Triangles Strategy

Triangles looks like a game of luck at first: everyone draws lines and hopes the other player slips. But just like its square cousin, dots and boxes, it has a real backbone of strategy. Most games are decided in the last few minutes, when the safe lines run out and the board breaks into chains. This guide walks through the ideas in the order you'll need them. If you're new to the game, read the rules first.

1. The Golden Rule: Watch the Second Side

A triangle belongs to whoever draws its third side. So the line to avoid is the second side of any triangle. Before you draw, look at the one or two small triangles your line touches. If either of them already has a side drawn, your line will leave it with two sides, and your opponent will take it.

A line is safe when every triangle it touches has no sides yet. At the start of the game almost every line is safe. As the board fills, safe lines get scarce. The single most useful habit is to check, every time, that your line is safe. Our Easy computer does little more than this, and it already beats most people who don't.

2. Take What You're Given

When a triangle has two sides, close it. You score, and you draw again. If your opponent leaves you a whole run, take them all, one after another. There is one important exception at the very end of a run, which is the clever part of the game; see section 5.

Remember that after taking, you must still draw one more line. If there's a safe line left, use it. If not, that extra line will give something back, so pick it carefully.

3. Chains: How the Endgame Works

After a while every remaining line will touch a triangle that already has a side. Now there are no safe lines left, and whoever has to move must give something away. Look at the board at this point and you'll see the untaken triangles linked together in chains: rows of triangles where each one's open sides are shared with the next. Draw any line in a chain, and your opponent can close the triangles in that chain one after another.

4. When You Must Give Something, Give the Least

If every line gives something away, count before you choose. Opening a single triangle on the edge costs one; opening a long chain might cost six. Give the smallest piece first, and save the long chains for later. Our Normal computer always does this, and the Hint button will show you which line costs the fewest triangles.

Also check where your line falls inside a chain. A line in the middle of a chain opens it in two directions at once; the result is usually the same number of triangles, but it gives your opponent more choice.

5. Leaving Two Behind: Keeping Control

Here is the trick that separates good players from beginners. Suppose your opponent opens a chain of five triangles for you, and after it there are still two more long chains on the board. If you take all five, you then have to draw an extra line, and that line opens the next long chain for your opponent. You'd win five and lose the next one.

Instead, take the first three, then stop before the last two. Draw the line at the far end of the chain instead of the one between the last two triangles. Now those last two triangles both wait for one shared line. Your opponent takes them both with that one line, but then must draw an extra line, and every line left opens a long chain for you. You gave away two triangles to win the whole of the next chain. Players call this "double-dealing", or simply keeping control.

When is it worth it? Leaving two costs you two triangles each time. It pays when the chain your opponent will have to open next is long, three triangles or more. When only short pieces are left, or when the chain you're taking is the last one, just take everything. Our Normal computer follows exactly this rule; Hard works out the whole ending and knows the exceptions.

With a loop, the same idea means leaving the last four triangles (two pairs), which is more expensive, so it pays less often.

6. Who Runs Out of Safe Lines First?

Since the endgame favors the player who is not forced to open the first long chain, the middle of the game is really a fight over who runs out of safe lines first. Each safe line you draw uses one up. Strong players count the safe lines left and try to arrange things so that their opponent is the one left without one.

You don't have to count perfectly to benefit. Two simple habits help:

When our Hard computer says "I counted ahead: it should leave you the first one with no safe line", this is the fight it is talking about.

7. Practical Tips

The Ideas at a Glance

Part of the gameWhat to do
Opening and middleDraw only safe lines; never the second side of a triangle
A triangle is offeredTake it, then draw a safe line if there is one
Safe lines getting scarceCount them; try to leave your opponent without one
No safe line leftGive away the smallest chain first
Taking a long chain with more to comeLeave the last two to keep control
Taking the last chainTake everything

If you enjoy thinking ahead like this, you may also like Reversi, another game where the count near the end decides everything, or the logic of Minesweeper. The variations page explains the house rules and board sizes.

Ready for a game? Play Triangles free against the computer at Easy, Normal or Hard, on a big board with hints and an Undo button. No sign-up needed.

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