NewFour in a RowStrategy
22 published games · real catalog
NewFour in a Row
NewDots & Boxes
NewSOS: Pen and Paper
NewCrownline Checkers
NewChess
NewNine Men’s Morris
NewHalma
NewFanorona
NewAlquerque
NewTurkish Draughts
NewInternational Draughts
NewBrazilian Draughts
NewGo · Quiet Stones
NewXiangqi
NewShogi
NewFox and Geese
NewHnefatafl
NewSprouts Paper
NewSea Battle
NewCircle TD
BetaChipbots: Chassis Duel
BetaTraffic ControllerInspect what your move gives the opponent
Strategy here is about tactical board decisions rather than an assumed empire-building or real-time warfare catalogue. Many games also belong to Board: this collection helps you compare threats, extra turns and forced responses within those games.
A threat can depend on its supporting square
In Four in a Row, gravity controls where a counter lands. A potential line is only useful when its target square is reachable. In SOS: Pen and Paper, either player can place S or O; forming an SOS line scores and grants another turn. Consider all directions before opening a scoring sequence for the next player.
Four in a Row · SOS: Pen and Paper
Forced captures and extra turns change planning
Crownline Checkers requires captures and permits jump chains. Dots & Boxes grants another turn after a box is completed. These rules change how far ahead a move must be evaluated: the opponent may not simply make one reply and hand the turn back.
Crownline Checkers · Dots & Boxes
Choose a game, not a promised universal strategy
Hints, undo and daily restrictions differ by game and mode. Use a computer match to examine a decision, or a shared-device match where that option is present. For a wider look at board formats rather than tactical features, visit Board.
