Reversi -- History, Curiosities, and Variants
by Michael Keller

Special thanks to:
Gunnar Anderssen, who permitted me the use of his excellent program Zebra (developed by Anderssen and Lars Ivansson) for making many of the diagrams here.   Zebra is a freeware program which runs under Windows (there is also a version for Android).   It is a strong playing program with many features.
Graham Brightwell, editor of the British Othello Federation Newsletter, who allowed me to republish some constructed games.
Aubrey de Grey, who constructed many of the games in this article and permitted me to publish them in WGR.

One of the most popular abstract games with simple rules is Reversi.  It was published in the 1880's as a proprietary game, played on the 8x8 board still familiar today, invented by Lewis Waterman.  A rival inventor, John W. Mollett, claimed to have invented the game of Annexation in 1870, which had similar rules (in particular, the same type of reversal capture), but was played on a cross-shaped board. 
Each man claimed the other was a fraud.  If Mollett's claim is true, he apparently had the capture idea before Waterman (Waterman may have taken the idea from Mollett or arrived at it independently).  Waterman's claim is supported by newspaper accounts from the time, and a handbook devoted to the game.  I have a handbook of games published in 1890 (obtained from Philip Cohen) which includes a 55-page section on Reversi, with complete rules and quite a detailed discussion of strategy.  Many accounts of the history of Reversi have been published, but there is much confusion in exactly what dates various events occurred.  Since the modern game of Reversi uses Waterman's board and name, I would say that Lewis Waterman deserves the title of inventor.  I named my own Reversi program Waterman in his honor.

Orthogonal  Oblique
The two essentially different starting positions (orthogonal and oblique) in Reversi

Reversi is played by two players on an 8x8 board (usually uncheckered), with 64 two-sided pieces with different colors on each side.   For simplicity, we will assume the pieces are black and white, and the players are designated Black and White (unlike chess, Black moves first).   Players play alternately, placing a single piece of their color on each turn.   The first four pieces must be played in the center four squares, leading to one of the two configurations shown above (all other configurations are reflections or rotations of one of these two).  On each successive play, each player must flip one or more opposing pieces by a form of custodian capture (but reversing the color of the pieces, rather than removing them).   That is, each new piece placed must be adjacent to at least one opposing piece which is in line (orthogonally or diagonally) with a friendly piece, with no gaps.   All opposing pieces between the two friendly pieces must be flipped over to the moving player's color.   A newly played piece can form custodian captures along multiple lines: the opposing pieces along every line are flipped.

f5  c4  d3
Examples: from the orthogonal start, Black played f5 and flipped e5 (between d5 and f5); White can play in any of the yellow squares.  White played c4 and flipped d4.   Black then flipped pieces along two lines by playing d3 (d5 allows d4 to flip; f5 allows e4 to flip).

A player who cannot move passes his turn; the opponent then plays again until the player who passed has an available move.   Play continues until neither player can move (usually when the board is completely filled, or all of the pieces are of one color, though double stalemates are possible).    The player with more pieces of her color wins (ties are also possible).

I originally learned the game in my childhood through accounts in various game compendia (I still have a set of rubberized black and red pieces from World Wide Games), and played postally in the Knights of the Square Table in the 1970's.  We played under one rule different from Waterman's rules: in the original rules each player had 32 pieces, and if your opponent had to pass a move you would run out of pieces first, and the opponent could play extra moves at the end.  This is an undesirable rule, since it makes having to pass possibly advantageous at the end of the game.  We used a rule which is nearly universal now: there is a common pool of 64 pieces, and if you are forced to pass, you simply skip your turn until a play by the opponent allows you to move again.   Martin Gardner discussed the game in his Mathematical Games column in the April 1960 issue of Scientific American.  Two readers sent in wipeout wins of 11-0, starting from the orthogonal Reversi position; one of these is shown belowThe updated column was reprinted in 1966 in the collection New Mathematical Diversions from Scientific American: Chapter 6, Board Games).

11-0 sweep

The game achieved great popularity when a Japanese inventor, Goro Hasegawa, reintroduced the game as Othello.  This was trademarked and published commercially by the Tsukuda Original company in Japan in 1973.  With help from James R. Becker, Hasegawa formed the Japanese Othello Association (still active), wrote a book, and promoted the game, which spread all over the world.   Although Hasegawa claimed to have invented the game in 1971, Othello is actually identical to the game of Reversi as I learned it, except that Othello starts from a fixed opening position, while in Reversi the players place their first two pieces alternately in the center, which can lead to two essentially different opening positions.  (These positions can converge with as few as eight pieces on the board, as we will see momentarily).   The US Othello Association was formed in 1978, and published an excellent magazine, Othello Quarterly, from 1979 to 2005.   The British Othello Federation also publishes a bulletin.

