Rules and strategy
Tic tac toe takes a minute to learn and about an afternoon to exhaust. This page covers the rules, the reason two careful players always draw, and the handful of patterns that decide every game that is not a draw.
Two players share a three-by-three grid. One plays X, the other O. X moves first, then the players alternate, each claiming one empty square per turn. The first player to line up three of their own marks in a row — horizontally, vertically or diagonally — wins immediately. If all nine squares fill with no such line, the game is a draw.
There are eight winning lines in total: three rows, three columns and two diagonals. That number is worth remembering, because the whole of strategy follows from how those eight lines overlap.
Tic tac toe is a solved game. Every position has been searched to the end, and the conclusion is blunt: if neither player errs, the game is drawn. Going first is an advantage in practice, but not a winning one.
The scale is small enough to be exhausted by hand, given patience. Counting every distinct sequence of moves gives 255,168 games. Counting instead how a finished board can look, and treating rotations and mirrors as the same thing, leaves 138 final positions: 91 won by the first player, 44 by the second, and 3 drawn.
Those numbers explain the appeal and the ceiling at once. The first player wins far more of the possible endings, which is why the game feels winnable — and yet none of those wins can be forced, which is why it stops being interesting once both players know what they are doing.
You cannot force a win, but you can guarantee never to lose. Work down this list every turn and take the first move that applies.
Follow that order without exception and no opponent can beat you. It is not an elegant way to play, but it is a complete one.
Since a win cannot be forced, every win comes from an opponent's mistake — and the mistake is nearly always the same one. A fork is a single move that produces two threats at once. Your opponent blocks one; the other wins.
The practical version is short enough to memorise. Open in a corner. Your opponent has exactly one reply that saves the game — the centre. Anything else and you can build a fork within two moves. Most people who have not thought about it will answer on an edge, or mirror you in another corner, and both of those lose.
Going second, the defence is just as short: if they open in the centre, take a corner. If they open in a corner, take the centre. Get that one move right and the game is drawn.
The obvious fix for a solved game is more room. A four-by-four grid has far more lines than eight, which makes forks easier to build and much harder to see coming. It helps — but it also slows the game down, and the draw creeps back once players adjust.
Changing what the board does works better than changing its size. Block two squares before the first move and every stored opening is worthless. Require four in a row instead of three and the geometry of a fork changes entirely. Hand out an extra turn for claiming a particular square and the tempo that underpins the whole draw argument stops holding.
That is the idea behind Kit Cat Toe: the same rules you just read, on three board sizes, with five twists that move the goalposts and ten computer opponents who each break them differently. Free on Android, works offline, no account.