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Blokus Duo

An abstract territory duel with one beautifully strange rule: your pieces may touch corner to corner, but never edge to edge. You and the computer each hold the same twenty-one shapes, from a single square up to all twelve pentominoes, and take turns spilling them across a 14×14 board until neither side can squeeze another one in. Cover more squares than the AI and your winning streak grows.

How to play

You and the computer each start with the same twenty-one shapes: one single square, one domino, two trominoes, all five tetrominoes and all twelve pentominoes — eighty-nine squares in total. You play blue, the AI plays white, and you move first.

Your very first piece must cover your own starting square, marked with a blue outline near the top left. Every piece after that has to touch at least one of your own pieces diagonally, at a corner, and must never share a full edge with your own colour. Edges against the AI's colour are completely fine — blocking the opponent is half the game.

Pick a shape from the tray below the board, then use Rotate and Flip to turn it the way you want. Tap the board to aim: the outline appears blue where the placement is legal and red where it is not, and you can drag to slide it around. Tap the same spot a second time to actually place the piece — squares are small, so this two-step aim-then-confirm keeps a slightly off tap from costing you a move.

You are never allowed to pass while you still have a legal move, and once you have none you can never get one back — the opponent can only take space away, never hand you a new corner. So the game simply passes for you the moment you are stuck. Once both sides are stuck the round ends and whoever has covered more squares wins it. Win and your streak goes up and a fresh board is dealt; lose and you can save the streak you built to the Hall of Fame.

Tips & strategy

Play towards the middle first, not into your own corner. Every piece you lay down is only worth what it opens up next, and a piece hugging the wall has half its corners pointing off the board. The classic opening is to run diagonally at your opponent, because reaching the centre first decides who gets squeezed later.

Spend the awkward pentominoes early and keep the small pieces for last. The Z, W, U and F shapes need loose, open ground to fit anywhere at all, and the board only gets tighter. The single square is the piece that can still slip into a one-cell hole on the final turn, so holding it back is worth several points at the end.

Count your live corners, not your squares. Every free diagonal contact point is a future move, and the moment a placement leaves you with only one, the AI can end your game by covering that single cell. Prefer the placement that opens three or four new corners over the one that scores one extra square.

Blocking is scoring. Dropping a piece so it covers the cell your opponent needs for a corner costs them a whole branch of their position, often far more than the four or five squares you just placed. Watch where the white shapes are pointing and cut them off before they reach open ground — a wall of your colour along an advancing edge is worthless to them, since they can never share an edge with themselves but can happily run alongside you.