Most people treat the placing phase in Terni Lapilli exactly like tic tac toe. Take the centre, grab a corner, try to get three in a row before the sliding starts. This is understandable. The board looks identical. The goal looks identical. The first move feels identical.
It is not identical. And treating it like tic tac toe is how you end up in a bad position before the real game has even started.
Here is how the placing phase actually works, and what you should be trying to do with your three moves.
What the placing phase is actually for
In tic tac toe, placing is everything. The whole game happens during placement and the endgame, if it happens at all, is just playing out the consequences of the opening. The placing phase determines who wins.
In Terni Lapilli, the placing phase determines where you start. The sliding phase determines who wins. This sounds like a small distinction but it changes how you should think about every single placement decision.
You are not trying to win during placing. You are trying to build a position that gives you real options once the sliding starts. A piece that threatens a winning line right now but ends up stranded with nowhere useful to move is a bad placement, even if it looked dangerous in the moment.
The three squares worth understanding
Before you place a single piece, it helps to know what each type of square actually offers you in the sliding phase.
The centre connects to all eight other squares. A piece sitting in the centre can slide anywhere on the board on the next turn. It is involved in four winning lines, both diagonals, the middle row, and the middle column. It is the most valuable square on the board and you should try to control it.
An edge square (the middle of any side) connects to five squares. It is on two winning lines. It gives you decent mobility and is the second best type of square to occupy.
A corner square connects to only three squares, the two adjacent edges and the centre. It is on two winning lines but its limited connectivity is a real liability in the sliding phase. A piece in a corner with its exits blocked is stuck, and you are not allowed to pass your turn. Corners are not worthless but they need to be placed carefully.
The centre on move one
Take the centre on your first move if it is available. This is the same advice as tic tac toe and it is right for the same reason, the centre is the best square on the board.
The difference is why it matters. In tic tac toe you want the centre because it sits on the most winning lines. In Terni Lapilli you want it because it gives you the most options in the sliding phase. A centre piece can reach any square on the board in one move. That flexibility is more valuable in Terni Lapilli than in regular tic tac toe because the game does not end when the board fills up.
_ | _ | _
_ | X | _
_ | _ | _
If your opponent takes the centre before you, take an edge square, not a corner. An edge square gives you five connecting squares and two winning lines. It keeps you mobile.
What to do on move two
Your second piece should do one of two things. Either it threatens a winning line in the placing phase that forces your opponent to respond, or it secures a position that will be useful once the sliding starts.
The best second move from the centre is an edge square on the opposite side from wherever your opponent placed.
_ | _ | _
O | X | _
_ | X | _
This gives you two pieces on the vertical middle column with one square between them. Your opponent has to place somewhere that disrupts this, which gives you information about where they are committing their pieces.
Avoid placing both your first two pieces in corners unless you have a very specific reason. Corners look aggressive but they limit your sliding options and experienced players know how to box them in.
The third placement is the most important
Your third piece is the one that sets up your entire sliding phase position. By this point you can see where all your opponent's pieces are, and you know roughly what your position will look like when the sliding starts.
Ask yourself one question before placing your third piece: when the sliding phase begins, which of my pieces will need to move first, and where can it go?
If the honest answer is "nowhere useful," reconsider the placement. A piece with no good exits is a piece that will cost you a turn when you are forced to move it somewhere bad.
The best third placements either complete a potential winning line that forces your opponent to block, or they sit in a square that gives you multiple directions to slide toward depending on how the position develops.
A complete example
Here is a full placing phase with annotations.
Move 1: X takes the centre.
_ | _ | _
_ | X | _
_ | _ | _
Move 1: O takes an edge, top middle.
_ | O | _
_ | X | _
_ | _ | _
Move 2: X takes bottom edge, threatening a vertical column.
_ | O | _
_ | X | _
_ | X | _
Move 2: O has to consider the vertical threat. O takes top left corner, beginning to build a diagonal.
O | O | _
_ | X | _
_ | X | _
Move 3: X takes right edge, giving X three pieces on the right side of the board and the centre, all with strong connectivity going into the sliding phase.
O | O | _
_ | X | X
_ | X | _
Move 3: O takes bottom left corner, completing the placing phase.
O | O | _
_ | X | X
O | X | _
Now look at the positions going into the sliding phase. X has the centre, two edge squares, strong connectivity across the board, and multiple ways to build a winning line by sliding. O has two corners and one edge, the corners are limited in where they can go, and the two O pieces in the top left area are somewhat clustered.
X goes into the sliding phase with the better position, not because X threatened more during placing, but because X placed for mobility and flexibility rather than trying to force a win immediately.
The short version
Take the centre first. Place your second piece on an edge rather than a corner. Before your third placement, check where each of your pieces can slide to when the game shifts, and make sure none of them are heading into a dead end.
The placing phase sets the table. The sliding phase is the meal.
Sources
- How to play Terni Lapilli - TicToe.org, full rules and basic strategy
- Terni Lapilli's sliding phase - TicToe.org, how to control the centre and avoid getting trapped
- 5 mistakes every Terni Lapilli beginner makes - TicToe.org, what goes wrong and how to fix it
- Terni Lapilli - Wikipedia, rules and archaeological evidence