Ttakji

Ttakji · Slam the edge and flip your opponent's tile

Ttakji

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How to Play

How to Play Ttakji

Ttakji is a Korean children's game played with square tiles of folded paper. In Omokboard's version each player starts with 5 tiles. The defender puts one tile on the ground, and the attacker slams their own tile down on it. Each tile on the ground has one side lifted slightly off the ground, and only that side casts a wide, dark shadow.

  • Flip it: you take the tile on the ground, the defender puts down their next one, and you hit again.
  • Miss: the roles switch. Now you put a tile down and your opponent hits.
  • End: take all of your opponent's tiles to win. Tiles you take become yours, so a run of flips can turn a losing game around.

Each hit takes two steps. First tap near the tile on the ground to set your aim (tap again to move it). Then press "Hit" or the Space bar: the power gauge swings between 0% and 100%, and the moment you press again sets the power. Past 90% the needle moves more than twice as fast, so stopping it right at the top is hard.

How Omokboard Decides a Flip

A real ttakji flips or not depending on how the paper bends, the ground, and the rush of air. A screen can't copy all of that, so Omokboard turns where and how hard you hit into a flip chance, then settles it with one random number. The formula and table below are Omokboard's rules, not real physics.

Flip chance = 92% × position score × lifted-side factor × power1.5

  • Position score: measuring from the tile's center (0) to its edge (1), the center scores 0.12 and the band just inside the edge (0.85 to 1) scores the most, 1. Hitting just past the edge can still flip it with the air (0.6 at 1.15), but beyond 1.6 the score is 0.
  • Lifted-side factor: cut the tile into four triangles along its diagonals. A hit in the triangle on the lifted side (including the area beyond that edge) counts 1; a hit on any of the other three sides counts 0.65. The same spot at the same power flips more than 1.5 times as often on the lifted side.
  • Power: the gauge value raised to the power 1.5. Power 50% counts as 0.35 and 75% as 0.65, so a soft hit loses a lot.
  • 92% cap: even a perfect hit fails about one time in ten.

Flip chance by position, power, and side (rounded to whole percent). Stopping the gauge at 90% gives 79% just inside the lifted edge and 51% on the other sides.

Where you hit (center to edge = 1)Lifted side, power 75%Lifted side, 100%Other sides, 75%Other sides, 100%
Near the center (0)7%11%5%7%
Halfway to the edge (0.5)18%28%12%18%
Just inside the edge (0.85 to 1)60%92%39%60%
Just past the edge (1.15)36%55%23%36%
A bit further out (1.3)24%37%16%24%
Far outside (1.6 or more)0%0%0%0%

Each tile lands at a slight angle (between -18° and 18°). The edge is measured along the tile's own four sides, not the screen's, so line up your aim with the way the tile is turned. The lifted side changes with every new tile, too.

Tips for Flipping

  • Read the shadow first: the three sides flat on the ground cast a thin shadow, and only the lifted side casts a wide, dark one. Its edge also catches a little light. Just inside the edge at full power, the lifted side flips 92% of the time and the other sides 60%.
  • Skip the middle: the dead center tops out at 11% however hard you hit. Aim for the band just inside an edge, the outer 7 to 8% of the tile's width. On Easy, a dashed line marks that band, in yellow on the lifted side.
  • Middle of the side, not the corner: a corner is where the lifted side meets its neighbor, so the smallest slip either crosses onto the neighboring side (0.65 times the chance) or drifts off the tile.
  • Stop just before 90%: stopping at 90% gives 79% on the edge, which is steadier than chasing 100% through the fast zone and catching the needle on its way back.
  • Miss wide, not deep: on the lifted side, just past the edge (1.15) still gives 55%, while slipping halfway in (0.5) drops you to 28%. When in doubt, aim a little outward.

How It Differs from Traditional Ttakji

The Encyclopedia of Korean Culture describes ttakjichigi as a children's game: a paper ttakji is placed on the ground and another is slammed down beside it, and if the tile on the ground flips over or is knocked past a drawn line, the hitter takes it. The loser of rock-paper-scissors puts a tile down first, and a hitter who flips a tile with the rush of air takes it and keeps hitting. Some ttakji are folded from thick paper on all four sides, others are cut from printed paper, and some regions call the game ttaegichigi or pyochigi. (Source: Encyclopedia of Korean Culture, "Ttakjichigi", in Korean)

The same entry notes regional rules such as knocking the tile past a line, winning when your tile slides underneath, and losing yours when it lands on top. Omokboard uses only the flip, the best-known rule, and instead of rock-paper-scissors the first hitter alternates every game against the AI and every rematch online. The lifted-side rule adds the feel of hunting for a tile that isn't lying flat.

How Omokboard's AI Hits

The AI uses exactly the same flip formula as you. Difficulty comes down to whether it spots the lifted side and how steady its aim and power are. Easy ignores the lifted side and hits anywhere on the tile at 42 to 92% power. Normal goes for the lifted side about half the time, with a shaky hand and power around 86%. Hard always aims just inside the lifted edge, with a steady hand and power around 92%. On its turn the AI shows its aim and gauge, then hits about a second later.

Real flip rates over 10,000 hits per level, and 1,000 AI-vs-AI games per pairing (remeasured October 31, 2026 with the lifted-side rule, first hitter alternating every game):

LevelFlip rate
Easy25.1%
Normal51.3%
Hard73.6%
MatchupResultHits per game (avg)
Hard vs Normal900 wins, 100 losses15.0
Normal vs Easy979 wins, 21 losses23.7
Hard vs Easy994 wins, 6 losses11.1
Normal vs Normalfirst hitter 557 wins, 443 losses28.8

With equal skill, hitting first is a small edge (557 of 1,000 games). Because a flip lets you keep hitting, a slightly better flip rate turns into a much bigger win rate. A person who finds the lifted side every time and stops the gauge just before 90% flips 79% of the time, better than the Hard AI. Measurements for the other games are in AI Difficulty Benchmarks.

Online Play

Create a room and send the 6-character room code or link to play a friend in real time. The room creator (red) hits first in the first game, and the first hitter switches with every rematch.

Online, the server draws the random number that decides each hit. Your aim and power go to the server, which attaches a random number and sends the same thing back to both browsers. Each browser then runs the formula above and gets the same result. The tile's angle and lifted side are fixed by its place in the order, so both screens match. Neither browser can pick the number, so the luck is fair and both screens show the same play. It works the same way as Yut Nori, where the server only throws the sticks.

FAQ

  • I hit the center hard. Why didn't it flip? In Omokboard's rules the dead center tops out at 11%. Just as real players hit beside the tile so the air flips it, you need to hit just inside the edge.
  • Can a hit outside the tile flip it? Just past the edge, yes, with the air (at full power up to 55% on the lifted side, 36% on the others). Beyond 1.6 times the center-to-edge distance it is a clean miss.
  • Why isn't the best chance 100%? It is capped at 92%. Even the best hit has to fail sometimes, or the player who is behind would never get a chance.
  • How do I spot the lifted side? Look at the shadow under the tile. The three sides flat on the ground cast a thin shadow, and only the lifted side casts a wide, dark one. Its edge also looks a little brighter. The lifted side changes with every new tile.
  • Why does the dashed line only show on Easy? It is a practice aid that marks the band where tiles flip best, with the lifted side in yellow. On Normal, Hard, 2-player, and online you find it yourself from the shadow.
  • Can I play on a phone? Yes. Tap to aim and press the Hit button twice. With a keyboard you can also use the Space bar.