Reversi
Reversi is played on an 8x8 board with discs that are dark on one face and light on the other. Place a disc so that it traps an unbroken line of your opponent's discs between it and one of your own, and every trapped disc flips to your colour. A placement that flips nothing is illegal. A player with no legal move is skipped, and when neither side can move the most discs wins.
New game starts a fresh board with you playing Dark and moving first. Click one of the ringed squares to place a disc; hovering one shows exactly which discs it would flip. Hint names the strongest square and the reason, and the opponent’s strength lives in the ⋯ menu. If you have no legal move you are skipped automatically — that is the rule, not a bug.
Your statistics · Medium
- Played
- 0
- Won
- 0
- Win rate
- 0%
- Streak
- 0
- Best streak
- 0
- Best time
- —
Four plies of corners, mobility and frontier; the last 10 squares solved exactly.
Keyboard
- Arrows
- Move the focus cursor
- Enter / Space
- Place a disc
- H
- Hint
- N
- New game
- F
- Full screen
- Board
- 8 × 8, 64 squares
- Opening
- 4 discs, Dark first
- Corners
- 4, and they never flip
- Discs placed
- 60 at most
How do you play reversi?
The board starts with four discs in the middle, set as a cross with each colour on one diagonal, and Dark moves first. A legal move puts a disc on an empty square so that, in at least one of the eight directions, an unbroken run of your opponent's discs leads from the new disc to another disc of your own. Every disc in every run you close that way flips to your colour.
Two things trip people up. A placement that flips nothing is not a move — sitting a disc next to an enemy disc is not enough, the far end of the run has to be closed by a disc you already own. And flipping does not cascade: the discs that turn over are exactly the runs measured before you placed, so a disc that changes colour during your move never opens a second run in the same move.
Why does a big lead in the middle of a game usually mean you are losing?
Because every disc you own is a disc your opponent can flip, and a square you can no longer play on. What decides a game of reversi is not how many discs you hold but how many moves you have left. A player with a fat midgame lead is usually sitting on one solid block in the centre with very few legal replies, and sooner or later the only squares left are the ones beside a corner.
The opponent on this page is built on that idea rather than merely told about it. Disc difference counts for nothing at all in its evaluation until fewer than 20 empty squares remain, and only reaches its full weight on the last placement; mobility — the difference between the number of legal replies each side has — does the reverse, and is at full weight for the whole opening and midgame.
To check that this is a real effect and not a slogan, the test suite plays 24 complete games between two opponents searching the same four plies and differing only in how they score a position: 12 games with the positional evaluation playing Dark and 12 with it playing Light, each from its own seed, so neither definition gets the first move for free. The positional evaluation won all 24 of those games, by an average final margin of 45 discs. Same search, same depth — only the definition of a good position changed.
Which squares on a reversi board actually matter?
| Squares | How many | Why they matter |
|---|---|---|
| Corners | 4 | Nothing can flip them — no straight line runs through a corner with squares on both sides |
| X-squares (b2, g2, b7, g7) | 4 | Diagonally inside a corner. Playing one while that corner is empty usually hands it over |
| C-squares (a2, b1 and their mirrors) | 8 | Beside a corner along an edge. Bad, but survivable more often than an X-square |
| Safe edge squares | 16 | The middle stretch of each edge: five neighbours instead of eight, so far harder to trap |
Twenty-eight of the 64 squares sit on the edge — four corners, eight C-squares and sixteen safe edge squares. Add the four X-squares just inside the corners and exactly half the board is named. The other half is the open middle, where discs change hands constantly and almost nothing is permanent.
The evaluation here penalises an X-square or a C-square only while the corner beside it is still empty. That condition is the whole point: once you own the corner, the square diagonally inside it is not a liability at all — it is frequently a disc that can never be flipped again. A fixed weight table that always punishes b2 has the rest of the game backwards.
What happens when a player has no legal move?
They are skipped, and it is compulsory in both directions: you may never decline a turn you could take, and you never lose your turn for good. The opponent simply moves again, and the game carries on until neither side has a legal move. This board does it for you — there is no pass button, because a pass is never a choice.
It is not an edge case either. Across the 24 self-play games in the test suite a player was skipped 128 times, a little over five times a game, and 7 of those 24 games ended with empty squares still on the board because both sides ran out of moves first. Every one of those 128 skips is a point at which an implementation that ended the game the moment one player got stuck would have stopped early and called the wrong winner.
How does the computer opponent choose its move?
Alpha-beta minimax over the position, with no random numbers anywhere: even the choice between two moves it rates exactly equally is drawn from the game's own number rather than from the clock, so a game replays move for move from that number on any device. The three levels differ in how far they look and, on Easy, in what they are looking for.
| Level | Look-ahead | Endgame | Judges a position by |
|---|---|---|---|
| Easy | 2 plies | — | Disc count alone — the beginner's mistake, on purpose |
| Medium | 4 plies, 5 late on | Solves the last 10 squares exactly | Corners, mobility, frontier and stability |
| Hard | 5 plies, 7 once 20 or fewer squares are empty | Solves the last 12 squares exactly | The same, a ply deeper throughout |
"Solves exactly" is meant literally. Inside that window the search budget covers every disc still to be placed, so it is playing the rest of the game out to the final count rather than guessing at a cut-off — a pass costs no depth, because it places no disc. Beat Easy comfortably, then lose to Medium, and you will have learned the most useful thing about reversi in about ten minutes.