The notation used by most Othello organizations, following Japanese practice, has a1 at the upper left corner -- an unfortunate choice, in my view.   WGR advocates the consistent use of standard algebraic notation in all board games where practical, even where this may push aside traditional notations such as checkers (where traditionally the squares are simply numbered 1 to 32).    In this article we will mostly show games in graphical format, with the moves numbered (some games may be rotated or flipped).




Curiosities in Reversi and Othello

In the July 1993 British Othello Newsletter (Forty Billion Nodes Under The Tree),
Sid Cox's article "Syncopated Cerebrations" asks how early can an Othello game and a Reversi game (from the orthogonal starting position) reach the same position?   The answer is four moves (shown below); this is a well-known result, and there is at least one other four-move solution):

Reversi 4 Othello 4 Same Position

A question posed by David Haigh (Othello Quarterly Vol. 3, Num. 2, Fall 1981, pages 30-31, letter to the editor): what is the earliest possible pass after which play continues (i.e. it does not result in an immediate wipeout or stalemate)?   I found an 8 move solution, which appeared in WGR13 (this is also a well-known result); Black must pass after White's 8th move, but the game will continue, although White should win easily by forcing Black to g7 and eventually taking the corner at h8.   It is later possible to reach a position where Black has 16 straight moves with either a pass or a forced move, ending in a 44-0 wipeout (de Grey constructed a game ending with 17 consecutive forced moves or passes, ending in a 64-0 wipeout).

Pass after 8 moves  Pass After 8  16 forced  
15 forced

One of the top British Othello players, Aubrey de Grey, constructed the shortest known game of Othello not ending in a wipeout (Black winning 15-4); this appeared on the cover of the January 1993 British Othello Federation Newsletter (The Killer Bees).


Win 15 to 4    Double Stalemate                         

Editor Graham Brightwell then challenged readers to construct the shortest possible game ending in a draw (naturally the final position must be a double stalemate).  In May 1993 The British Othello Federation published the first British Othello Bulletin, a 4-page supplement to its 48-page Newsletter.  The following game appeared on page 1 without comment: 1 e6 2f6 3c4 4d6 5f7 6c3 7c6 8c7 9g6 10h6 11c8 12g8 13c2 14b2 15a2 16c1 17g7 18c5 19b3 20b6 21a6 22h8 23e3 24a3 25f4 26a1.  This game, again from de Grey, ends up in a 15-15 tie -- Graham Brightwell commented to me that he had never even heard of a 31-31 tie in actual play!   [Colin Springer, in a letter to the editor published in Othello Quarterly, Vol. 18, Num. 4, Winter 1996-1997, page 2, gave the transcript of a 31-31 tie which occurred in a game between Eclipse, a computer program co-written by Springer, and another program, Brutus.]   Aubrey de Grey later constructed an even shorter drawn game, ending 12-12.    If Black plays c5 on move 17 instead of move 19, White can only play at h6, and the game ends in a 12-10 win for Black.   This is the smallest known winning disc count in an Othello game, even beating out the 13-0 wipeouts (see the Bibliography for more on wipeouts).

Draw 12-12  Draw 12   

Another of Aubrey de Grey's ingenious constructed games is a 64-0 wipeout win by Black; after White's move 33 the position is shown (below, center).    Black then makes 12 consecutive plays (White must pass 11 times) before White can play again (below right, White about to make move 46).    Black then finishes the game with 14 straight plays (with 13 passes by White).  Including a pass after move 31, White makes 25 passes in all, making only 17 moves in the entire game.

25 passes   12 Passes   One More White Move        

Another construction by de Grey is a position, with Black to play, in which Black can move to every one of the 32 empty squares.   The moves to reach this position are shown below left, and the resulting position (possible squares to which Black can move are highlighted in yellow) is shown below, right:

Every Square      To Every Square
Another game by de Grey is a 16-1 win for Black, the shortest known win not ending in a wipeout: this was based on an actual game between Denis Rouillon and Laurent Pelissier in the 1989 French national championship, which ended in a 21-1 win by White.

