Chapter 11/Advanced
The endgame and the game’s limit
Exhausted reserves, victory priority and exact turn counting
Count what grows each turn
The opening leaves two tiles on the board. Every later turn that completes its placements removes one tile and adds two: total occupancy increases by exactly one. Thus after completed global turn t, there are t+1 occupied cells. Blue’s opening is turn 1 and the colors alternate.
This count is independent of the positions and numbers chosen. It does not tell you who stands better, but it helps detect mistakes and explains why the game ends. If both players rebuild the same local shape, other tiles continue accumulating. The complete state cannot repeat indefinitely with the same number of tiles.
Your reserve is separate from theirs
Each player has 32 tiles in total between board and reserve. After completing their own kth placement turn, they have k+1 tiles on the board. Between two own turns, the opponent removes one and returns that copy; then they place two new tiles. Their net board presence grows by one between completed own turns.
When you remove, you return a tile to the opponent’s reserve, not yours. This matters when you have only one tile left: your removal does not supply the second tile you need to place. You cannot borrow a copy from the other color or place only one to extend the game.
The final turn has a precise order
The draw rule applies when the next player has fewer than two reserve tiles available to place. Defensive removal is resolved first. If any opposing line survives, the opponent wins immediately. If no line remains and the player’s own reserve is insufficient, the game ends in a draw without placements.
Imagine Blue has a single reserve tile and Red has left two disjoint lines. Blue still performs removal, but one red line survives and Red wins. If Red had no line, Blue removes a red tile and then the game is drawn. The same reserve shortage can accompany different results because victory takes priority.
The exact maximum is 63 turns
After turn 62, if play has continued, Blue has 31 tiles on the board and Red has 32. Blue retains only one in reserve. On turn 63, Blue removes a red tile and any Red victory is resolved. Otherwise, Blue cannot place two tiles and the game is drawn. There is no turn 63 containing two completed placements.
The maximum comprises 62 completed placement turns and the final removal on turn 63. That is 124 placements and 62 removals: 186 actions. It is possible to reach that draw without forming any provisional line during the game. In that ending, the final removal returns a tile to Red, while Blue still has only one available and cannot place.
Do not wait for a full board
Maximum occupancy is 63 cells at the end of turn 62. The final removal leaves 62 before the draw. A legal game needs no additional lack-of-space rule and never has to occupy all 64 cells: insufficient reserve already determines the ending. Nor is an artificial turn counter needed to cut off an otherwise possible game.
Near the end, count your remaining turns and seek concrete outcomes. A provisional threat on the final placement turn can still win if it survives removal, but if the opponent breaks it and cannot place, the result is a draw. Do not value a future continuation that reserves already make impossible: resolve the sequence’s actual ending first.
What to remember
- After the opening, every completed placement turn adds one net tile to the board
- Victory after removal is resolved before a draw from insufficient reserve
- The maximum is 62 complete turns plus a final removal: 63 turns and 186 actions
Put it into practice
Practice position
Defense comes before the draw
One Blue tile remains in reserve · Remove without leaving a Red line
Tap a red tile to remove it