Where does the name Reversi come from?
Reversi appeared in England in 1883. Both Lewis Waterman and John W. Mollett claimed to have invented it and each accused the other in print of copying; Mollett had already published a nearly identical game called The Game of Annexation. The dispute was never settled, and the name has been public property ever since — which is why this game is called Reversi here and nothing else.
The original rules differed in one detail worth knowing. The opening cross was not fixed: the first four discs, two from each player, went into the four central squares in whatever arrangement the players chose, so a game could begin with the colours side by side rather than diagonal. The fixed diagonal opening used on this page is the standardised form, and it is what every modern ruleset and every serious study assumes.
In 2023 Hiroki Takizawa published a computational proof that the 8 × 8 game is a draw under perfect play from that standard opening — a result of the same kind as the 1988 solution of Four in a Row, and about as much use in a real game between two imperfect players.
How do you get better at reversi?
- Take corners, and refuse to give one awayThe four corners are the only squares that can never be flipped, and each one anchors the two edges leading away from it. The price of a corner is usually paid earlier, on one of the four X-squares or eight C-squares that touch it — leave those alone while the corner beside them is empty.
- Count your opponent's replies, not your own discsA position where your opponent has three legal moves and you have twelve is winning almost regardless of the disc count, because they will shortly be forced to play a square they do not want. This is exactly what the opponent on this page optimises for, at full weight, until the last twenty squares.
- Play the smallest flip that does the jobFlipping six discs usually puts six more of your discs next to empty squares, which is six more things your opponent can attack. Quiet moves that turn over one or two discs deep inside your own shape keep your position out of reach and keep your options open.
- Only start counting discs in the last twenty squaresMaterial is worth nothing while there is still manoeuvring to do and worth everything at the end, which is why the evaluation here gives disc difference zero weight until fewer than 20 empty squares remain and full weight on the final placement. Switch your own thinking at roughly the same point.
- An edge is not a cornerSixteen of the twenty-eight edge squares are genuinely safer than the middle, because an edge disc has five neighbours rather than eight. The other twelve — four corners and eight C-squares — are a separate question entirely, and taking a C-square to reach an edge is how most beginners lose the corner beside it.
Reversi questions people ask
- Can you choose to pass in reversi?
- No. A pass happens only when you have no legal move anywhere on the board, and then it is automatic — you may never decline a turn you could have taken. The board skips you and your opponent plays again.
- Do discs flipped by a move go on to flip others?
- No. The discs that turn over are exactly the runs trapped by the disc you placed, measured before the placement. A disc that changes colour during your move never opens a second run in that same move.
- Does a game of reversi always fill all 64 squares?
- No. The game ends when neither player has a legal move, which is often but not always a full board. In the 24 self-play games the test suite runs, 7 ended with squares still empty.
- Is being ahead on discs halfway through a good sign?
- Usually the opposite. Discs you own are discs that can be flipped and squares you cannot play on, so a midgame lead often means fewer moves and less control. Count your opponent's legal replies instead.
- Can a corner disc ever be flipped in reversi?
- Never. Flipping needs a straight line with your disc at one end and the opponent's at the other, and no line passes through a corner with squares on both sides of it. A corner taken is a corner kept.
- Who moves first in reversi?
- Dark, in every standard ruleset, and on this page that is you. Dark has exactly four legal opening moves — c4, d3, e6 and f5 — and all four are the same position rotated, so the first move is genuinely free.
The rules in six lines
- 1Set the opening crossFour discs go in the four central squares, each colour on one diagonal, before anyone moves. Dark plays first.
- 2Trap a line to place a discPlay on an empty square so an unbroken run of your opponent's discs lies between the new disc and one of yours, in any of the eight directions.
- 3Flip everything you trapped, onceEvery disc in every run you closed turns over. Discs flipped this move do not go on to trap anything else — there is no cascade.
- 4A move has to flip somethingIf a square traps no run of enemy discs it is not a legal move, however many enemy discs happen to be next to it.
- 5A player with no legal move is skippedPassing is compulsory and automatic, never a choice. The other player moves again, and the game continues.
- 6Count the discs when neither side can moveThat is the end of the game, whether or not the board is full. The player with more discs on the board wins; equal counts are a draw.
The long version, with worked examples and the questions beginners actually ask, is on how to play reversi.
Put Reversi on your own site
The board runs in an iframe with no tracking, no cookies and no sign-up. Paste this wherever you want it. See all the embeddable games for the rest.
<iframe src="https://www.cardgamenook.com/embed/reversi" width="100%" height="620" style="border:0;border-radius:10px;max-width:900px" title="Reversi — free online" loading="lazy"></iframe>
<p style="font:14px system-ui;margin:6px 0 0"><a href="https://www.cardgamenook.com/reversi">Play Reversi</a> at Card Game Nook</p>