Win 16-1      

Only one flip per turn

Here is a problem I thought of recently: what is the longest possible sequence of moves, from the start of a game (using either starting position), in which only one disc is flipped on each move?    My best effort was 41 moves.  I sent the problem to Donald Knuth, who quickly responded with a near-perfect 59 move sequence, as well as a perfect 6x6 solution.

  59 Single Flips 

Tracy Cobbs, a game player and writer, who was a top-30 tournament player in Othello for a while, created the following palindrome, imagined to be spoken by one of the two rival inventors of Reversi in the 1880's :
"I made Reversi.  'Tis revered -- am I?"



Variants of Reversi

Some sources have incorrect rules:
(1) The game ends as soon as one player cannot play.
(2) Flips can be made along only one line per turn (Ravensburger gave this as a variant for children)

The most obvious variant of Reversi is to play on a larger board. 
It seems reasonable that 10x10 Reversi should play well; 10x10 boards made for checkers and even chess are widely available.    Smaller boards (4x4 and 6x6) have been completely solved by computer (4x4 is a very easy win for White going second).  In the July 1993 BOF Newsletter (Forty Billion Nodes Under The Tree), Joel Feinstein presented analysis by his Othello program MODOT, showing that White (playing second) wins in 6x6 Othello, with best play by both sides ("Amenor Wins World 6x6 Championships", pp. 6-8).   Computers were already playing better than the best human players as early as 1997: Logistello, a powerful Othello program written by Michael Buro, won a six-game exhibition match August 4-7, 1997, against World Champion Takeshi Murakami, with a surprising 6-0 score.   The match appeared to confirm that the strongest Othello programs are stronger than any human players.   In November 2023, Hiroki Takizawa published a paper, Othello Is Solved, announcing that 8x8 Othello is a 32-32 draw with perfect play by both players.   This is known as weakly solving: the program, Takizawa's modification of an algorithm called Edax, can play optimally from the starting position.

Another obvious variant for 8x8 Reversi is to allow the first play to be made anywhere, but the first four plays must still form a 2x2 square somewhere.


Misere Reversi, in which the object is to end up with the smallest number of discs, has also been studied.   This is also known as anti-reversi.

Reversi can easily be played on a hexagonal grid, with the board either a hexagon or parallelogram.   A hexagon five on a side gives a board of 61 cells and a game comparable in length to 8x8 Reversi.   Christian Freeling invented a variant, MacBeth, on a hexagonal board six on a side, but with 19 symmetrically placed holes, so that every playable cell lies along only two lines. 


Sid Cox's article "Syncopated Cerebrations" asked how Othello can best be handicapped: possibly by allowing the weaker player one or more 'passes' which allow him to skip a move at any time.


Commercial variants

Domain - invented by Claude Duvernay, published by Parker Brothers, 1983, $13

Domain is an interesting and original game of the Reversi family.  It is played on a 9x9 board, using pieces with eight different symmetric polyomino shapes, ranging in size from a bar-shaped piece which covers two squares, to a cross-shaped piece which covers five squares (an X pentomino). Each piece has two sides, blue and white. The two players (one playing blue, the other white) alternate placing pieces on the board with their color face up.  After placing a piece, the player flips every orthogonally adjacent piece  of the opposite color to his own color.  The object is to have a larger area covered by your color when no more pieces can be played.  Three levels of play are provided; in the expert level, all adjacent pieces, regardless of color, are flipped after each piece is played. The physical components are up to Parker Brothers' usual high standards.  The board and pieces are sturdy plastic, and the pieces have pegs which fit into the holes on the board,  keeping them from shifting out of position.  Experience in Reversi may be somewhat helpful, but the Domain player will have to work out most of his strategies himself.  One comment to Parker Brothers: the inventor of a game deserves to be credited.

Ataxx - invented by Dave Crummack and Craig Galley, 1988, first released by Leland, 1990, arcade

Ataxx is a board game which began as a computer game,
originally called Infection.   The first commercial version was the arcade game Ataxx in 1990.   It later appeared on both Nintendo and IBM systems as Spot; Tracy Cobbs introduced me to the game through the Nintendo version.  There are now many computer versions, including a hexagonal version unimaginatively called Hexxagōn.  The game itself is a simple and elegant abstract board game with some similarities to Reversi and Domain.   The usual board is 7x7; 49 Reversi-style pieces (e.g. black on one side and white on the other) are needed.   Initially the player going first has pieces at a7 and g1; the second player has pieces at a1 and g7.  Players alternate moving one piece per turn.   (Many computer versions block out squares on the board in various patterns, but we will consider the plain 7x7 game.    A very detailed set of pages on Ataxx (in French and English) are on Alain Beyrand's Pressibus site (he also has a Reversi site).

