Maker–Breaker — the series
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Blocking is not enough
Everybody knows noughts and crosses is a draw, and the usual explanation is that the second player can always block. That explanation is false. Against an opponent who can only block, the first player wins, from the centre or any corner. The game is a draw only because the second player's blocks build threats of their own. On fifteen boards solved outright, it is the only one where those two things come apart: everywhere else a draw is a draw because blocking is enough.
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Three ways to know a draw
A draw on a board too large to search has to be certified, and there are two standard certificates: a pairing of cells and the Erdős–Selfridge sum over lines. Set against exhaustive search, both miss 4 × 4, and a rule taken from the sum holds there anyway. The sum looks far stronger until pairs are allowed to serve several lines at once. Then across 440 boards up to 12 × 12, the sum certifies no draw that a pairing does not, and a pairing certifies 36 that the sum cannot.
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A win priced in stones
Change the rate of play and a yes-or-no question becomes a number. Against a Maker placing one stone a turn, Breaker needs two stones to stop three in a row on every board up to 4 × 4 and six by three, and three on 5 × 4. Against a Breaker placing one, a Maker needs two stones on most boards drawn at one, and three to make four in a row on 4 × 3. The extra stone is enough to erase noughts and crosses altogether, and the biased sum is exact there and high everywhere else.