How to play Dots and Boxes

Join two dots with a line. Close the fourth side of a box to claim it and go again. Play the computer or pass the phone to a friend.

Dots and Boxes is played on a rectangular lattice of dots. This version offers four, five and six boxes to a side, which means a five-by-five game starts as six rows of six dots with sixty lines waiting to be drawn and twenty-five boxes waiting to be claimed.

Setup and the order of play

Nothing is placed at the start; the grid is empty. The first player draws a single horizontal or vertical line joining two dots that are next to each other. Diagonals are never legal, and a line already drawn cannot be drawn over. Play then alternates, one line per turn, until every line on the grid has been drawn. Nobody may pass, and nobody may draw two lines in a turn unless the first one earned it.

Claiming a box

A box belongs to whoever draws its fourth side. The claim is automatic and cannot be declined: if your line closes a square, that square is yours whether you wanted it or not. Claiming also grants an extra turn, and that extra turn is the engine of the whole game.

The detail people most often get wrong is a line that closes two boxes at once. A single line sitting between two squares that each already have three sides will complete both. You claim both, and you still receive exactly one extra turn, not two. That asymmetry is what makes the double-cross below work.

The extra turn is granted for closing a box, not for trying. A line that leaves a square on three sides earns nothing and ends your turn.

The vocabulary

A chain is a run of boxes joined end to end, each of which is one line away from being handed over as a group. Open a chain and your opponent can walk the whole thing, claiming every box in it, because each capture grants another turn.

A loop is a chain that closes on itself, and it is worth four boxes more than it looks, for reasons the double-cross explains.

A position is loony when every remaining line opens something. From that point on, nobody can move without giving boxes away, and the game becomes a question of who is forced to move first.

The double-cross, sometimes called the all-but-two, is the answer to a long chain. Instead of eating every box, you take all but the last two and then play the line that hands those two over in a single move. Your opponent claims two boxes, gets one extra turn, and finds nothing left to take — so they must open the next chain for you. Two boxes bought control of everything that follows.

Control is the name for holding that position: being the player who is eating chains rather than opening them.

Scoring and the end

There is no scoring beyond the boxes themselves. Each box is one point to whoever closed it, and the totals are shown live at the top of the board.

The game ends the moment the last line is drawn — there is no resignation and no other stopping condition, and because every turn draws exactly one line, a grid of sixty lines is always over inside sixty turns. On an odd number of boxes, such as the twenty-five of a five-by-five grid, a draw is impossible. On sixteen or thirty-six boxes an even split is a draw.

The computer

Easy claims every box on offer and otherwise plays a line that gives nothing away. It never double-crosses, so it wins the boxes in front of it and loses the endgame.

Medium looks a few moves ahead and will double-cross when it can see the payoff.

Hard counts the chains and loops left on the board, works out who ends up on opening duty, and will refuse boxes to stay in control. Beating it means taking control away from it, which usually means thinking about chain lengths long before the first box is closed.

Controls

Click or tap the gap between two dots to draw the line there.

Keyboard

  • Arrow keys move the highlighted line around the grid.
  • Enter or Space draws the highlighted line.
  • N starts a new game.

Touch

  • Tap between two neighbouring dots to draw that line. The nearest gap wins, so you do not have to be precise.
  • In two-player mode the same board serves both players, so pass the device across when the turn indicator changes.

Strategy tips

  • Count the chains before you worry about the boxes. The player who is not forced to open the first long chain usually wins, however the early lines fell.
  • Refuse the last two boxes of any chain of three or more. Give them up, and your opponent has to open the next chain for you.
  • Take every box of the final chain. Double-crossing on the last one gives away two boxes and buys nothing, because there is nothing left to open.
  • Count your safe moves. If the number of lines that give nothing away is odd, you will play the last one and your opponent has to open first.
  • A loop costs four boxes to double-cross, not two, so a loop is worth more to the player in control than a chain of the same length.
  • When you must give something away, give away the shortest chain on the board. The size of the first gift is usually the size of the loss.
  • Draw the third side of a box only when you have decided to hand it over. Until then it is a line you cannot take back.
  • Long chains favour whoever has control, so if you are losing the parity battle, break the board into many short ones instead.

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