There are two kinds of moves :
(1) A piece adjacent to an empty square (orthogonally or diagonally, like a king in chess) can create a new piece in the empty square.  E.g. if there is a piece at c3, and d4 is vacant, a new piece can be created in d4.   Since it doesn't really matter which adjacent square was involved, we notate this move with the landing square only : e.g. d4 indicates that a piece was created on d4 from one of the adjacent squares occupied by a friendly piece.
(2) A piece can jump into an empty square two squares distant (orthogonally, diagonally, or by a knight's move -- this is like the fairy chess piece called the squirrel) -- intervening squares may be leaped whether empty or occupied by friendly or enemy pieces.   No new piece is created.  A piece at c3 may jump to a1, a2, a3, a4, a5, b5, c5, d5, e5, e4, e3, e2, e1, d1, c1,or b1 -- in any case c3 will be vacant after the move.  We notate such a move (e.g.) c3b5.

After a move, enemy pieces adjacent (kingwise) to the new piece's square in case (1) or the landing square in case (2) are flipped over as in Reversi.   The number of pieces flipped over as a result of each move is noted in parentheses.   The game ends when the board is full; the winner is the player with a larger number of pieces (ties are impossible because of the odd board size).    Here is a sample game Tracy Cobbs (White) and I (Black) played by post and e-mail, 1994-1995:
1 b7 b2 2 f1 c3 3 g2 f6 4 e1 d2(1) 5 e2(2) b2d1(3) 6 f2(2) e3(2) 7 f3(3) d3(2) 8 f3d4(3) e2e4(3) 9 e2(4) f3(4) 10 c3e5(3) g7f5(3) 11 d4f4(5) f6d4(4) 12 b7d5(3) d3c5(2) 13 d3(3) c4(2) 14 c3(3) a1c2(4) 15 a7c6(2) b4(2) 16 b5(3) b3(2) 17 g3(2) b4d6(4) 18 e6(3) b4(1) 19 d6b6(3) b4d6(5) 20 f6(2) b4(1) 21 d7(2) d5e7(4) 22 d5(4) f6g4(4)  23 b6a4(3) c3a5(3)  24 c3(4) c1(2)  25 f6(2) d7f7(3)   26 b2(2) a3(3)   27 c1a2(3) c1(2)   28 b1(3) b6(2)   29 c7(2) d7(3)  30 g6(2) g5(3)   31 a6(2) Resigns
 
        Position
 
7 - - X X X O -
6 O O X X X X X
5 O O X O O X X
4 X X O O O X X
3 O O O O O X X
2 O O O X O O O
1 - O O X O O O
  a b c d e f g


Bibliography
Several of the best strategy guides in English are available in electronic format (PDF).

Ball, John A. and Parker, John R. -- The Key To Othello, 1981
   One of the earliest books on Othello strategy, written by two British players.   I have never seen a copy; it is extremely rare.   I cannot find it in any of the usual online catalogs: Library of Congress, Bookfinder, or Worldcat.   (Othello is a terrible name for a board game for search purposes, as the vast majority of references are to Shakespeare's play.)

Fool's Mate  Eight Moves 

Berkeley -- The Handbook of Games, Volume I: Table Games, 1890, George Bell and Sons
   Reversi is covered on pages 1-57 of the section Reversi and Go-Bang; there is also a description of the multiplayer variant Royal Reversi on pages 58-61.  Berkeley was one of the best 19th century writers on games, and this is a surprisingly good piece on work on a game only a few years old.   It includes 15 pages on openings (though it relies on what is now known as the Sweet Sixteen principle, which is of lesser importance in modern opening theory).   Page 29-30 (Fool's Mate) shows an opening mistake which puts leaves White with one piece, completely surrounded, so that any of 8 possible moves is answered by a 15-0 wipeout (diagram above).

Cady, Alice Howard -- Reversi, c.1896, American Sports Publishing Company
  Monthly installment of Spalding's Home Library.  I have only seen a listing for this in advertisements in other books by Cady.   It is listed as number 15, so possibly it was published in September 1896 (Hearts, number 14, was August 1986).   Likely about 40 pages disregarding ads.

