The simple game rules and mind bending gameplay will keep you on playing "just one more game" and provide new challenges. WZebra Play against a strong computer opponent, analyze games from other sources, browse the Thor databases of championship games, and learn from the practice mode where the computer rates all available moves.
The object of the game is to collect 23 chromosomes before your opponent does, and create a "normal" human specimen. Getting there is half the fun, as you witness zany combinations of the incomplete DNA model. Cintos A unique strategy board game blending some elements of Othello and Risk. It works for PPC or or better Macintosh. You can play against a human opponent, your Mac or just simply watch your Mac play against itself.
Among the new features is the ability to undo moves, autoskip moves, invert the board and switch places with your opponent. That's a motto of a game which many people know how to play, but very few people know how to play well.
Join these few elite masters, train and improve your skills playing Hot Reversi on your Palm OS device. You can play against the computer or another human player on the same device, and there are multiple levels of computer play, ranging from beginner to expert, with a high quality artificial intelligence engine particularly at expert level.
Challenge your strategic skills with this relaxing game. Now you can enjoy the game of Reversi anywhere you may be. Allure Reversi One minute to learn, but a lifetime to master! My name is Einar Egilsson and over there on the left is my current Facebook profile picture!
Reversi or Othello, as it's also known is a game I sometimes played as a kid on my friend's computer. I've thought for a long time that it might make a good addition to our site, especially with a multiplayer version, so I finally went ahead and made it.
Any problems, requests or comments about the game can be sent to admin cardgames. This website uses cookies to store your preferences, and for advertising purposes. Read more in our Privacy Policy or manage your privacy settings. Reversi Preferred color. Highlight moves. Smart opponent. All games Spread cards. Interstitial ads. Use dark theme. Holiday themes. Hide Multiplayer button.
Customize opponents Blocked users Reversi Multiplayer Lobby Click a table to join a multiplayer game. Leave table Private table created The code for the table is: Give that code to whoever you want to play with, they can use it to join. Or send the link below to them, if they click it they'll join automatically: OK. Join private table Please enter the code for the table: OK Cancel.
Want to create a table for just you and your friends? You can Create a private table or if someone has sent you a code you can join a private table.
What do you want to say to your opponent? Well played! Ask players to turn off timer? Can't use multiplayer Sorry, it looks like you have cookies disabled for our site. Connection problem Your connection to the game server is having some problem, but we are trying to reconnect you to the game. Game disconnected Sorry, we couldn't connect you back to your game.
Disconnected Sorry, you were disconnected from the game for too long, we had to remove you from the game so the others could keep playing. Yes please Uhh, no thanks. Game table not found Sorry, we couldn't find your game table on our servers! Block or mute. Mute Block Close. Join table with blocked user? Yes No. Challenge sent You have challenged to a game. Waiting for their response You've been challenged has challenged you to a game! Accept Decline. Challenge declined. Challenge accepted accepted your challenge!
One moment, we're setting up your game Challenge accepted You accepted 's challenge! Challenge cancelled Sorry, cancelled their invitation. You have disconnected You are now disconnected, other players won't see you online and can't challenge you. App out of date Hi. Reversi Multiplayer. The getValidMoves function returns a list of two-item lists. This function uses nested loops on lines and to check every XY coordinate all sixty four of them by calling isValidMove on that space and checking if it returns False or a list of possible moves in which case it is a valid move.
Each valid XY coordinate is appended to the list in validMoves. The bool is similar to the int and str functions. It returns the Boolean value form of the value passed to it. Most data types have one value that is considered the False value for that data type. Every other value is consider True. For example, the integer 0 , the floating point number 0.
All other values are True. Try entering the following into the interactive shell:. That is, conditions are automatically interpreted as Boolean values. This is why the condition on line works correctly.
The call to the isValidMove function either returns the Boolean value False or a non-empty list. And a condition of a non-empty list placed as the parameter to bool will return True. The getScoreOfBoard function uses nested for loops to check all 64 spaces on the board 8 rows times 8 columns per row is 64 spaces and see which tile if any is on them.
For each 'X' tile, the code increments xscore on line For each 'O' tile, the code increments oscore on line This function asks the player which tile they want to be, either 'X' or 'O'. The for loop will keep looping until the player types in 'X' or 'O'.
Line , which calls enterPlayerTile , uses multiple assignment to put these two returned items in two variables. The whoGoesFirst function randomly selects who goes first, and returns either the string 'computer' or the string 'player'. The playAgain function was also in previous games.
