Rules of the game tic-tac-toe. How to win at tic-tac-toe? Simple and understandable diagrams Techniques for playing tic-tac-toe


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In the previous article, dedicated to a few winning tic-tac-toe strategies, it was explained how to win in the classic game scheme, when the first player (for the tic-tac-toe) starts by moving to the center of the playing field. However, there is another less popular strategy in which winning is less likely, but still possible.

We start from the corner cell

The essence of this strategy is that the “cross” makes its first move not to the central cell, but to the corner one. In this case, zero has several options.

Option 1. “Nolik” goes to the center. This option is most likely for both a skilled and an inexperienced player for the reasons described in. In this case, the cross player is asked to place his piece in the corner opposite from the first move. Now the second move of the zero takes place, which will be decisive. If the zero puts a piece in a non-corner square, the cross is forced to defend itself, and the game will most likely end in a draw. And if the zero occupies a corner cell, then in this case the “crosses” have a win-win strategy: the opportunity to make a “fork” by occupying the remaining corner. This algorithm of actions looks like this:

Option 2. “Nolik” moves sideways. In this case, the “X’s” already have a winning strategy from the first move: it is necessary to make a move to the center, forcing the “O’s” to defend, and then move to the corner to create a “fork”. This tactic is depicted below:

Option 3. “Nolik” goes to the adjacent corner. In this case, the situation is similar to the first option, but the “crosses” already have a winning strategy from the first move: the second move of the “crosses” is in the corner opposite to their first move, then the “toes” are defended by moving to the center, the “crosses” occupy the remaining corner. And voila: a “fork” of crosses on two straight lines. A similar scheme of actions is described below:

Option 4. Nolik goes to the opposite corner. In this case, it is difficult to find a winning strategy, and the crosses can only count on a draw.

What should the zeros do?

In the case when the “crosses” begin the game by moving to the corner, the “toes” cannot make a fatal mistake, that is, placing their piece to the side or in an adjacent corner. In this case, loss is practically unavoidable. The most suitable strategy would be to move to the opposite corner or move to the central square. However, in the latter option, it is important to take the side cell rather than the corner cell on the second move, going on the attack.

If you haven't read our previous article about tactics in the game tic-tac-toe, then you can go to it. In this article you can find a diagram with all possible options.

Hello, readers of my blog, today I will tell you how to win at tic-tac-toe.

A wonderful game that doesn’t require much preparation, just find a pen or pencil, a piece of paper and a partner.

In fact, the game is simple and, at the same time, complex. Many people don’t take it seriously, which is why they lose. To be honest, I myself didn’t understand how to play it, but then I analyzed all the possible moves and realized that it all comes down to mathematics.

Why is this game so simple? The thing is that there are only 9 cells here, that is, you have 1 of 9 initial options, and then this number is reduced by 1. That is, if you made your move, then your opponent no longer has 9 options, but only 8, because 1 cell is already occupied.

Well, I think you understood this without me, today I’m just “Captain Obvious”. Why is it difficult, because there are possible combinations here, and if you want to learn how to win this game, then you will need a pen, as well as a blank piece of paper.

How to win at tic-tac-toe

Basic concepts you need to know:

Field– a conditional field of 3x3 cells, where the battle takes place.

Crosses- these are the “x” icons, they go first.

O's- these are the “0” icons, they come second.

Victory– when a player collects 3 crosses or 3 zeros in a row.

Here is an example of a field.

In order for you to analyze correctly, let's number each cell.

At least so that you understand which field is which.

Winning strategy in 3x3

Remember that if you play for zeros, that is, you need to make the second move, then against a strong opponent you will only make a draw. It's difficult to win with zeros, since they go second and almost always defend against the threats that crosses create (they go first).

Don't be surprised by what I write, as for beginners, I want you to understand how to win with crosses and how to draw with zeros.

Let's begin...

The best strategy. The crosses make a move to the 5th cell, which is in the middle.

Next, REMEMBER that if the zeroes make their second move not on a DIAGONAL CELL, then they lose. It doesn’t matter which square, they make a move: 2, 4, 6, 8, if they put a zero on any of these fields, then they lose forcibly.

For example, you bet on 5, they bet on 2, now you bet on 1 or 3, threatening to make 3 crosses on the diagonal. Well, ok, you bet on 1, it turns out that if you put a cross on the 9th field, you will win. You are forced to place a zero on square 9, but now you win exquisitely by betting a cross on square 7.