Dawson, Lawrence -- Hoyle's Games Modernized, 1950, Routledge & Kegan Paul, 480 pp., hardback
  Reversi is covered on pages 447-449, with the modern rules (a player who cannot move passes until he can move again, there is no 32-move limit).   Dawson gives a brief description of good and bad squares, and says of the placement of the third piece: "...it is generally considered to be bad play on the part of the first player if he places his diagonally."    Internet Archive has a copy of the 1994 edition (ISBN 1-85326-316-8) available for borrowing.

Fang, Randy -- Othello: From Beginner To Master, 2003, Fang, 64 pages
  Available online.

Hasegawa, Goro,
translated by Maxine Brady -- How To Win At Othello, 1977, Harvest/HBJ, 122 pp., paperback, ISBN 0-15-642215-8, $2.95
  A notoriously bad book, difficult to understand and full of mistakes.   English edition of the 1974 Japanese original.   A detailed assessment is in the Spring 1980 Othello Quarterly.   Out of print, but not hard to find used.

Hewlett, Clarence -- Perfect Play Sequences for 315 Normalized Positions with 20 Empty Squares, 1990, Hewlett, 26 pp., $3
  A set of analyses which derived using Hewlett's customized computer hardware for analyzing Othello endgames.   Each of the 315 positions is encoded and sorted alphabetically, and accompanied by a diagram, moves showing best play for both sides until the end of the game, and a final score.   This should be useful for both human and computer endgame study.


Landau, Ted -- Othello: Brief & Basic, 1985, 1987, U.S. Othello Assocation, 63 pp., paperback, $6.00
   The first comprehensive guide to Othello strategy, written by the editor of Othello Quarterly.  The 1990 second printing of the 1987 revised edition is available on Ted Landau's website.

Landau, Ted, ed. -- Othello Quarterly, 1979-2005, U.S. Othello Association, quarterly, 32 pp.
My collection runs from Spring 1979 (Vol. 1 Num. 1) through at least Winter 2002 (Vol. 24 Num.4), but with some gaps.

Lazard, Emmanuel
  An authorized online version is available at
Gunnar Anderssen's website.

Levy, David - Computer Gamesmanship, 1983, Simon and Schuster
  Early guide to programming Reversi.

Rose, Brian -- Othello: A Minute to Learn...A Lifetime To Master, 2005, Rose, 162 pp., paperback
  The most up-to-date strategy guide, available for free download in PDF format.

Stepanov, Oleg -- 100 Problems For Beginners, 1989, Leningrad, pamphlet, 21 pp., $3
  A collection of midgame and endgame problems in diagram form, with solutions.


Curiosities in Othello and Reversi
Gardner, Martin -- Martin Gardner's New Mathematical Diversions from Scientific American, Simon & Schuster, 1966
   Chapter 6, Board Games: a reprint and update of Gardner's April 1960  Mathematical Games column in Scientific American.   Two readers sent in first-player Reversi wipeout wins of 11-0 (pages 80-81).

Haigh, David -- Othello Quarterly Vol. 3, Num. 3, Winter 1981/1982, page 28
   Letter to the editor, stating that there are only four 11-0 wins in Reversi (7 d2 can be played in the solution shown, and/or moves 8/9 can be swapped with 10/11).    Haigh also programmed a computer to look for the shortest possible games starting with the Othello opening position (equivalent to 1 d5  2 e5  3 e4  4 d4).   He found 57 different games ending in 13-0 wipeouts for Black (confirming published analysis in 1975 by a Japanese player, Manabu Maruo, who also found 89 games ending in 14-0 wipeouts for White.)    The most interesting is: 5 e6  6 f4  7 e3  8 f6  9 g5  10 d6  11 e7  12 f5  13 c5, with the pieces ending in a perfect diamond.  Maruo found a similar game winning 14-0 for White: 5 d3  6 c5  7 e6  8 d2  9 c4  10 f5  11 c6  12 b5  13 d6  14 d7
Springer, Colin -- Othello Quarterly, Vol. 18, Num. 4, Winter 1996-1997, page 2
   Letter to the editor, giving the transcript of a 31-31 tie which occurred in a recent game between Eclipse, a computer program co-written by Springer, and another program, Brutus.     

Much of the material herein appeared in various issues of WGR; in particular the section Curiosities in Reversi and Othello is an update of articles in WGR12 (p.7) and WGR13 (p. 15).

This article is copyright ©2024 by Michael Keller.  All rights reserved. This file was revised on July 17, 2024.