The game starts with the standard four center stones on an 8 by 8 board. A legal move must trap one or more opponent stones in a straight line across any of the eight directions, then those trapped stones flip to your color.
The four center stones start interlocked, which always gives Black exactly four legal moves. A legal move is not any empty square: the stone you place must trap opponent stones in some direction, with one of your own stones closing that line. The board highlights every playable square by default, and the setting can be switched off once you no longer need it.
A stone in a corner can never be flipped, because a corner has no far side in any direction and nothing can trap it. That also makes the squares next to a corner risky, since they tend to hand the corner over. Holding fewer stones in the midgame is often an advantage: fewer stones means fewer legal moves for your opponent, who is then forced into the squares you want. The computer here scores positions purely by stone count, so taking the most stones every turn is exactly how it plays, and exactly what mobility beats.
When a player has no legal move, the turn passes automatically; the game ends when neither side can move, and the side with more stones wins. The CPU uses a shallow local minimax search with piece-count scoring, so it is intended for casual play rather than official Othello rating or online match history.
Common questions and answers about this topic.
Place a stone on an empty square where it traps at least one opposing stone in a straight line horizontally, vertically or diagonally. Every trapped stone flips to your color. The game starts with the standard four stones in the center.
Yes. Choose Vs Computer to play Black and move first while the computer plays White. The computer uses a shallow minimax search with piece-count scoring, so this mode is designed for a casual match rather than advanced competitive training.
Yes. Choose Two Players and take turns placing Black and White stones on the same board. The current turn and both stone counts stay visible, and Reset starts a new game at any time.
The turn passes automatically if the other player still has a legal move. You do not need to press a pass button. If neither player can move, the game ends and the final stone counts decide the winner.
The game ends when neither Black nor White has a legal move. The player with more stones on the board wins; equal counts produce a draw. The live score above the board shows both counts throughout the game.
Not necessarily, and a midgame lead in stones is often bad news. Only the final count decides the game, and any lead along the way can be undone by a single move. Holding more stones usually means more of them are exposed in more directions, which gives your opponent more legal moves rather than fewer. The computer here scores by stone count, so it always takes the most stones available, which is also where it is easiest to beat.
Flipping requires stones on both ends of a line, and a corner has no far side in any direction, so a stone in a corner can never be flipped back. It also becomes a fixed anchor for the edge and the diagonal running from it, which gradually makes neighboring stones safe as well. The squares immediately next to a corner do the opposite: playing them usually hands the corner to your opponent.
Yes. The Show legal moves switch in the settings is on by default and highlights every playable square. Legal moves in Reversi are often unintuitive, so the hint saves you from guessing square by square. Once you no longer need it, turn it off: reading the board is part of the game.