Tic-tac-toe: the never-lose strategy
Tic-tac-toe is a solved game: with correct play from both sides, every game is a draw, forever. That sounds like it kills the fun, but it does something better โ it means there is a complete strategy, learnable in ten minutes, after which you will never lose another game. Here it is, with the reasoning attached. (Practise against our tic-tac-toe โ its perfect mode plays exactly the strategy on this page, so a draw against it is a diploma.)
A solved game
"Solved" means the outcome under best play is proven โ checkers is solved (draw), Connect Four is solved (first player wins), and tic-tac-toe is small enough that you can verify it by hand in an afternoon. The verdict: neither player can force a win against correct responses; every decided game contains a mistake, and the whole art is being the one who doesn't make it. First player (X) has the initiative โ more chances to profit from errors โ but no forced win.
The best first move
The corner is the strongest practical opening. The centre is the theoretically "best" square (it sits in 4 of the 8 winning lines), but against a corner opening there is exactly one non-losing reply: the centre. Every other response โ edge, adjacent corner, anywhere โ loses to correct play. Against a centre opening, any corner reply holds the draw, so a novice survives it more often by accident. Corner first punishes the most people.
The worst opening is an edge (middle of a side): it sits in only 2 winning lines and hands the initiative away.
The fork: the only way anyone wins
Nobody past age six loses to an unblocked line. Every real win comes from a fork โ a move creating two winning threats at once, so the defender blocks one and dies to the other. The classic: X takes a corner, O replies with an edge (mistake), X takes the opposite corner, and now the centre โ or another corner โ gives X two lines through one square. Learn to see forks a move early, in both directions: your next move's fork is a win; your opponent's is the thing rule 5 below exists for.
The defensive rules
Perfect play is this priority list, checked top to bottom every turn:
- 1. Win: complete your own line if you can.
- 2. Block: if they threaten a line, kill it.
- 3. Fork: create a double threat if available.
- 4. Block their fork: if they can fork next turn, either occupy that square or โ the expert version โ make a threat of your own that forces them to respond elsewhere (just not a threat whose block creates their fork).
- 5. Centre, if free.
- 6. Opposite corner to an opponent's corner.
- 7. Any empty corner. 8. Any edge.
One trap deserves its own sentence, because it beats everyone once: X corner, O centre (correct!), X opposite corner โ and O, feeling clever, takes a corner. That corner move loses: X's third corner forks. The correct O reply to the double-corner setup is an edge โ the one position where the humble edge is the hero.
255,168 games, counted
The game tree is small enough to enumerate exactly: 255,168 possible games, of which X wins 131,184, O wins 77,904, and 46,080 draw. Two things worth reading out of the numbers: random play favours X heavily (the initiative is real), and draws are under a fifth of possible games even though they're 100% of correct ones โ a neat, checkable illustration of how far random outcomes sit from optimal ones. Up to symmetry, the 9 openings collapse to 3: corner, edge, centre โ which is why the strategy above fits on a page.
When you outgrow it
Which happens โ a solved game with a one-page solution has a shelf life. The same "see the double threat" instinct scales up: Connect Four is the natural next game (solved, but the solution doesn't fit on a page), and Minesweeper or 2048 trade the opponent for logic and probability. But teach tic-tac-toe's priority list to a kid first โ it's the smallest complete lesson in thinking one move ahead that exists.
Sources and further reading
The claims in this guide rest on these references, which were checked when the guide was last updated. Spotted an error? The contact page says how to report it.