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
- 01 Draw one edge Connect neighboring dots horizontally or vertically.
- 02 Take every box Completing a square scores it and lets you move again.
- 03 Watch third sides A third edge usually offers the box to the other player.
- 04 Manage chains Near the end, decide which long runs of boxes you are willing to open.
Ready to play?
Put the rules into practice.
Challenge a bot, find an online match, or invite a friend.