 (see diagram 9).


















































































Diagram 9 :
After black's move to E8
Now, according to the rules of the game, white is forced to play one of
these teo moves. If he plays b2, black may take the a1 corner and if white plays
g2, black may take the h1 corner. Furthermore, because of the six black discs on
the north edge, as soon as black takes one of the corners a1 or h1, he will be
able to take the other on his next move.
At this stage we can begin to develop a good strategy for playing
Othello. Your opponent will not play to a C-square or an X-square if he may play
elsewhere. Your objective is therefore to force him to play there. To this end,
you must reduce his different move choices to the point where he only has poor
moves remaining, as is the case for white in diagram 8. Now he will be obliged
to play one of these (bad) moves and you will be well on your way to a final
victory.
Diagram 10 gives another example.


















































































Diagram 10 :
Black to play
If black plays to g6, there is only one legal move for white : b2. Of
course, as black has no disc on the b2-e5 diagonal, he cannot immediately take
the a1 corner, but he will have no trouble in recovering this diagonal, for
example with e1 which flips c3 (see diagram 11).


















































































Diagram 11 :
after G6-B2-E1
In diagrams 8 and 10, black has very good mobility as he has the choice
between numerous (good) moves, while white has few options and all these moves
are mediocre : he has very bad mobility.
As a general rule, your objective is to limit the number of liberities
(that is, the number of moves) available to your opponent, while at the same
time increasing yours. This is what we call the mobility strategy. When this
objective is attained, one is said to have control of the game. However, don't
forget that you must force your opponent to make a bad move : it's not enough if
he has even one non-disasterous choice at each move ; he must have no good moves
at all.
FRONTIERS
Each move is played to an empty square adjacent to an
opponent's disc. This is the principal which will guide us in the choice of a
good move.
At each move you must flip at least one of your opponent's discs. It is
therefore clear that the more opponent's discs there are neighbouring empty
squares, the more possible moves you will have, and hence the better your
mobility will be. Conversely, if very few of your discs are adjacent to an empty
square, your opponent will have very few possible moves. A disc adjacent to an
empty square is called a frontier disc ; the others are called internal discs.
The set of frontier discs is called the frontier. From what we just said, it
seems natural to try and minimize your number of frontier discs.
In diagrams 12, 13 and 14, we show three positions which appear similar.
What can we say about a black move to a6 in each of these three positions?


















































































Diagram 12 :
Should black play A6 ?
In diagram 12, a move to a6 seems disasterous : after white responds with
g1, blck will be forced to give up a corner to white (since his only remaining
legal moves are b1, g2 and h2). Playing a6 is very poor since it flips a large
number of frontier discs (those on row 6) and establishes on this row a large
black frontier adjacent to which black may no longer play.


















































































Diagram 13 :
Should black play A6 ?
Playing a6 in diagram 13 is much more reasonable since, among the flipped
discs, only b6 and c6 are frontier discs. However, this move still deprives
black of access to some squares which may become important later on, for example
a7. Perhaps it would be better to play e7 which flips fewer frontier discs.


















































































Diagram 14 :
Should black play A6 ?
By contrast, the best move in diagram 14 is a6. If white responds with b2
or g2, black can immediately take a corner, and if he responds with g1 (the only
other legal move), black may respond with a7 and white is now forced to give up
a corner to blck (he can only play b2 or b7). In this diagram, the move to a6 is
called a perfectly quiet move, since it flips no frontier discs (after playing
a6, b5 is no longer a frontier disc). Now we can see the limits of an evaluation
of moves based simply on a positional strategy : what's important isn't just
where you play but especially what discs which you flip. We can now better
understand the weakness of white in diagram 8. All the frontier being white and
black having many moves at his disposal (7 moves in addition to those to an
X-square or C-square). He has a perfectly quiet move to e8 which adds no discs
to his frontier. White now sees the consequences of his enormous frontier : he
is obliged to play b2 or g2. Similarly, in diagram 10, a large part of the
frontier is white (largely because of the white wall on the east), and by
playing g6 black offers no new moves to white.
One of the methods of reducing your opponent's mobility (and especially
of not reducing yours by much) will be to avoid flipping too many frontier
discs. It's better to have internal discs (that is, discs which are not adjacent
to an empty square) than frontier discs. This is what we call the strategy of
control of the center. Of course, it is not an accident that all the black discs
in diagram 8 are internal discs.
TEMPO, WAITING MOVES
Consider diagram 15. The frontier to the north
is equally divided between the two players.


















































































Diagram 15 :
Black to play
It's black to play. He may consider a move to the north (e2, d2, or c2
are reasonable), but of course he would prefer white to play first into this
region and lengthen his frontier. This is one of the paradoxical characteristics
of Othello : it is often unfavourable to have to move since you flip discs of
your opponent and risk giving a number of new moves to your opponent. Now, if
black doesn't want to play to the north, the only remaining option is to play to
the south. He has the choice between two reasonable moves there: c8 and d7. What
will happen if black plays c8? White, who doesn't want to play to the north
either, will respond with d7 (diagram 16), and black must open the game to the
north first. By contrast, if black plays d7, the only plausible move to the
south for white is c8 to which black may easily respond b8 (see diagram 17). We
say that black has gained a tempo in the southern region. Now it is white who
must initiate play to the north.


















































































Diagram 16 :
Black to play




















