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How to play Reversi

Full guide: starting position on the 8×8 board, bracketing a line, flipping discs, the mandatory move and counting the majority on muta.pro.

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In brief

Goal
Capture the majority
Players
2
Game
10–20 min
Difficulty
Medium
Luck
None

Goal of the game

Reversi is a strategic duel on an 8×8 board with two-sided discs. The goal is to have more of your own discs on the board by the end of the game than the opponent. The peculiarity of the game is that any disc can change color in a single move, so the advantage is fickle: what matters is not momentary gain but control of key squares — above all the corners.

Setup

In the center of the 8×8 board are placed four starting discs crosswise: two black and two white along the diagonals. Black moves first. On muta.pro you play Black against a bot that moves with White, or against a live opponent via a room code. Each move has its own numbering, and the disc count by color is visible at all times.

Rules of the move

Bracketing a line

Place a disc so that between it and one of your own discs along a straight line (horizontal, vertical or diagonal) there is an unbroken row of the opponent's discs.

Flipping

All discs bracketed between two of yours are flipped and become your color. The flipping happens at once in every direction where there is a bracket.

Only a move that flips

You may place a disc only where it flips at least something. Squares without a bracket are not available.

Move is mandatory

If you have at least one legal move, you cannot pass — you must move.

Passing

When there are no legal moves, the turn is automatically passed and goes to the opponent.

End of the game

The game ends when the board is full or neither player can move. Then the discs are counted.

How it looks: moves explained

Fragments of the board. You play Black, the bot plays White. The gold frame marks the square of your move, and flipped discs get a gold outline.

Start. Four discs crosswise in the center: white on one diagonal, black on the other. Black moves first.
Bracket. Black places a disc to the left of the white one (dot): own disc — white — own. The white disc is bracketed in a line.
Flip. The bracketed white disc (outlined) has flipped and become black. The move instantly changes the balance on the board.
A corner is forever. A black disc in the corner can never be flipped: from it Black anchors the edges. Corners are the most valuable squares.

Counting and victory

When the game is over, the discs of each color are counted. The winner is the one with more discs on the board. The Black/White score is shown throughout the game, and the leader's panel lights up with a crown appearing. With an equal number of discs a draw is declared. Since there is no luck in the game, the outcome depends entirely on calculating the position, not on chance.

Controls on muta.pro

🖱️
Move
Click a square marked with a hint dot to place a disc; the bracketed discs flip immediately.
💡
Move hints
The Move hints toggle turns the dots on available squares on or off.
🔢
Score
The Black and White boxes show the number of discs; the leader has a golden frame and a crown.
New game and chat
The New game button resets the board; next to it are the Now moving card and the room chat.

Tips for beginners

Take the corners

A disc in a corner cannot be flipped — it is the most valuable square. Strive to occupy the corners and don't hand them to the opponent.

Don't be greedy

A big flip early on often hurts: you open up convenient moves for the opponent. Sometimes it is better to flip fewer.

Beware of squares next to corners

Squares next to an empty corner are risky: they give the opponent access to the corner itself. Move there with caution.

Think about mobility

Keep more move options for yourself and limit the opponent's choices — then they will be forced to give you advantageous squares.

The opening: first moves

The start of Reversi is symmetric, so the first moves are almost forced: Black has just four equivalent mirror-image opening squares, and after that the choices narrow quickly. The goal of the opening is not to grab discs, but to occupy the central squares and avoid spilling out to the edges too early. Stay within the central 4×4 square: the middle cells are harder to take back, and each of them opens up new directions for flanking.

Black's first move (●, the gold cell) sits diagonally next to a white disc and pins it inside the central square.

Don't rush to the edge

A disc on the border early on is exposed and gets flipped straight back by the very first reply. Keep your mass in the centre until around move 20.

The symmetric reply

If you don't know what to do, mirror your opponent's move through the centre — that way you don't surrender the initiative and you keep the balance.

Diagonals beat rows

Diagonal moves give you a flank in several directions at once and keep your shape compact, rather than stretched out along a line.

