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SOS Game Strategy: How to Out-Think Your Opponent

SOS · Strategy guide · July 12, 2026

SOS looks like tic tac toe's slightly odd cousin: same pencil-and-paper feel, same grid, letters instead of noughts and crosses. Don't be fooled. Because you choose which letter to place every turn, and because completing an S-O-S earns you another turn, SOS has real strategic depth — and most casual players give away points on almost every move. Here's how to stop.

A quick refresher on how scoring works

On your turn you place either an S or an O on any empty square. Complete the sequence S-O-S in any direction — horizontally, vertically, or diagonally — and you score a point and move again immediately. The board fills up completely; whoever has more SOS points at the end wins. Both letters are always available to both players — that's the twist that makes everything interesting.

Rule one: learn what a dangerous square looks like

Most points in SOS aren't cleverly earned — they're donated. A move is dangerous if it creates a pattern your opponent can finish:

Before every move, scan the three or four lines your square participates in — across, down, and both diagonals. Ask one question: after my letter lands, can any single letter placed by my opponent complete S-O-S through this square? If yes, that move is a gift. Early in the game there are plenty of safe squares, so there's no excuse for gifts.

Rule two: the extra turn is the whole game

Scoring one point is nice. But because a completed SOS grants another move, points come in chains: a good position lets you score, then score again with the bonus move, then again. Three points in a single visit to the board is a knockout blow in a close game.

To build chains, look for moves that create two scoring opportunities at once — for example, an O that sits between two S's on one line while also extending an S-O pair on another. Your opponent can only defuse one. This is SOS's version of the tic tac toe fork, and it's the main way strong players pull ahead.

Rule three: when no safe move exists, count

Sooner or later the board tightens and every move gives something away. This is where games are won. Don't just play the least-bad-looking square — count:

  1. How many points does each candidate move hand your opponent, including their chain moves?
  2. After their scoring spree ends, what does the board look like for you?

Sometimes the right play is a deliberate small sacrifice: give up a single point in a corner to avoid opening a three-point chain in the middle. Casual players never sacrifice; consistent winners do it every game.

Use the letters unequally

An easy habit that pays off: S is the aggressive letter, O is the safe one — roughly. An O in an empty area can never immediately create an S-O-S threat by itself, which makes O useful for waiting moves. An S placed near another S starts building potential in two directions at once. When in doubt on a crowded board, a lone O in a quiet corner is often the least generous move available.

Board size changes the tempo

On RivalPit you can play SOS from 4×4 up to 8×8. Small boards are knife fights — the unsafe phase arrives within a few moves, so counting skills dominate. Big boards reward patience: there's room to develop two or three scoring areas and force your opponent to defend everywhere at once. If you're the stronger tactician, pick the small board; if you like building, go big.

The five-second checklist

  1. Can I score right now? (Check every line — people miss diagonals constantly.)
  2. If I score, does my bonus move score again?
  3. Does my move let them score? Check all four directions.
  4. No safe move? Count the damage and pick the cheapest.
  5. Late game: track who takes the last turn — forced moves land on someone.
Time to stop donating points.
Play SOS free on RivalPit — vs the computer, pass-and-play, or online with friends.
Play SOS now