Disc Flip: 8×8 Strategy Game

Trap your opponent's discs between two of yours to flip them, and take the corners. Play five computer levels, a friend on one device, or a daily set of endgames. Every daily and endgame board is rechecked by a second solver.

On this page

How to play Disc Flip

Disc Flip is an 8×8 game for two sides, Dark and Light. You place a disc to trap a line of your opponent’s discs, and the trapped discs turn to your color. When neither side can move, the side with more discs wins.

The rules

  1. Start. Four discs sit in the center: Light on d4 and e5, Dark on e4 and d5. Dark moves first.
  2. Place a disc. Put one disc on an empty square so that it traps at least one line of opponent discs between itself and another disc of yours.
  3. Lines. A line runs from the new disc across, up and down, or diagonally. All eight directions count.
  4. Flip. Every trapped line turns to your color at once, so one move can flip along several lines. Flipped discs do not flip anything else.
  5. Pass. With no legal move you pass. With one, you must play it.
  6. End. The game ends when neither side can move, which can happen before the board is full. More discs wins, equal counts draw, and empty squares count for nobody.

Columns a to h run left to right and rows 1 to 8 run top to bottom, so a1 is the top-left corner. The board on screen shows no coordinates, but screen readers announce moves with them, for example “You played d3, flipped 1.”

Disc Flip board at the start: Light discs on d4 and e5, Dark discs on e4 and d5, and four dots on d3, c4, f5 and e6 marking Dark's legal first moves.
Figure 1. The starting position. Dark's four legal first moves are marked with dots: d3, c4, f5 and e6. Source: the start position and move rules in our game code.

All four first moves flip one disc and are mirror images of each other. A half turn of the board, or a mirror across the a1–h8 diagonal, leaves the start unchanged and swaps them, so no first move is better than another.

Disc Flip board with Dark about to play c3. Gold rings mark the three Light discs that flip, d3, e3 and c4. Blue rings mark the Dark discs on f3 and c5 that trap them. A red cross on f6 marks a diagonal line that ends at an empty square and does not flip.
Figure 2. Dark plays c3 (dashed). Gold rings mark the discs that flip: d3, e3 and c4. Blue rings mark the Dark discs that trap them: f3 and c5. The diagonal d4, e5 ends at the empty square f6 (red cross), so it stays. Source: an example position made up to show the rule.

Only an unbroken line flips: it starts next to the new disc, holds only opponent discs, and ends at one of yours. An empty square or the edge of the board ends the line with no flip.

Controls on this screen

The board takes a mouse, touch or the keyboard.

ActionKeys
Focus the boardTab
Move the cursor (it stops at the edges)Arrow keys
Place a disc on the cursor squareEnter or Space
Undo (Computer and Two players)U
Hint (Computer only)H
Pass (only when you have no legal move)P
Open Settings (not in the Daily)S
Close a panelEsc

The first arrow press puts the cursor on your first legal square, reading left to right and top to bottom.

What the board shows:

Four ways to play

The button above the board, for example “vs Computer · Level 2 · Dark”, opens Settings. Nothing changes until you press Start. A game in progress, including a half-played Daily board, saves on this device and resumes after a reload.

Tips and strategy

These tips come from the rules and from what our own computer players weigh. We have no data from human players.

Take the corners

A corner disc cannot be flipped. A flip needs an opponent disc on each side of yours in a straight line, and a corner has no square beyond it in any direction. For the same reason, a disc on an edge can only be flipped along that edge. Once you hold a corner, the edge discs next to it can become permanent too.

Be careful beside an empty corner

The squares touching a corner are the risky ones: the four diagonal squares (b2, g2, b7, g7) and the eight edge squares beside the corners (a2, b1, g1, h2, a7, b8, g8, h7). Put a disc on b2 and your opponent can take a1 as soon as a line from a1 runs through your discs to one of theirs. Our computer levels from 2 up score these squares as bad while the corner is empty (Figure 3 below).

Count moves, not discs

Grabbing the most discs is a weak plan. Our flip-grabber bot always plays the biggest flip, yet it beat a random bot only 464 games to 310, and Level 2 beat it 701 to 80 (table below).

Levels 3 and up count how many moves each side would have. Before you place a disc, picture the board after the flips and count the squares your opponent could then play. Discs that touch an empty square give your opponent places to play, so flip discs inside your group rather than on its rim.

