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


















































































Diagram 17 :
After D7-C8-B8
One quick definition of a gain of tempo would be to say that it
corresponds to playing one more move than your opponent in a given region of the
Othello board (often an edge) and to thus force your opponent to initiate play
elsewhere (hence lengthening his frontier).
Diagram 18 gives another example of a gain of tempo along an edge. In
order to avoid opening the game up to the north, black would like to gain a
tempo on the south edge. How can this be done? How should he choose between c8
and f8? One could perhaps believe that these two moves are equivalent with the
two sequences c8-f8-g8 (see diagram 19) and f8-c8-b8 (see diagram 20).


















































































Diagram 18 :
Black to play

















































































Diagram 19 : After C8-F8-G8


















































































Diagram 20 :
After F8-C8-B8
In both cases, black gains the tempo he desired and forces white to be
the first to open up the north. However, if we look more closely at the white
responses, we see that if black plays c8, white has a better move than f8 : he
plays g8 ! (see diagram 21).


















































































Diagram 21 :
After C8-G8
Now black has no more good moves to the south (if black plays f8, white
takes back the edge with b8) and must play to the north : he hasn't gained the
tempo he wanted. In the position of diagram 18, black must therefore play f8 to
gain a tempo. Of course, a gain of several tempi is possible. Needless to say in
this case your opponent is in even worse shape since then he'll be obliged to
play several moves before you are forced to increase your frontier.
Diagram 22 gives an example of this. If black plays a7 (see diagram 23),
white has a horrible position.
Indeed, white has four reasonable moves : g6, f2, e2 and d2, but he will
not be able to play all four. More precisely, he will only be able to play one
amongst d2, e2 and f2 since they turn the same black disc ; he therefore has, in
fact, only two moves. On the other hand, black can gain two tempi on the east
edge : he can play a3 followed by a2 ! Diagram 24 gives the position after
e2-a3-g6-a2, for example.


















































































Diagram 22 :
Black to play


















































































Diagram 23 :
After A7


















































































Diagram 24 :
After A7-E2-A3-G6-A2
White is now forced to give up the a8 corner to black. Thanks to his gain
of three tempi on the west edge, black has forced white to completely absorb his
frontier. Unfortunately, a gain of tempo along the edges often translates into a
positional weakness : the player who attempts to gain tempi at all costs will
often find himself with particularly dangerous edge configurations (see the
chapters on wedges and unbalanced edges). Furthermore, discs on the edges are
going to have an influence on future flippings : the player will often be
obliged to flip discs in several directions for each move. Thus, in diagram 25,
black has tried to gain tempi by playing on the south and north edges but now
that he must play to the west, he is obliged to flip discs in several directions
and therefore he is going to end up with more black frontier discs than he would
like.


















































































Diagram 25 :
black to play
CREEPING ALONG EDGES
This discussion leads us to speak of a strategy
of play which pushes the principle of tempo-gaining to the extreme. It's
referred to as creeping along edges. One of the two players decides to give up
control of the center and play frequently moves to the edges. The result is
often similar to the position in diagram 26.


















































































Diagram 26 :
Black to play
The creeping player takes posession of one, or more often of two edges
(adjacent) and leaves the center, and the frontier, to his opponent.


















































































Diagram 27 :
After H7-C7-C8
If the creeping succeeds, your opponent finds himself short of moves
since he cannot flip your discs off the edge of the board. Thus, in diagram 26,
black can play h7. White then has only one reasonable move, c7 and black
responds c8. White is now forced to give a corner to black by playing g7 (see
diagram 27).
The danger of creeping can be equally devastating. If your opponent
succeeds in holding on without being completely run out of liberties, you may
find yourself handicapped by edges which will give your future moves a strong
negative influence. Thus, in diagram 28, black has probably failed in his
creeping attempt.


















































































Diagram 28 :
black to play
It's his turn to play and he must open up the white frontier. By flipping
in several directions he will offer new options to white, who is nowhere near to
being forced to give up a corner to black.
One could sum up creeping along edges as being a short-term strategy
(your opponent must quickly find himself short of moves) with detrimental
long-term strategic problems (unbalanced edges, weak edges, influence...). Thus
a successful creeping is often a guaranteed win while a failed edge- creeping
attempt is ofen impossible to recover from.
PARITY
This extremely important notion is an ideal completion to our
discussion of mobility. If neither player passes his turn during the game, there
will be an even number of empty squares whenever black moves, and an odd number
of empty squares whenever white moves. From this we could conclude that white
will play the final move of the game and may possess a slight advantage, since
the disc which he places and those which he flips are clearly stable. In diagram
29, black must play g8 (the only possible move), white takes h8 and wins. But if
it were white to move, he would play his disc in one of the two squares g8 or
h8, black would play to the other square and win !


















































































