How to play tic-tac-toe well. How to win at tic-tac-toe? Simple and clear diagrams. Gomoku, differences from Renju

Each of us at least once in our lives played the famous tic-tac-toe game, trying to build 3 crosses or 3 zeros in a row or diagonally on a nine-cell field. If you have practiced this game enough, you probably know that two experienced players always end the game in a draw, and this makes the game uninteresting for them. In this article you will read about how to win at tic-tac-toe, or at least not lose, and also learn all the tricks and secrets of beating this popular game.

A little about the rules. The goal of the game is to line up 3 identical figures (3 crosses or 3 zeros) horizontally, vertically or diagonally on a nine-cell field in a row before your playing partner does. The game of tic-tac-toe begins with the player's move, who places a cross in any cell on the three by three playing field (we note right away that he has a much greater chance of winning than his opponent). After this, the second player places a zero in any free cell. Then the cross moves again. Then again zero. And this continues until:

One of the players will not build 3 crosses or 3 zeros in a row or diagonally, and as a result will be declared the winner;

There will be no free cells left, and there will be no three identical pieces in a row on the field - in this case, a draw is declared.

Take any of the corners

  1. If the enemy occupies any cell except the central one, you are guaranteed to win.
  2. Go to any of the free corners.
  3. It is logical that the opponent will block the winning combination by standing between your two “crosses”. This is what we need!
  4. Take another free corner...

A win-win combination!

If the enemy occupied the center

  1. Suppose, as we agreed, you put a “cross” in any of the corners. But an insidious enemy occupied the center.
  2. Take a corner diagonally from the one already occupied.
  3. If the enemy marks in any of the free corners in the timid hope of winning, you win.
  4. Just cover his winning combination by taking the last empty corner...

Inevitable victory!

The main principle is to create a situation in which 2 lines are almost filled at once. Then the enemy’s move no longer matters (see figure, numbers - order of moves). To create such a situation, it is best to occupy the middle of the field.

Step 2

Consider a situation where you start and put a cross in the center. The opponent has the choice of placing the zero in the corner or in the center of any line. If he chooses option 2, then he has already lost. You just need to put the following cross as in the picture (rotate the field depending on the enemy’s move). The number 4 marks the forced move of the “toe” to protect the inclined line. The number 5 marks your next move to create a hopeless situation.

Step 3

If the opponent chooses the first option, then you need to put a cross in the opposite corner (see figure). The opponent will have the choice to place a zero in position 4 or 5 (similarly on the second line). If he chooses 4, then you put a cross in position 5 and win, if the opponent chooses position 5, then the result is a draw (there is also an extremely illogical move to one of the positions 6, then put a cross in the second 6 and again you win) . If you put a cross (on move 3) in any other place, it will automatically be a draw.

Step 4

Consider the situation when the enemy starts. If he puts a zero in the center, then he needs to go on the defensive and make a draw. You have to put a cross in the corner. Then see the previous step (on the “other” side).

Step 5

If the opponent places a zero in the center of the line (as in the figure), then you cannot place a cross in the cells marked in red. Otherwise, the enemy will make a move to position 3 (on the side where you placed the cross), and then to the center and you lose. It is best to take the center, and then, if possible, take one of the 3 positions. This will ensure either a draw or your win (watch out for the opportunity to create a combination described in step 1, for example, if the opponent puts a zero on the opposite side, then occupying the 3rd position will automatically create a winning situation).

Step 6

If the opponent puts a zero in the corner, then there are many options. In Fig. prohibited moves (top row) and typical mistakes are presented. If you avoid them, there will be a draw.

Step 7

If you start, you can also start your move off center. See the previous two steps, putting yourself in the shoes of the zeros. Thus, it is most advantageous to start the move in the corner of the field, since only 2 paths out of 8 remain for the enemy, and there is a greater chance that he will make a mistake.

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 it wasn't 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 move 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 zeroes 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 zeroes. In order not to lose this match, you need to take the corner cell with 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). The 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 zeros go to the corner cell (9) instead of the side (2) or (8), then the crosses will win by building 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 not justified in terms of future victory. 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 is a persistent logic game for two players, which 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 in everyday 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 the sites. No mandatory registration 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 the long version of 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 - next time I'll tell you how to always win a sea battle.

Alexander Utyshev was with you

Tic Tac Toe is a great game that is suitable for children of all ages. Moreover, such competitions improve logical thinking, attention and intelligence. Moreover, explaining to a child how to play tic-tac-toe is not so difficult.