Count the empty squares near the end

With no passes, each move fills one square. If an odd number of squares is empty and it is your move, you will fill the last one, and nobody can answer it. A pass changes who plays last, so recount after one.

Use Undo and Hint to learn

Train the endgame

Every Endgame and Daily board is picked to meet these rules:

So do not take the biggest flip by reflex. List your moves, and for each one ask what the computer’s best reply does to the count.

Our numbers

Our method is on the How we test page.

Five levels, measured against each other

We compare each level with its neighbor and with three simple bots. The random bot plays any legal move. The flip-grabber always plays the biggest flip and breaks ties at random. The corner bot looks one move ahead and uses only the square values in Figure 3.

Matchup (results of the first-named side)GamesWins–draws–losses
Level 1 vs random bot800415–31–354
Level 1 vs flip-grabber800351–29–420
Random bot vs flip-grabber800310–26–464
Level 2 vs flip-grabber800701–19–80
Level 2 vs Level 1800707–12–81
Level 3 vs flip-grabber200193–1–6
Level 3 vs Level 2200162–3–35
Level 4 vs corner bot200193–1–6
Level 4 vs flip-grabber200200–0–0
Level 4 vs Level 3200177–2–21
Level 5 vs flip-grabber200200–0–0
Level 5 vs Level 4200200–0–0

We ran all 12 matchups (5,400 games) on 23 October 2026 and again on 25 October 2026 with identical results. A third run on 29 October 2026 passed again. Colors alternate every game.

The runs have no clock, and Levels 4 and 5 vary little from game to game. Read 200–0 as “clearly stronger”, not as a win rate over all possible games.

What each level does

LevelHow it picks a moveSettings line “Beats a flip-grabber”
1 BeginnerA random legal move 80% of the time, otherwise the biggest flip.43%
2 CasualLooks one move ahead. Scores squares (Figure 3) plus 0.15 points per extra legal move, with a random wobble of up to 2 points.87%
3 ClubLooks two moves ahead. Scores squares plus 5 points per extra legal move. Picks at random among moves within 3 points of the best.96%
4 StrongLooks four moves ahead with the same scoring. Breaks exact ties at random.100%
5 ExpertSearches deeper, up to 70,000 positions or 2.5 seconds. Adds 15 points per extra settled disc once a corner is taken and takes off 3 per extra disc touching an empty square. With 20 or fewer empty squares it gives the side to move 8 points if the count is odd and takes off 8 if it is even. Reads the last 10 empty squares to the end.100%

The last column is the line the Settings panel shows: wins only, draws left out, rounded down, from the ladder above.

How the computer values squares

8 by 8 grid of the square values used by Levels 2 to 5: 100 in the corners, minus 50 on the four squares diagonal to the corners, minus 20 on the eight edge squares beside the corners, 10 and 5 on the rest of the edge, minus 2 on the ring inside the edge, and 1 or 0 in the middle.
Figure 3. Square values used by Levels 2 to 5. A positive number is good to own. Once a corner is taken, the three squares beside it stop counting. The values are hand-tuned, not trained. Level 1 does not use them. Source: the square table in our computer players' code, read on 2 November 2026.

The last ten squares at Level 5

At 10 or fewer empty squares, Level 5 picks the move with the best final disc margin. On 23 October 2026 we gave it 200 test positions with exactly 10 empty squares. It finished all 200 inside its 70,000-position and 2.5-second limits, and the slowest took 8.6 milliseconds in a browser worker on our test machine. If a search ever ran out of room, the game would fall back to a shallower one.

Checks on the rules

These ran in our test suite on 29 October 2026.

The Daily and Endgame boards

Daily puzzle and records

The Daily Endgame Trio

The Daily is the same three Endgame boards for everyone on a calendar date. A new trio starts at midnight on your device’s clock. The table holds 420 days (60 weeks) of boards and then starts over, so the weekdays stay in step. What every game’s daily shares is on Daily.

What your records keep

Frequently asked questions

Which level should I start on?

Level 2, which the game opens on. After three wins in a row, the result offers Level 3. If Level 2 is too hard, try Level 1, which plays a random move 80% of the time.

How strong is Level 5?

In our ladder it won 200 of 200 games against Level 4 and 200 of 200 against the flip-grabber (23 and 25 October 2026). These are computer-against-computer results, and we have no results for human players.

What does par mean in the Daily and Endgame?

Par is the best final margin (Dark minus Light) you can reach against a computer that plays perfectly. The result line reads like “You +6 · Par +8”.

Last updated: November 2, 2026.