Diagram 29 :
black to play


















































































Diagram 30 :
black to play
This advantage can become even more important if white plays the last
move in several even regions (regions with an even number of empty squares).
Consider diagram 30 : there are four regions of two squares each. Black must
play first into each one of these, and white may respond by playing to the same
region. The game could continue for example with the moves
g2-h1-g7-h8-b7-a8-b1-a1, where white wins 24-40.
Parity gives an intrinsic advantage to white. However, black has a method
to turn it to his advantage : if one of the players passes his turn, parity
reverses ; but if there is a second pass, the situation returns to its initial
state. Black therefore would like to force an odd number of passes in the game.
One effective method for black to gain parity is to force white to create
an odd region into which he cannot play. In the situation of diagram 31, white
cannot play to the singleton region g8. Black should not play there either!
Besides g8, there are an odd number of squares into which black may move. He
must play in such a fashion that after each move, there are only even regions
(excepting of course g8), that is, here, play g2.


















































































Diagram 31 :
black to play
White is then obliged to play first into each of the two even regions on
the north-west and north-each. Parity ends with g2-h1-g1-a1-a2, white passes,
and black finishes with the devastating move g8, winning 37-27.
And if black had begun with g8 ? White would have responded g1 (leaving
two even regions), and would have won 26-38 after the sequence g2-h1-a2-a1 !
UNBALANCED EDGES
We are now going to examine a very frequent case of
wedging. This example is equally important since as we shall see it isn't always
a bad idea to play to an X-square. Consider diagram 32.


















































































Diagram 32 :
black to move
The game is now nearly complete, but neither of the two players has
succeeded in gaining a clear win, and black must now play. Whatever he does, he
must give up a corner to white. Look closely at what's happening on the east
edge. The structure of 5 white discs on the h column is called an unbalanced
edge. It's a weakness since it often permits your opponent to sacrifice the
corner. Let's look at the details with an example. If black plays to the
X-square g2, white could respond by taking the corner, h1 ; but then black can
wedge in with h2 (see diagram 33). The h1 corner allows white to stabilize the
north edge : he has 7 stable discs. However, black's wedge at h2 allows him to
play h8 (a corner !) on his next move then a8 (another corner !). He has amassed
14 stable discs, with most likely the western edge to come ; furthermore, he
still has a move to g7 : the exchange of corners is very favourable to black.
The unbalanced edge of white on the east edge makes a black move of g2 very
favourable indeed in diagram 32.


















































































Diagram 33 :
After G2-H1-H2
In fact, in practise the situation is a bit more complicated : white is
not forced to take the corner. This move leads to a possible exchange of
corners. Each player must determine if this exchange is favourable to them or
not : everything will depend on the other edges and the number of stable discs
which each player stands to gain. However, in general, this move allows one of
the players to gain a tempo by playing to the appropriate X-square.
One should not believe that this sacrifice works every time. Without
entering into details, here are three examples of sacrifices which do not work.


















































































Diagram 34 :
black to play
In diagram 34, white has two unbalanced edges : to the north and to the
west. However, neither of these two is attackable. If black plays b2, white
plays b1 (without flipping b2), then plays a1 on his next move, without giving
black the chance to wedge. If black plays b7, white plays a8 and black cannot
wedge in at a7 ; white will play there himself on the next move.
The position in diagram 35 is a bit more subtle : what will happen if
black attacks the white west edge by playing b7 ? White will respond then with
a7 (!), controling the f3-b7 diagonal, so black cannot take the a8 corner and
white can play there next move thanks to his wedge at d8. Here again, black has
failed at his attempted wedge.


















































































