Practical Strategy
Open with mobilityPoints with three or four connections stay useful after placement ends.
Block firstStopping an immediate enemy mill is often more important than building a slow threat.
Make forksA double threat forces your opponent to answer one mill while leaving another open.
Opening Plan
Try to spread pieces across the board instead of crowding one square. Corners can finish mills, but connector points give you more escape routes and blocking chances later.
- Prefer points that connect to three or four lines when you are unsure.
- Avoid giving the opponent an obvious two-in-a-row unless you can answer it immediately.
- Place with future movement in mind; trapped pieces become liabilities after the placing phase.
Middle Game
Once movement begins, count both captures and mobility. A player with more pieces can still lose if every piece is pinned behind blocked lines.
| Good move | Creates a mill, blocks a mill, or opens two future mill threats. |
| Risky move | Moves a defender away from a point that lets the opponent complete a line. |
| Strong capture | Removes a mobile connector or the piece that supports the opponent's next mill. |
Endgame
If you reach the flying phase, keep your three pieces far enough apart to threaten multiple mills. If your opponent is flying, guard the points that complete their fastest line.
Beginner Checklist
- Before every move, ask: can my opponent make a mill next turn?
- After every capture, count whether anyone is close to the flying phase.
- Do not chase a mill if it leaves your pieces unable to move.
- Use Easy AI for practice, Medium for ordinary games, and Hard when you want stricter blocking.
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