Santorini
Play Santorini against the computer, plus the measured answer to whether you can be walled in — you can, and the board is mostly empty when it happens.
First place your two workers, then on each turn move one worker to a touching square and build a level on a square touching where it landed. You may climb at most one level at a time but drop any distance. Step onto a level-3 tower and you win — and if you ever have no legal move-and-build, you lose on the spot. A level-4 dome can never be entered. Everything runs in your browser; nothing is uploaded.
Can you really be walled in? Yes, but rarely
Santorini has two endings — climb to level three, or run out of legal moves and lose where you stand. The second is the one people wonder about. It is real, and it is uncommon.
| Play | Games | Won by climbing | Won by walling in | Share | Mean length |
|---|---|---|---|---|---|
| Taking a win when offered | 4,000 | 3,976 | 24 | 0.6% | 30.5 plies |
| Ignoring available wins | 4,000 | 3,798 | 202 | 5.1% | 43.4 plies |
The second row is the interesting one. Players who overlook a winning step keep the game running — 43 plies against 31 — and a longer game is a fuller board, so being walled in becomes 8 times commoner. Suffocation is less a strategy in its own right than what happens when nobody finishes the game.
And it does not need a full board
The picture most people have is of a board choked with domes and nowhere left to go. The losing positions look nothing like that. Across 60 games that ended this way, the board at the moment of defeat held an average of just 5.9 domes, with 19.1 of the 25 squares still open — and even the tightest case left 12.
What has run out is not space but the space next to your own two workers. Suffocation is local, which is why it can be engineered against someone who has climbed somewhere committing — you do not have to fill the island, only their corner of it.
Every one of the 8,000 games reached a real ending, so neither row hides abandoned runs. The table is frozen; a fresh sample of 250 games runs on every build and comes out at 4.4% against the frozen 5.1%. These are random players, so they describe how often the ending turns up by itself rather than how often a strong player can force it.
How to use
- Place your two workers, then alternate turns with the other side.
- On your turn, move one worker to a touching square, then build a level touching where it landed.
- You may climb at most one level at a time, but drop any distance.
- Step onto a level-3 tower to win.
- If you ever have no legal move-and-build, you lose on the spot.
Frequently asked questions
How do you win at Santorini?
Two ways. The usual one is to move a worker onto a level-3 tower. The other is that your opponent runs out of legal moves — every turn needs both a move and a build, and a player who cannot manage both loses where they stand.
Can a player really be walled in?
Yes, but it is uncommon. Over 4,000 random games where each side takes a winning step when offered, 24 ended by walling in and 3,976 by climbing — about 0.6 per cent.
What makes being walled in more likely?
Longer games. When players ignore available winning moves, games run about 43 plies instead of 30, the board fills up, and the walled-in ending becomes roughly eight times commoner at 5.1 per cent. It is less a strategy in its own right than what happens when nobody finishes the game.
Does the board have to be full for someone to be trapped?
No, and this is the surprising part. Across sampled losing positions the board held an average of only about six domes, with roughly 19 of the 25 squares still open, and even the tightest case left 12 free. What runs out is not space but the space next to your own two workers — suffocation is local, so you only have to close off their corner of the island.
What is a dome?
The fourth level. Once a square is built to level 4 it is capped and no worker may ever enter it again, so domes are the permanent walls of the board and the main tool for shutting a worker in.
Does this send anything anywhere?
No. The game and the playout study both run entirely in your browser and nothing is uploaded.
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