Diagram 35 :
black to play
The situation above is referred to as a swindle. This term is easily
understood : the usual sequence of moves on the west edge doesn't work due to
white's control of the diagonal. There are other examples of swindles and you
must always be very careful to check if your opponent can play an unforseen
sequence of moves which will ruin your corner sacrifice.
STONER TRAPS
We just saw that attacking an unbalanced edge does
not force the exchange of corners. Indeed, the attacked player can decide
whether to take the corner or not. We will now see a more forcing edge trap
which leads to a guaranteed corner. As with the unbalanced edge attack, the
Stoner trap provokes a corner exchange but this time, if the trap is well
executed, the defender has no means to prevent it.
The Stoner trap proceeds in two stages : the attacker first gains control
of a diagonal by playing to an X-square, then he attacks the opponent's weak
edge (an edge including a C-square) while threatening to take the corner. The
opponent cannot respond by taking back the edge since in this case he would flip
back the X-square played the previous move. Diagram 36 gives an example.


















































































Diagram 36 :
White to play
Here, black has a weak edge configuration on the south. White plays b7
and takes control of the e4-b7 diagonal (see diagram 37). Black can't
immediately take the a8 corner, and he will probably try to retake the diagonal
to gain access to this corner, for example by playing f3. But now, white plays
his attacking move d8 (see diagram 38). Black cannot prevent white from having
the h8 corner and at least six stable discs on the south edge.


















































































Diagram 37 :
After B7
If black responds with b8, he flips the b7 disc, thus giving up the a8
and subsequently h8 corners to white. If black takes the a8 corner, white can
directly take the h8 corner or, better yet, wedge in with b8, keeping access to
h8. Furthermore, even if black plays neither a8 nor b8, white always has access
to h8 (this being the difference between an unbalanced edge attack).


















































































Diagram 38 :
After B7-F3-D8
As in the case of unbalanced edges, the trap isn't always possible and
it's necessary to be careful in checking that the sequence of moves is correct.
Here is an example, in diagram 39, of a Stoner trap which doesn't work.
If white wants to play a Stoner trap by playing b7, black responds c3 and
white can no longer play c8 before black takes the a8 corner. The south edge now
consists only of a pair of empty squares and white cannot wedge in.


















































































Diagram 39 :
White to play
CONCLUSION
We have tried in these few pages to give you an
appreciation for the complexity of the game of Othello. Despite relatively
simple rules, Othello contains a strategic richness equalling the great
"classics" of strategy games. Of course, in only 20 pages we cannot discuss all
that has been developped in 20 years of Othello playing in France and the world,
but our wish is that the few ideas which we have given you throughout this
initiation will permit you to better appreciate your next Othello gmaes. If you
would like to know more, the French Othello Federation would be happy to comply
with the articles of its Fforum magazine, books on Othello, club meetings,
tournaments, ...
GLOSSARY
C- and X-squares : C-squares are the
squares at a2, a7, b1, b8, g1, g8, h2, and h7. X-squares are the squares at b2,
b7, g2, and g7. These squares should only be occupied with care.
Center : The center of a position is the set of interior
discs.
Control of the center : Strategy which consists of trying
to have as many of your discs as possible in the center of the position and as
few as possible along the frontier for the maximum possible mobility.
Corner : The corners are the squares at a1, a8, h1, and h8.
They are often very good squares to occupy.
Edge creeping : Strategy which consists of gaining the
maximum number of moves on one or two edges at the expense of edge weaknesses
(unbalanced edges, ...). The creeper tries to very quickly run his adversary out
of moves by leaving him the entire frontier but if it doesn't work, the
influence from his bad edges will rapidly weaken his position.
Frontier : The set of external discs, that is to say discs
which are adjacent to an empty square.
Gain a tempo : Playing one more move than your opponent in
a region of the Othello board and forcing him to initiate play elsewhere (thus
lengthening his frontier).
Influence : One says that a players discs exercise
influence when they force him to flip discs in several directions at the same
time.
Internal/external discs : An internal disc is a disc which
isn't adjacent to an empty square. It is strategically bad to have no interior
discs.
Liberty : Non-catastrophic moves. "To be short of
liberties" : to have to give up a corner in the near future.
Maximum disc strategy : Incorrect strategy, applied by many
beginners, which consists of trying to flip the maximum number of discs on each
move.
Mobility : Number of possible moves available to a player.
By extension, a player has good mobility when he has a large number of possible
moves.
Parity : Strategy which consists of leaving an even number
of empty squares in each region to which your opponent has access.
Quiet move : A move which flips no frontier discs. Often
excellent.
Stable discs : Discs which can never be flipped. A corner
is an example of a stable disc.
Stoner Trap : Attack of a weak edge position which leads to
a forced exchange of corners.
Unbalanced edge : Edge formation consisting of 5 discs of
the same colour, adjacent to each-other, none of which is a corner disc.
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 383, 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.