Reversi and Othello are names for a strategic boardgame which involves play by two parties on an eight-by-eight square grid with pieces that have two distinct sides. Pieces typically appear coin-like, with a light and a dark face.
Reversi was originally invented around 1880 by two Englishmen, Lewis Waterman and John W. Mollett, and gained considerable popularity in England at the end of the 19th century. In 1898, the well-known German games publisher Ravensburger started producing the game as one of its first titles.
The modern rule set, now universally accepted (except by those who know only the still-produced Ravensburger edition), originated in Japan as Othello in the 1970s.
Mattel produces Reversi equipment under the name Othello. Anjar Co licenses the registered trademark Othello from Tsukuda Original.
Goro Hasegawa, who wrote How to win at Othello, popularised the game in Japan in 1975.
It took its name from the Shakespearean play Othello, the Moor of Venice.
Originally, Reversi did not have a defined starting position. Later it adopted Othello's rules, which state that the game begins with four markers placed in a square in the middle of the grid, two facing light-up, two pieces with the dark side up. The dark player makes the first move.
Dark must place a piece with the dark side up on the board, in such a position that there exists at least one straight (horizontal, vertical, or diagonal) line between the new piece and another dark piece, with one or more contiguous light pieces between them. In the above situation, dark has the following options indicated by "ghost" pieces:
After placing the piece, dark turns over (flips, captures) all light pieces lying on a straight line between the new piece and any anchoring dark pieces. All reversed pieces now show the dark side, and dark can use them in later moves -- unless light has reversed them back in the meantime.
If dark decided to put a piece in the topmost location (all choices are strategically equivalent at this time), one piece gets turned over, so that the board appears thus:
Now light plays. This player operates under the same rules, with the roles reversed: light lays down a light piece, causing one or more dark pieces to flip. Possibilities at this time appear thus (indicated by "ghosts"):
Light takes the bottom left option and reverses one piece:
Players take alternate turns. If one player cannot make a valid move, play passes back to the other player. When neither player can move, the game ends. This occurs when the grid has filled up, or when one player has no more pieces on the board, or when neither player can legally place a piece in any of the remaining squares. The player with more pieces on the board at the end wins.
While it is possible to achieve complete dominance early and capture all the tiles, it is extremely unlikely. Instead of numerical advantage, the key elements of successful Othello strategy are corners, mobility, edge play, parity, endgame play, and looking ahead.
When moves seem equal with respect to what moves you will leave yourself and your opponent, playing a minimum piece strategy will tend to give you an advantage, because minimizing your discs will tend to leave fewer discs for your opponent to flip in subsequent moves of the game. One should not play the minimum disc strategy to an extreme, however, as this also can quickly lead to a lack of mobility.
The square immediately diagonally adjacent to the corner (called the X-square), when played in the early or middle game, typically guarantees the loss of that corner. Playing to the edge squares adjacent to the corner can typically lead to tactical traps involving sacrificing one corner, or simply playing out the edge in a specific sequence.
In general you should avoid edge play in the early and middle game if possible, unless you can gain larger concessions in terms of mobility or a mass of unflippable pieces.
A good rule of thumb is to keep your pieces grouped together in the middle of the board, and minimize tangents formed by your own pieces. This strategy leads to the greatest mobility.
Human beings cannot generally win against computer intelligence in Othello because computers can look ahead much further than humans can. Analysts have estimated the number of legal positions in Othello as at most 1028, and it has a game-tree complexity of approximately 1058.
Mathematically, Othello still remains unsolved — that is we don't know the result of the game with perfect play on both sides. However, analysis of thousands of high-quality games (most of them computer-generated) gives growing evidence that on the standard 8-by-8 board, perfect play on both sides results in a draw.
When generalizing the game to play on an n-by-n board, the problem of determining if the first player has a winning move in a given position is PSPACE-complete. On 4-by-4 and 6-by-6 boards under the perfect play the second player wins.
Othello engines may use Bitboards.
| Year | Location | World Champion | Country | Team | Runner-Up | Country |
|---|---|---|---|---|---|---|
| 1977 | Tokyo | Hiroshi Inoue | Japan | N/A | Thomas Heiberg | Norway |
| 1977* | Monte Carlo | Sylvain Perez | France | N/A | Michel Rengot (Blanchard) | France |
| 1978 | New York | Hideshi Maruoka | Japan | N/A | Carol Jacobs | USA |
| 1979 | Rome | Hiroshi Inoue | Japan | N/A | Jonathan Cerf | USA |
| 1980 | London | Jonathan Cerf | USA | N/A | Takuya Mimura | Japan |
| 1981 | Brussels | Hideshi Maruoka | Japan | N/A | Brian Rose | USA |
| 1982 | Stockholm | Kunihiko Tanida | Japan | N/A | David Shaman | USA |
| 1983 | Paris | Ken'Ichi Ishii | Japan | N/A | Imre Leader | Britain |
| 1984 | Melbourne | Paul Ralle | France | N/A | Ryoichi Taniguchi | Japan |
| 1985 | Athens | Masaki Takizawa | Japan | N/A | Paolo Ghirardato | Italy |
| 1986 | Tokyo | Hideshi Tamenori | Japan | N/A | Paul Ralle | France |
| 1987 | Milan | Ken'Ichi Ishii | Japan | USA | Paul Ralle | France |
| 1988 | Paris | Hideshi Tamenori | Japan | Britain | Graham Brightwell | Britain |
| 1989 | Warsaw | Hideshi Tamenori | Japan | Britain | Graham Brightwell | Britain |
| 1990 | Stockholm | Hideshi Tamenori | Japan | France | Didier Piau | France |
| 1991 | New York | Shigeru Kaneda | Japan | USA | Paul Ralle | France |
| 1992 | Barcelona | Marc Tastet | France | Britain | David Shaman | Britain |
| 1993 | London | David Shaman | USA | USA | Emmanuel Caspard | France |
| 1994 | Paris | Masaki Takizawa | Japan | France | Karsten Feldborg | Denmark |
| 1995 | Melbourne | Hideshi Tamenori | Japan | USA | David Shaman | USA |
| 1996 | Tokyo | Takeshi Murakami | Japan | Britain | Stephane Nicolet | France |
| 1997 | Athens | Makoto Suekuni | Japan | Britain | Graham Brightwell | Britain |
| 1998 | Barcelona | Takeshi Murakami | Japan | France | Emmanuel Caspard | France |
| 1999 | Milan | David Shaman | Netherlands | Japan | Tetsuya Nakajima | Japan |
| 2000 | Copenhagen | Takeshi Murakami | Japan | USA | Brian Rose | USA |
| 2001 | New York | Brian Rose | USA | USA | Raphael Schreiber | USA |
| 2002 | Amsterdam | David Shaman | Netherlands | USA | Ben Seeley | USA |
| 2003 | Stockholm | Ben Seeley | USA | Japan | Makoto Suekuni | Japan |
| 2004 | London | Ben Seeley | USA | USA | Makoto Suekuni | Japan |
| 2005 | Reykjavík | Hideshi Tamenori | Japan | Japan | Kwangwook Lee | South Korea |
| 2006 | Mito | Will be held on October 5. - 10. | ||||
Othello (brætspil) | Othello (Spiel) | Reversi | Othello (jeu) | 오델로 | Othello | רברסי | Reversi | オセロ (遊戯) | Reversi | Реверси | Othello (strategijska igra) | Othello (spel) | Cờ Othello | 黑白棋