Taking a corner via the edge

A corner is almost never taken directly in a single move — you work up to it along the edge. The key technique: build your own line along the border so that your opponent is forced to place a disc on a C-square next to the corner, and on your next move you flank that line through the corner itself. Read the edge as a separate mini-game: whoever is forced to touch the square beside an empty corner first usually loses that corner.

By playing ● into the corner (the gold cell), Black flanks three white ○ along the edge and flips the whole row.

A row closed off by your disc in the corner becomes stable: your opponent can no longer win those cells back before the end of the game. That's exactly how a corner pays off — not with a single disc, but with a whole unflippable wall along two sides.

Don't fill the edge yourself

A lone disc of yours on the border with no corner to anchor it is a target. Move onto the edge only when there's an already-occupied corner behind it.

Force the touch

Build the position so your opponent has no moves left except the square beside the empty corner — then the corner falls to you on its own.

Reading forced moves

Strength in Reversi is the ability to calculate not your own move, but your opponent's reply. Before you place a disc, look: how many legal replies are you leaving your opponent, and is there a single forced one among them that leads them into a pit? The best move is often the one that gives your opponent exactly one option — and it's a bad one for them.

White (○) is surrounded — only one move is left, into a disadvantageous cell (gold): Black has driven the opponent into a mobility trap.

Calculate one move ahead

Play your move in your head, then find the opponent's best reply. If it's unpleasant for you — look for a different move of your own.

Give up the turn wisely

The right to move in Reversi is often a burden. Sometimes it pays to "hand" your opponent a forced move that exposes a bad square to them.

Look for quiet moves

A move that flips a single disc deep in the centre usually preserves more future options for you than capturing a whole row.

A look at typical mistakes

Most of a beginner's lost games come from two or three recurring mistakes, not from complex strategy. Let's go over them on diagrams so you recognise the situation over the board before you make your move.

A flashy capture: ● flips everything around it — but now the black disc is surrounded by white and flips back just as easily, and mobility has dropped.

Frequently asked questions

Who moves first?
Black. On muta.pro you play Black, and the bot replies with White.
Can you skip a turn?
Only if there are no legal moves — then the pass happens automatically. If a move is available, you must make it.
Why won't the disc place?
A move is allowed only where it brackets and flips the opponent's discs. You cannot place on empty squares without a bracket. In the example below, the move onto the dotted square is legal: black — white — black brackets the white disc.
How does the game end?
By the board filling up or both players having no moves. Then the discs are counted: whoever's color is in the majority wins; equal means a draw.
How should a beginner start a game?
Place your first discs in the central 4×4 square and don't venture out to the edges or the squares beside the corners. If in doubt, mirror your opponent's moves through the centre of the board.
How do you take a corner at all if you can't move straight into it?
A corner is taken via the edge: you build your own line along the border so your opponent is forced to touch the square beside the corner, and on your next move you flank the row through the corner itself. A direct move into the corner is only possible when it flips something.
Why does my big flip so often end in a loss?
Having captured many discs at once, you end up surrounded by your own colour in plain view of your opponent: those discs are easy to flip back, and the number of your future moves drops. A quiet move flipping one or two discs is usually better.
Should I mirror my opponent's moves for the whole game?
Symmetric play is only good in the opening, so as not to surrender the initiative. As soon as corners and edges appear on the board, the symmetry breaks and you have to calculate specific forced moves rather than copy your opponent.
What does it mean to "drive your opponent into a forced move"?
It's a position where your opponent has one or two legal moves left and all of them are bad — for example, the only move leads onto a square beside an empty corner. You build such a position by cutting down your opponent's mobility, not by flipping more discs.
How important is it to look at your opponent's reply before your own move?
It's the main skill in Reversi. Before moving, play the move in your head and find your opponent's best reply: if it's unpleasant for you, look for a different move. Counting only your own gain is a sure way to give up a corner or land in a forced position.
Ready for a game?
Create a room, invite a friend by code or play against the bot.

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⚫ How many discs to flip, what to do when nothing flips, who wins if a player can't move — the reversi rules explained with examples in our blog: Reversi (Othello) rules: flipping discs, when to pass.