Dots and Boxes rules

Learn the game

Rules of Dots and Boxes

Dots and Boxes begins as an empty grid and ends as a battle over chains. Draw one edge per move, claim every box you complete, and keep the turn while you are scoring.

The objective

Claim more boxes than your opponent.

01 · Dots and Boxes

Start with a grid of unconnected dots.

Blue moves first in LarkSpark. Players alternate drawing one horizontal or vertical edge between two neighboring dots. Diagonal lines are never allowed.

02 · Dots and Boxes

The fourth edge claims a box.

When your edge completes the fourth side of a square, that box becomes yours and adds one point to your score.

03 · Dots and Boxes

Scoring gives another move.

After completing a box, draw again immediately. If the next edge completes another box, continue playing; one turn can claim a long chain.

04 · Dots and Boxes

Avoid giving away the third side.

A box with three sides drawn can be taken immediately. Early in the game, safe moves avoid creating that third side until every remaining move must open a chain.

One edge can complete two adjacent boxes, claiming both before the extra turn.

05 · Dots and Boxes

Count the boxes when every edge is filled.

The game ends when no edge remains. The player with more boxes wins; equal totals produce a draw.

Quick reference

Your turn in four checks

  1. 01 Draw one edge Connect neighboring dots horizontally or vertically.
  2. 02 Take every box Completing a square scores it and lets you move again.
  3. 03 Watch third sides A third edge usually offers the box to the other player.
  4. 04 Manage chains Near the end, decide which long runs of boxes you are willing to open.

Ready to play?

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