The two rules everybody is taught, measured
Both pieces of Dots and Boxes folklore against exhaustive solves. Above: what taking every available box costs, on boards solved from empty — where it costs nothing at all — and over every position of a larger board and over endgames, where it changes the outcome of most of them. Below: how often the long-chain rule is right, split by whether the position is made of long chains, some of them, or none.
2 essays call
boxes-rules. The drawing above is what it returns with no arguments at all; every
call below passes it something, because a placement that passes nothing draws whichever
member of the family the generator happens to default to rather than the one its essay argues
about.
Where it is called
Changing this generator changes every one of these figures.
The game in every exercise book
Dots and Boxes is played by more people than every game in this collection put together, and everybody is taught the same rule — take every box available. The rule is wrong. Establishing that takes a solver rather than an opinion, and the solver says how wrong, on which boards, and by how many boxes.
The chains decide it before the boxes do
Under every game of Dots and Boxes there is an impartial game with no score in it, and it settles the question the scoring game keeps asking — who ends up having to open. The rule players learn as folklore falls out of it, and so do the exceptions nobody mentions.
The whole library · The position index · The figures that play back