It turns out that you are threatening to place three crosses diagonally with a move of 3 and vertically with a move of 4. Beauty, isn’t it?

The best defense for zeros is, after moving 5 for crosses, to make the moves: 1, 3, 7, 9, in this case, if you are careful, you will always make a draw. Remember this simple rule and you will never lose.

Tricky strategy for crosses

But, after all, the player is not at all obliged to make the first move to the middle, that is, to cell 5. There is a very cool trap here: you make the first move to the corner field.

The best defense here would be to occupy the field with zeros - 5, since it is free, then it needs to be occupied. In this case, the zeros will always make a draw, by constantly threatening to put three in a row themselves.

If, for example, the crosses make a move to square 1, then it would be a mistake to move 4 and 9; in these cases, the crosses forcefully win.

Let's look at these options:

A) Crosses– 1, zeros – 4, crosses – 5, zeros – 9 (forced), crosses – 3 with winnings on fields 2 or 7 depending on the answer of the zeros.

C) Crosses – 1, zeros – 9, crosses – 3, zeros – 2 (forced), crosses – 7 with winnings on fields 4 or 5 depending on the answer of the zeros.

Well, that's all, friends, I hope that now you know how to win at tic-tac-toe 3x3. There is nothing complicated in it (the game), with proper defense, there will always be a draw, but, as you can see, there are interesting options, in which you can catch zeros.

I wish you success, if I forgot to write something, then remind me, maybe even in a comment.

Good luck everyone, bye!

Sincerely, Yuri Vatsenko!

Tic-tac-toe is a solvable game. This means that there is a mathematically proven strategy with which you can achieve best result in every game. In tic-tac-toe, two players who use the correct strategy will always end the game in a draw, that is, without a winner. Against an opponent who does not know this strategy, it is still possible to win if he makes a mistake. Once your friends get the gist of your strategy, try more difficult option rules


Learn the basic rules if you don't know how to play tic-tac-toe.

Steps

Win or draw if you go first

    Place the first X in the corner. The most experienced players, if making the first move, place an X in the corner. So the opponent will have greatest number opportunities to make a mistake. If your opponent responds by placing an O in any other place, except for the central cell, this guarantees your victory.

    Try to win if your opponent places the first O in the center square. If your opponent places his first O in the center, you will have to wait until he makes a mistake before you can win. If he continues to play correctly, then the result of the game can be guaranteed to be a draw. Here are two options for your next move, with instructions on what to do next if your opponent makes a certain move (and if not, just keep blocking his moves to tie the result):

    You win automatically if your opponent places his first O in any square other than the central one. If your opponent places his first O in any square near the center, you can win. In response, place your second X in any other corner so that there is an empty square between the two Xs.

    Place the third X to get two possible winning moves. Most likely, your opponent will see that you have two X's in a row and block you. (If not, then win by making a row of three X's). After this, there should be an empty square in line with your first and second X, and no enemy O blocking that line. Place the third X in this square.

    • For example, draw a tic-tac-toe board on a piece of paper that has "X O__" on the top line, "O___" on the middle line, and "X___" on the bottom line. If you place the third X in the lower right corner, it will be in line with your other X's.
  1. Win by betting the fourth X. After your third X, there are two squares left, occupying which will win the game. Since your opponent can only make one move, he will only be able to block one of these squares. Place the fourth X in an unlocked square and you win!

    How not to lose when you go second

    1. Bring the game to a draw by going second. If your opponent starts first and places an O in the corner, always place an X in the center square. The second X should be placed in the middle, Not corner, cage, If only you don't have to block your opponent's move so that he doesn't line up three O's in a row. When using this strategy, each game usually ends in a draw. Theoretically, you can win in this situation, but your opponent must make a fatal mistake, such as not seeing that you have two X's on the same row.

      • In this section, your opponent still plays zeros, but remember that he starts moving first.
    2. Achieve a draw if your opponent starts moving from the center square. When your opponent starts the game by placing an O in the center square, place the first X in the corner. After that, simply block your opponent's moves and it will be a draw. There is no way to win in this situation unless your opponent stops trying to win!

      Try to win if your opponent starts moving from the outer square. Most likely, your opponent will move as described above. However, if he places his first O in the outer square, not the corner or central one, you have a small chance of winning. Place the first X in the center. If the opponent places his O on the opposite edge so that it turns out line O-H-O, place your third X in the corner square. Then, if your opponent puts his third O in the outer square next to your X so that you get an O-X-O line, place a third X in the square to block the line of two O. From now on, you can always win by betting your fourth X.

