Dots (paper-and-pencil game)
Abstract strategy game of surrounding enemy dots on squared paper.
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Dots (also known as Židi in Czech, Kropki in Polish, and Точки in Russian) is an abstract strategy game for two or more players, played on squared paper. The main objective is to capture your opponent's dots by completing a closed chain of your own dots that encloses them. Once an area containing enemy dots is fully enclosed, those enemy dots are scored, and the empty intersections inside the area are excluded from further play—but the area itself is not removed.
The game shares some strategic ideas with Go, and also has a few things in common with the simpler game of dots and boxes.
**Rules**
**The Board and Turns** The game is played on a grid of any size, though a traditional Russian copybook page gives a 39×32 grid. Players take turns placing a dot of their own color (typically red and blue) on any empty intersection of the grid.
**How Capturing Works** A capture happens when a newly placed dot completes a closed chain of same-colored dots that encloses at least one enemy dot. Dots are considered connected if they are adjacent vertically, horizontally, or diagonally. When a capture occurs, all enemy dots inside the enclosed area are added to the capturing player's score (the player's own dots inside the area are not counted). The empty intersections inside the captured area are then excluded from further play and cannot be used again. To mark the capture, the player draws a boundary line through their own dots forming the chain, and may shade the area in their color for clarity.
Players are not allowed to surround an area that contains no enemy dots. This means an opponent can still place a dot inside an area you have surrounded, as long as that area is empty of their dots, and use it to form their own enclosing chain. However, if a player places a dot inside an area already surrounded by the opponent and cannot immediately use it to surround something, that dot can be captured—this is a suicidal move that is never beneficial, though it is not forbidden.
When multiple chains could enclose the same area, players may choose whichever they prefer. In computer versions, to simplify input, the program usually selects the smallest possible enclosed area, which can sometimes be exploited tactically.
**Ending the Game** The goal is to capture more dots than your opponent. In informal play, games traditionally continue until one player surrenders. In moder
- also_known_as
- Židi, Kropki, Точки
- players
- Two or more
- field_size
- Traditionally 39×32 grid
- goal
- Capture more enemy dots than the opponent
- initial_position
- Often a cross or multiple crosses
- variant
- Kropki na dwie kratki
Lore & Background
Dots is played on a grid of any finite size, traditionally 39×32, the size of a squared copybook page in Russia. Players take turns placing a dot of their own color (usually red and blue) on an empty intersection. A newly-placed dot that completes a closed chain of same-colored dots (adjacent vertically, horizontally, or diagonally) that encloses at least one enemy dot captures all enemy dots inside that area. The surrounding player draws a boundary line through their dots and may shade the area. The captured enemy dots are scored, and the empty intersections inside the enclosed area are excluded from further play—the area itself is not removed.
Players cannot surround areas without enemy dots inside, so the enemy can use empty intersections inside an opponent's enclosure to complete their own chain. A suicide move—placing a dot into an empty area
Reader's Guide
Dots occupies a niche in the history of abstract strategy games, bridging the complexity of Go with the accessibility of a pencil-and-paper pastime. Its capture rule—requiring a closed chain of dots to surround enemy pieces—creates tactical depth reminiscent of territorial games, yet its grid and adjacency rules keep it distinct. The grounding rule and initial positions (such as the cross) were developed to address strategic deadlocks, showing how informal games evolved into competitive formats. The variant kropki na dwie kratki, allowing longer moves, encourages offensive play. Dots remains a game of choice for casual play and online implementation, as seen on platforms like zagram.org. Its legacy lies in its simplicity of materials (paper and pen) combined with strategic richness, making it a lasting example of folk game design that adapts to both informal and structured play.
Did You Know?
- The traditional grid size for Dots is 39×32, matching a page of squared copybook in Russia.
- Players cannot surround an area that contains no enemy dots, allowing the opponent to use empty intersections inside an enclosure.
- In computer play, the program automatically surrounds the minimum area, which can be tactically exploited.
- The variant kropki na dwie kratki allows drawing a line of length two orthogonally or diagonally over an unoccupied point.