Rules for playing tic-tac-toe

You can play tic-tac-toe anywhere and all you need for the competition is a piece of paper, pens and pencils and, of course, an opponent. But if you wish, you can buy a ready-made tic-tac-toe set. Moreover, even kids will like this board game, because all the details are made in bright colors.

You can play tic-tac-toe anywhere.

In addition, store-bought tic-tac-toe are made from durable materials. They are more durable and can be taken on any trip. But you can get by with a regular piece of paper. Order of play:

  1. Draw out the playing field from squares with dimensions 3 * 3.
  2. Agree which of the participants will walk with crosses or toes.
  3. The first player places a piece in any of the cells, after which the turn passes to the next participant.
  4. The second player draws a symbol in an empty cell, and the turn returns to the first player.
  5. The game continues until all the cells are filled, or one of the participants makes a chain of three identical symbols. Moreover, the row goes horizontally, vertically or diagonally.

Therefore, players need to place symbols in such a way as to win themselves and prevent their opponent from making a chain of three crosses or zeros.

How to win a game for two

You can win this game not only through luck. Tips to help defeat your opponent:

  • Place the first cross or zero in the center of the field. This will increase the chance of winning, because then the chain can be continued in all directions.
  • Do not start the game by moving squares that are not corner or central. This will reduce the chance of winning, because it is almost impossible to build a chain with these cells.
  • If the opponent makes the first move, it will be more difficult to win. And if you don’t want to lose, make sure that the second player doesn’t collect the chain.
  • Practice. The more practice you have, the faster you will develop a winning strategy.
  • Place the symbols correctly. Try to place icons in three corners of the playing field. Then the enemy will not be able to stop you from winning.

Tic-tac-toe - simple, but quite interesting game. Teach it to your child and he will happily spend a lot of time competing. In addition, this entertainment perfectly develops the child.

Tic-tac-toe is a pretty simple game. A small number of cells - there are only nine of them - leads to a limited number of moves. Therefore, it was quite easy for mathematicians to study this game. Therefore, classic tic-tac-toe is a solvable game, that is, there is a single strategy that clearly leads to a win or a draw. How to defeat your opponent?

When the first move is given to you

If you must go first, then, without further ado, place your “figure” - let it be a cross - in the very corner. This can ensure your victory if your opponent does not think of placing his zero on the central field. If his zero will be in the extreme, but not the corner field, then you should place a second cross in another corner, spaced from the first in the vertical or horizontal direction (but not in contact with this zero). The opponent will have to place his piece between your crosses, and you calmly place the third cross in the third corner. Then two winning directions are formed at once. Your opponent cannot place two zeros at the same time, so you win.

But what if your partner drew their first zero in the center? Then you won’t be able to win, but you can lead the game to a draw. The next cross should be in the opposite corner to create a diagonal line X-O-X. If after this the opponent places his zero in one of the corner fields, then you win - just place the third cross in the remaining corner, forming two winning lines. If the opponent makes a move to another square, this will lead to a draw - unless, of course, you make a mistake.

You can also place a second cross in the outermost, but not the corner, square that does not touch your first cross. If the enemy makes his next move in the corner, then with your third cross you must block his line and create a winning situation. Otherwise, the outcome of the game will be a draw.

If you play second

If the opponent moves first and makes error-free moves, then the only possibility is to create a draw. From the above, you can understand that your first move must be made on the central field. Your second cross should be placed in the side, but not the corner, square if there is no need to block the opponent’s line. By following this strategy, you can create the desired draw.

If the opponent makes his initial move in the center, then you place your cross in the corner. In the future, you need to fend off the enemy’s threats by blocking his winning lines.

The player going second can only win if the opponent makes a mistake.

Varieties of tic-tac-toe

It is believed that tic-tac-toe gave rise to many other, more complex and interesting board games. But this game itself also has complicated variants.

For example, “volumetric” tic-tac-toe. This game was present on the old Atari 2600 game console. Four planes measuring 4 x 4 cells are located one below the other. A winning situation of four crosses or zeros can be created not only on one plane, but also on all four, and there are many options: for example, each cross or zero has the same coordinate on each plane, and this is considered a win.

Gomoku, or Renju, is a Japanese game played on large fields. In competitions, this field is 15 by 15 or 19 by 19 cells, but there are also options on an “endless” field. Moves are made not into cells, but at the intersections of lines; instead of crosses and toes, black and black checkers are usually used white flowers, however, the essence of the game is still the same. The one who places five of his checkers in a row wins.

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