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Tic-tac-toe rules

Two players take turns writing their mark in an empty square, one crosses, the other noughts. The first to get a row of their own marks — across, down or corner to corner — wins. In Britain the same game is called noughts and crosses, and it is the one everybody has played in the margin of an exercise book.

The rules fit in a sentence, but the classic board is so small that two players who know it always draw. So besides the 3×3 game there are two bigger boards here: four in a row on 4×4, and five in a row on a 15×15 board, the way it is played across a whole page of squared paper.

The three boards

BoardA win isWith the best play on both sides
3×3three in a rowalways a draw
4×4four in a rowa draw too, but far easier to lose
15×15five in a row, or morecrosses win

The classic 3×3 board is where every table starts. Whoever sets up the game chooses the board before the first move, and the rules are the same on all three: only the length of the row changes.

3×3: three in a row, here straight across.
4×4: four in a row, here straight down.
15×15: five in a row, here corner to corner.

Crosses go first

Crosses always move first, on every board. At a table with a friend, whoever opens it picks whether they play crosses or noughts; against the computer you pick before the game. Moving first is an advantage — small on 3×3, large on the big board — which is why the players swap marks after each game at a friend's table.

A turn

On your turn you write your mark in any empty square. There is no passing, and there is nothing else to do: no pieces to move, nothing to capture.

Each move has 15 seconds. If your time runs out, a mark is put down for you in a random empty square — on the big board, one near the marks already down, rather than somewhere in an empty corner. Against the computer only your own moves are timed, and if you switch to another tab the clock waits until you come back. At a friend's table, whoever opens it can turn the clock off before the start.

Winning

You win the moment you complete a row of your own marks in a straight line:

The winning row is struck through in red pen, and the game ends there. The row must be unbroken: a gap, or one of your opponent's marks in the middle of it, means it is not a row.

On 3×3 you need three, on 4×4 four — so on both, a winning row runs from one side of the board to the other. On 15×15 you need five, and they can be anywhere on the board.

Longer rows count

On the big board a row of six or more wins too. It often happens by filling a gap: two marks, a space, three more, and the space gets filled.

Filling the gap makes six in a row. On this board six wins just as five does.

If you have played gomoku by its tournament rules, note that these rules are freer: there is no "exactly five" rule, no move that is forbidden to crosses, and no special opening. Five or more in a row, anywhere, wins.

Draws

A game is a draw when the board is full and nobody has a row. On 3×3 this is the usual ending between two careful players. On 15×15 it almost never comes to that.

All nine squares are full and no line has three of one mark: a draw.

At a table with a friend you can also agree a draw. Either player may offer a draw, and the other accepts or declines. Playing a move instead of answering declines it too. You can offer once per move.

Resigning

You may resign at any point. It counts as a loss. On the big board it is the honest thing to do once your opponent has an open four (four in a row with both ends free) and you have no row of your own to finish first: they cannot be stopped.

Playing a friend

Open a table and send your friend the link. While you wait, you choose the board — 3×3, 4×4 or 15×15 — and whether you play crosses or noughts. When your friend arrives, they press Ready, and you press Start. Nothing is played, and no clock runs, until then.

After a game, Play again starts the next one on the same board and keeps the score. The players swap marks, so the other one gets crosses and the first move. Change settings, which only the player who opened the table can press, goes back to the waiting room to change the board or the marks; the score is kept then too.

Playing the computer

The computer plays at three levels:

There is nothing hidden in this game, so the computer sees exactly what you see: the board. You choose the board and your mark before each game. Take noughts to practise defending, and crosses to practise attacking.

Ready? Play tic-tac-toe against the computer, or read how to win at tic-tac-toe first.

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