    Varieties of tic-tac-toe

      Try these variations if your tic-tac-toe games always end in draws. It may be fun to be unbeatable at tic-tac-toe for a while, but even without this article, your friends can figure out how to stop you from winning. Once this happens, every game you play with them will end in a draw. But with the help of the basic rules of tic-tac-toe, you can play games that have not yet been solved. Try them - these games are described below.

At school I was a champion at tic-tac-toe, playing without knowing defeat. This game was a favorite way to pass the time before recess during boring classes.

When there were no computer games and applications for smartphones, all we needed to play was a squared piece of notebook paper and a pencil. In winter, they played tic-tac-toe outside, drawing the playing field with a twig in the snow.

Now childhood games have acquired a “mobile” character and are available online. But the rules of the game and the winning strategy remained the same. Having mastered the simple algorithm from this note, you can easily win tic-tac-toe from Zoya, win 5 in a row in a meta school and never lose to a living person.

Tic-tac-toe, game rules

The playing field is a 3x3 square drawn on a piece of paper and lined with nine cells. Two lines are drawn along the square, two lines across.

We will consider options when the playing field has dimensions from 4 x 4 to infinity below, after analyzing the game combinations in the 3x3 field.

The basic principles are general, and once you master the match-three algorithm, you will be able to confidently play more complex and interesting variants of this ancient game.

The first move is made by the player playing with crosses. The second move is for the player playing with zeroes. The crosses have already occupied one cell, and the zeroes choose an empty one from the remaining cells to move.

Players take turns changing who plays for the X's and O's.

The ancient Chinese, instead of the drawn symbols “X” and “0”, placed stones, black and white, on the field. Now at home you can use a chessboard as a field and use checkers to indicate the square on which the move is made.

The winner is the player who is the first to build (within the playing field) a line of three of his symbols: horizontal, vertical or diagonal.

Winning strategy step by step video analysis

A short video clip for those who find it easier to perceive information. For those who are more interested in reading, scroll on.

    There are two possible outcomes of the game:

  1. You won.
  2. Draw. There are no more empty cells on the playing field and there is nowhere else to go.

We do not consider the “You lost” option, since those who read this article to the end are not in danger of losing. I won’t teach you how to win all the time, but I will tell you how you can always reduce the game to a draw.

For the convenience of the story, I marked each square of the playing field with numbers, from 1 to 9.

(5) - central cell.

(1), (3), (7), (9) - corner cells.

(2), (4), (6), (8) - side cells.

In order not to prolong the story, I will consider one combination for each variant of the first move. If in my example the zeroes went to the corner cell (1), and in your case to the corner cell (3), (7) or (9), then mentally expand the field and continue to walk according to the algorithm I outlined.

Situation No. 1, crosses go to the center

When the crosses occupy the central cell (5) with their first move, the zeroes have to go to the corner cell or to the side.

At this point everything is already decided. The zeros go to the corner square - it's a draw. If the zeros go to any side cell, you win. You can start a new game, this game no longer makes sense.

In our example, the zeroes went to the side cell (8).

The crosses, in return, occupy any corner cell, for example, cell (1) and get a line of two crosses (see figure).

The main wisdom of the game and the basis of all tactics rests on two principles:

Principle 1. Occupy the square that will bring you immediate victory;

Principle 2. If there is no such square, occupy a square that will bring immediate victory to your opponent.

Now the zeros cannot win on their own, and according to the second principle they occupy cell (9), in turn forming a line of two zeros, see step 4.

The crosses occupying cell (7) neutralize the threat from the zeroes and at the same time build two lines from their figures. To win in the next turn, the crosses will need to occupy cell (3) or (4). See step 5.

This formation, when one move creates two threats, is called FORK.

The zeros in the sixth step, occupying cell (3), cover one threat from the crosses.

Crosses according to principle 1, go to square (4) and win.

Situation No. 2, crosses go to the center

Let's assume that you are now playing with zeros. In order not to lose this match, you need to take the corner cell as your first move. It doesn’t matter which one you prefer (1), (3), (7) or (9). Let's take (1) as an example, see the figure below, step 2.

The crosses, again, no matter where they go, will receive a line of two figures. see step 3.

The zeros cover the line of crosses and create their own threat - see step 4.