If the player types in a string that begins with 'y' , then the function returns True. Otherwise the function returns False. This function modifies the board data structure that is passed in-place. Changes made to the board variable because it is a list reference will be made to the global scope. Most of the work is done by isValidMove , which returns a list of XY coordinates in a two-item list of tiles that need to be flipped. Remember, if the xstart and ystart arguments point to an invalid move, then isValidMove will return the Boolean value False.
Otherwise, isValidMove returns a list of spaces on the board to put down the tiles the 'X' or 'O' string in tile. Line sets the space that the player has moved on. This function is used by the AI to have a game board that it can change around without changing the real game board. This technique was also used by the previous Tic Tac Toe program. A call to getNewBoard handles getting a fresh game board data structure.
Then the two nested for loops copy each of the 64 tiles from board to the duplicate board data structure in dupeBoard. The isOnCorner function returns True if the coordinates are on a corner space at coordinates 0,0 , 7,0 , 0,7 or 7,7. Otherwise isOnCorner returns False. The getPlayerMove function is called to let the player type in the coordinates of their next move and check if the move is valid.
The player can also type in 'hints' to turn hints mode on if it is off or off if it is on. The player can also type in 'quit' to quit the game. The while loop will keep looping until the player has typed in a valid move. Lines to check if the player wants to quit or toggle hints mode, and return the string 'quit' or 'hints' , respectively. The lower method is called on the string returned by input so the player can type 'HINTS' or 'Quit' but still have the command understood.
The code that called getPlayerMove will handle what to do if the player wants to quit or toggle hints mode. The game is expecting that the player would have typed in the XY coordinates of their move as two numbers without anything between them. Line first checks that the size of the string the player typed in is 2. After that, it also checks that both move[0] the first character in the string and move[1] the second character in the string are strings that exist in DIGITS1TO8.
Remember that the game board data structures have indexes from 0 to 7, not 1 to 8. The code prints 1 to 8 when the board is displayed in drawBoard because non-programmers are used to numbers beginning at 1 instead of 0. So to convert the strings in move[0] and move[1] to integers, lines and subtract 1.
Even if the player typed in a correct move, the code still needs to check that the move is allowed by the rules of Reversi. The execution will then go back to the beginning of the while loop and asks the player for a valid move again. Otherwise, the player did type in a valid move and the execution needs to break out of the while loop. Lines and instructs them on how to correctly type in moves. Normally you use the results from getValidMoves for hints mode.
Hints mode will print '. The AI will select the best move from this list. First, random. First, line loops through every move in possibleMoves. If any of them are on the corner, return that space is returned as the move. Corner moves are a good idea in Reversi because once a tile has been placed on the corner, it can never be flipped over.
Since possibleMoves is a list of two-item lists, use multiple assignment in the for loop to set x and y. If possibleMoves contains multiple corner moves, the first one is always used. But since possibleMoves was shuffled on line , it is random which corner move is first in the list. If there are no corner moves, loop through the entire list and find out which move results in the highest score.
When the code in the loop finds a move that scores higher than bestScore , line to will store that move and score as the new values in bestMove and bestScore. Before simulating a move, line makes a duplicate game board data structure by calling getBoardCopy. Then line calls makeMove , passing the duplicate board stored in dupeBoard instead of the real board. This will simulate what would happen on the real board if this move was made. Line calls getScoreOfBoard with the duplicate board, which returns a dictionary where the keys are 'X' and 'O' , and the values are the scores.
If 22 is larger than bestScore , bestScore is set to 22 and bestMove is set to the current x and y values. By the time this for loop is finished, you can be sure that bestScore is the highest possible score a move can make, and that move is stored in bestMove.
Line first sets bestScore to -1 so that the first move the code checks will be set to the first bestMove. This will guarantee that bestMove is set to one of the moves from possibleMoves when it returns. The code starting on line will implement the actual game and calls these functions as needed. The while loop on line is the main game loop. The program will loop back to line when a new game starts. First get a new game board data structure by calling getNewBoard and set the starting tiles by calling resetBoard.
The call to enterPlayerTile will let the player type in whether they want to be 'X' or 'O'. The return value is then stored in playerTile and computerTile using multiple assignment.
It starts as off as False on line The turn variable is a string that either has the string value 'player' or 'computer'. It will keep track of whose turn it is. It is set to the return value of whoGoesFirst , which randomly chooses who will go first.
The while loop that starts on line will keep looping each time the player or computer takes a turn. The execution will break out of this loop when the current game is over. First the board is displayed on the screen. If hints mode is on that is, showHints is True , then the board data structure needs to have '.
The getBoardWithValidMoves function does that. It is passed a game board data structure and returns a copy that also contains '. Line passes this board to the drawBoard function. If hints mode is off, then line passes mainBoard to drawBoard.
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