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Othello Game Rules
Starting at the centre of the board, there will be two black and two white discs on the board.
As you can see, the black lines form a direction from north to south.
A North-West to South-East path is being formed by White.
The object of the Game
At the end of the game, the goal is to have the most coloured discs on the board.
Othello is a two-player strategy game on a board that utilises a variety of tactics. While one player takes on the role of black, the other takes on the role of white.
There are 32 discs for each player, and black always begins the game.
the white and black alternating until the following occurs:
Outflanking the other player is impossible for one person.
Right now, neither player can take any action.
A player’s turn ends when he or she has exhausted all of his or her options, and the other player takes over.
A player can’t give up his turn voluntarily.
If both players are unable to come up with a move, the game is over.
Black is always the one to make the first move.
Discs are moved by positioning them on the board in such a way that they “out-flank” the discs of the opponent.
When a disc or row of discs is surrounded by discs of the opposing colour, it is outflanked.
Any number of discs in one or more rows can be outflanked by a single disc in any direction (horizontal, vertical, diagonal).
Consider the following example: a white piece is placed on the board, forming a straight line with only black pieces interspersed.
There are white areas in the picture of a disc on E3.
The white disc on E3 and the white disc on E7 have now outflanked the black discs on E4, E5, and E6.
There are going to be white discs on black ones.
It does not matter whether it is in the player’s best interest not to flip outflanked discs.
To be outflanked, a disc must be in the same direct line of sight as the disc being played.
You must pass your turn if you are unable to outflank and flip at least one enemy disc. As long as you’ve got a move to make, you can’t give up your turn.
In the course of the game, it is impossible to shift a disc from a specific square to another.
If a player runs out of discs but is still able to outflank an enemy disc, their opponent must give them a disc to use.
End of the Game
The game is done when neither player can advance any further.
The discs have been counted, and the winner is the player who has the greatest number of colour discs on the board.
The game may end in a tie.
In the beginning, the number of moves a player can make can be limited by a predetermined time restriction. The game’s tension is amplified because of the importance placed on time.
During a player’s turn, the clock will be halted so that the other player’s clock can continue to tick down while the clock is paused for the current player.
The world championship rules include a range of time constraints, ranging from five minutes to thirty minutes.
A player loses the game when their clock runs out, regardless of where their chips are on the board or how many there are.
The more experienced player should give the less experienced player advantage because of the advantages of starting first.
A strong player can take advantage of an unskilled opponent by setting up the board to offer his opponent a four-corner advantage.
Only one, two, or three corner advantages can be provided if there is a significant skill gap.