Crosses according to principle 2 go to square (4), zeros go to square (6). See step 5 and 6.

Regardless of what the previous move was for the crosses, the zeroes should occupy the remaining free side cell (2) or (8). Crosses occupy the last free cell - the game ends in a draw.

It won’t be possible to build a fork with crosses at this start of the game, but they won’t be able to build zeros either. If, by inattention, after the 6th step, the zeroes go to the corner cell (9) instead of the side cell (2) or (8), then the crosses will win by building a horizontal line (2)-(5)-(8).

Situation No. 3, crosses go to the corner

You play with crosses again, now for a change we go to the corner, no matter what the corner square is. See fig. below, step 1.

The move of the zeros, as in situation No. 1, the outcome of the game depends on this move. If the zeros go to the side cell, then you will build a fork and win.

If the zeros take the center or corner cell on their first move, there will be a draw. The zeros will have to rely on your inattention, which will give them victory. But in our example, such an outcome is not provided for.

In the case of a move with zeroes to the side square, step 2, you occupy another corner square, forming a threat - a line of two pieces. See step 3.

We will deliberately leave the center, cell (5) empty for zeros. Often, the zeros, instead of closing your threat by moving to the side square (2), joyfully occupy the center.

If the enemy fell for the trick and moved to cell (5), we occupy cell (2) and the line is built (1)-(2)-(3)

Let's not underestimate our opponent, and in step 4 he closed our threat with a move to the side square (2)

The crosses have no choice but to occupy the central cell (5) according to the first principle and build a fork.

Now, see step 6, no matter where the zero pokes, we will have one of the two corner cells (7) or (9) free, a move into which will bring us victory.

Situation No. 4, crosses go to the side square

The move itself is in terms of future victory not justified. The possible outcomes are a draw or a loss due to inattention.

You can consider a combination when you put yourself in a tactically disadvantageous position from the first move on your own, based on the two principles of the game mentioned above.

Renju, string of pearls, gomoku, five in a row

When you feel cramped and bored in the 3x3 playing field, and playing three in a row is no longer fun, move on to a larger playing area.

Renju - persistent logic game for two players, was known in ancient China and Japan. A sporty version of the classic tic-tac-toe.

The playing field for renju has dimensions from 15x15 and larger. This is where the scope for strategies and tactics begins. Each batch has a unique character.

The player who is the first to build a line of five pieces of his color also wins. The line can be in any direction - diagonally, vertically, horizontally.

For the convenience of playing long lines (five in a row), the crosses and toes should be different colors. Otherwise, your eyes will become blurry and you may mistake other people’s chips for your own, because they are the same color even though different shapes. In the classic version, the chips (stones, circles) that players move are black and white.

According to the rules, the first move is made by black and they are prohibited from making forks 3x3, 4x4, as well as a row of 6 or more “stones” of their color in a row.

But black can make forks of size 3x4, when in one move two intersecting lines are formed - one three stones long, the second of 4 stones. So there is no reason for anyone who plays white to relax.

    White, for going second, has the following advantages:

  • They can build forks of any size and any multiplicity;
  • Victory for White is brought not only by a line of 5 in a row, but also from a larger number of stones;
  • To win, White can force Black to build a line of 6 or more stones in a row.

Draw

A player may skip a move if it is not currently beneficial for him to change the location of his stones on the playing field.

If both players refuse a move in a row, a draw is declared.

All free cells are gone - it's a draw.

It turns out that the player can still miss a move because he has nowhere to go.

Gomoku, differences from Renju

  1. There are no fouls (illegal moves) for Black, and Black can build forks of any multiplicity and length.
  2. A row of six or more stones of the same color does not bring victory to either side.

Gomoku has softer rules to make it easier to play ordinary life. The rules of Renju are focused on sports competitions.

Services where you can play online

All services for playing online have game modes with a computer, with another user and a second player who is next to you.

Also, almost everyone has a version of the game Renju. The links are given below; I personally played on all sites. Mandatory registration not required.

I recommend a service where your opponent is a living person. There are services where the computer is very weak, and there are services where the game plays badly or the game looks non-standard. But all computers are weak at playing long version five in a row. If there was a draw in tic-tac-toe, then the computer loses in renju.

On this note, I say goodbye to you and see you again on the pages of my diary. Don't forget to subscribe to updates - at next time I'll tell you how to always win a sea battle.

Alexander Utyshev was with you