Cognivo

Learn Ultimate Tic-Tac-Toe

Nine boards in one, and where your move sends your opponent.

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Where you play sends them

The cell you take inside a small board picks the board your opponent must play in.

X just took the ringed cell. Tap the board O must play in next.

The story

A Fix For A Broken Game

Ultimate Tic-Tac-Toe adds one rule to a game everyone considers solved: the cell you take sends your opponent to the matching board. It spread over the internet from 2013 and has no single inventor.

The whole story

Ordinary tic-tac-toe is famously not worth playing: both sides play correctly and it is always a draw, which most people work out by about the age of eight. Ultimate Tic-Tac-Toe exists because someone asked what the smallest change would be that made it a real game again. The answer turned out to be one rule — the cell you take decides which board your opponent must play in next — and it is enough to turn nine trivial games into one that adults lose badly. It spread over the internet rather than through a publisher, mostly from a 2013 post by Ben Orlin on the blog Math With Bad Drawings, and has no single inventor and no governing body. That is why you will meet small rule differences: what happens when you are sent to a finished board is the usual one.

Still Unsolved, And Why

Ultimate Tic-Tac-Toe has never been solved. A free-choice position offers up to eighty-one moves and there is no material to prune on, which puts it beyond exhaustive search.

The whole story

Connect Four was solved in 1988 and checkers in 2007. Ultimate Tic-Tac-Toe has not been solved, and the reason is the branching: a position where you are free to play anywhere offers up to 81 moves, and unlike chess there is no material to prune on and no quiet position where nothing is happening. Estimates put the game tree well beyond exhaustive search on ordinary hardware. What is known is empirical rather than proved. Strong play favours the first player, the centre board is worth more than the corners, and a large share of games between good players end with one side building two board-threats at once — the same double-threat idea that decides Connect Four, one level up.

The full notes

Everything above, and more, in words, to read or to listen to.

Rules4 sections

Nine Boards, One Game

The board is a three-by-three grid of small tic-tac-toe boards — nine boards, eighty-one cells. X moves first. Winning a small board with three in a line claims it, and claiming three small boards in a line wins the whole game. That much is just tic-tac-toe twice over. The rule that makes it a game is the sending rule below, and it is the only one worth memorising.

  • Eighty-one cells, but you can usually only reach nine of them.
  • X always opens.

The Sending Rule

The cell you play in decides the board your opponent must play in next. Take the top-right cell of any board, and your opponent must play somewhere in the top-right board. Take the centre cell, and they are sent to the centre board. So you are never simply choosing the best square in front of you. Every move is two decisions at once: what it does for you here, and where it puts your opponent. Beginners lose because they only make the first decision. On Cognivo, hovering a cell outlines the board it would send your opponent to, so you can see the second decision before you commit to it.

  • Hover a cell to see where it sends your opponent before you play it.
  • A move that is good locally and sends your opponent somewhere useful is often worse than a mediocre move that sends them nowhere.

Being Sent Nowhere

If you are sent to a board that is already finished — won by either side, or drawn — you are not stuck. You may play in any unfinished board instead. That is a free choice, and it is the most valuable thing you can be handed in this game. Which means the reverse is the thing to avoid: sending your opponent to a finished board hands them the run of the whole position. Late in a game, when several boards are decided, half the skill is counting which cells still send somewhere and which have quietly become free passes.

  • Free choice is the strongest position in the game. Give it away as rarely as you can.
  • As boards finish, more and more cells turn into free passes. Recount every turn.

Winning, And Drawing

Three claimed boards in a line — across, down, or diagonally — wins immediately. A small board with every cell filled and no three in a line is drawn, and a drawn board counts for neither side; it is simply out of play and sends anyone pointed at it somewhere else. The whole game is drawn when every board is decided and no side holds three in a line. Cognivo shows the running count of boards held by each side beside the board, because the score of a position this cluttered is genuinely hard to read at a glance.

  • A drawn board is not neutral ground — it is a free pass for whoever gets sent there.
  • Watch the board count, not the cell count. Cells are only a means to boards.
Strategy4 sections

Play The Board You Are Sent To, Win The Board Above

The commonest beginner mistake is treating each small board as its own game and playing it out to win. It costs games, because a small board is not the prize — it is one of nine cells in the only board that matters. So losing a small board on purpose is a normal move here. If giving up the bottom-left board keeps your opponent out of the centre for three turns, the trade is usually good. Ask what a move does to the big board first, and what it does to the small one second.

  • Give up a small board without regret if the tempo is worth more.
  • Ask what a move does to the big board before you ask what it does to the small one.

The Centre, Twice Over

The centre board sits in four of the eight winning lines — more than any other — so it is the most valuable board to hold, exactly as the centre square is in ordinary tic-tac-toe. The centre cell of each board is valuable for a different and more interesting reason: playing it sends your opponent to the centre board. That makes centre cells the standard way to fight for the centre without playing there yourself, and it is why strong games so often circle the middle for the first dozen moves.

  • Centre board: four winning lines. Corner boards: three. Edge boards: two.
  • Playing a centre cell is a way of contesting the centre board without being in it.

Two Threats At Once

The move that actually decides most games is the one creating two threats your opponent cannot answer together. It happens on both levels. On a small board it is ordinary tic-tac-toe: a fork with two ways to make three. On the big board it is the same shape one level up — reaching a position where you threaten to claim either of two boards that each complete a line. Because claiming a board takes several moves rather than one, a big-board double threat is something you build over many turns, and it is usually invisible to an opponent who is watching only the board in front of them.

  • Count your opponent's threats before your own; one you cannot answer ends the game.
  • A big-board fork takes several moves to build, so it is easy to miss and hard to stop late.

Sending, Not Moving

Strong play in this game is mostly about where your opponent is allowed to be. There are two ideas worth naming. The first is the send-back: play a cell that points at a board where every good reply also sends you somewhere you want. Chains of these are how good players keep an opponent shuffling between two harmless boards while they build elsewhere. The second is the poisoned board. If a board is nearly won by you, it is dangerous for your opponent to be sent there — they must spend their move blocking rather than developing. Deliberately leaving a board one move from completion, and repeatedly sending your opponent into it, is a way of playing several free moves in a row.

  • Look for cells whose every plausible reply sends you somewhere good.
  • A board you nearly own is a trap: your opponent has to spend a move there rather than building.