Core Mechanics & the Art of Enclosure
Dots is an abstract strategy game for two or more players, played on a sheet of squared paper. Each participant places dots of their own color—typically red and blue—on empty grid intersections, alternating turns. The central objective is to surround enemy dots with a continuous chain of one's own. Dots forming a chain must be adjacent vertically, horizontally, or diagonally. Once a closed loop encloses at least one opponent's dot, that region becomes permanently dead: no further play occurs within it, and the enclosed enemy dots are credited to the surrounding player's score. The surrounding player marks the territory by drawing a boundary line through the dots in their enclosing chain, optionally shading the area for clarity. A critical restriction is that a player may not surround an area containing no enemy dots. This opens a fascinating tactical window: an opponent can exploit empty intersections inside an enclosed zone to complete their own surrounding chain, turning what seemed like a finished capture into a new battleground.
Competitive Structure & the Grounding Rule
Modern competitive Dots is shaped by a rule with no parallel in casual play: the grounding rule. Any continuous group of dots that touches the border of the playing field is declared grounded and can never be surrounded or captured, effectively creating an inviolable sanctuary. At any point during a match, a player may invoke this rule, signaling that all their grounded dots are preserved and the opponent is free to take everything else. The opponent then receives as many moves as they desire to capture remaining ungrounded dots before the game ends and the higher total wins. In practice, a player in a clearly weak position will usually surrender outright before their rival needs to formally apply the grounding rule. This stands in contrast to the traditional informal format, in which games simply continued until one side conceded, making the grounding rule a far more structured and decisive mechanism for competitive resolution.
Cultural Roots & the Playing Field
Dots carries names across several Slavic languages—Židi in Czech, Kropki in Polish, and Точки in Russian—reflecting its deep roots in Eastern European paper-and-pencil culture. The traditional board size of 39 by 32 intersections is not arbitrary; it mirrors the grid found on a standard page of squared copybook paper commonly encountered in Russia. This practical origin means the game was born from the very materials students and office workers already had at hand, requiring nothing beyond a pen and a sheet of lined paper. To prevent trivial draws where a player simply parks dots along the border to make them ungroundable, games typically begin from a set initial position. The most popular starting configuration is a cross of pre-placed dots, followed by a double cross and four randomly placed crosses. A general observation holds that the more crosses pre-placed on the field, the more active, less draw-prone, and more challenging the resulting game becomes for both players.
Tactical Nuances & the Kropki Variant
Several subtle rules create rich tactical layers in Dots. A player who places a dot inside an opponent's enclosed empty area but cannot immediately use it to form a surrounding chain commits what is effectively a suicide move—the dot can be captured by the opponent. While never strategically beneficial, such a move is not prohibited. When multiple valid enclosing chains exist for a single capture, human players with pen and paper are free to choose whichever chain they prefer, adding a layer of spatial decision-making. Computer implementations, however, typically auto-select the minimum area to simplify user input, a simplification that can occasionally be exploited tactically by a sharp player. The game draws comparisons to Go in its surrounding logic and to the simpler dots-and-boxes in its grid-based placement. A Polish variant, kropki na dwie kratki, allows drawing a line of length two over an unoccupied point or between points a knight's move apart, a modification noted for encouraging more aggressive, offensive play.
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Frequently Asked Questions
What is Dots (paper-and-pencil game)?
Dots is an abstract strategy game for two or more players, played on squared paper, where the core challenge is surrounding and capturing your opponent's dots by forming closed loops of your own.
How do you score in Dots (paper-and-pencil game)?
You earn points by completing a closed chain of your own dots that fully encloses one or more of your opponent's dots. The player who captures the most enemy dots by the end of the game wins.
What happens to the enclosed space after a capture in Dots?
Once an area is sealed off, the enemy dots inside are scored and the empty intersections within that region are no longer available for play. However, the enclosed area itself stays on the board rather than being erased.
What is the standard board size in Dots?
The traditional grid measures 39 by 32 intersections, and games typically begin with a cross or several crosses of pre-placed dots as the starting position.
What other games is Dots (paper-and-pencil game) compared to?
Fans often note strategic parallels with Go, and the game also echoes the simpler mechanics of dots and boxes. It is known regionally as Židi (Czech), Kropki (Polish), or Точки (Russian).
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