The consensus on Dodo is that it's hard to know what to do. For most of us, Dodo strategy will be elusive. Hopefully someone will write a strategy guide. One guy beat an AI app, so I know it’s possible to have a clue. I can never beat AI, even set at 1/10 second thinking time. It always stalemates at least one step ahead of me, like magic.
I called it Dodo because the rules are very easy to learn. It didn't occur to me that it would be a hard game to play. Maybe I should have called it Einstein. Someone suggested Cascade, which would have been a good name. It's like two way pachinko.
For the time being, Dodo seems to be a good game for children, and a good game for gifted players. There's not a lot of middle ground right now, though a strategy guide might open that up a little.
There's yin and yang in Dodo. If you rush forward to blockade yourself, then in doing so you also blockade your opponent. If you open a channel for your opponent to pass through, then via a cascading effect, he opens channels for you. This results in a lot of close finishes. It may be unsettling for some, though it’s not a flaw.
I'm a decidedly below average player of games, but after playing Dodo 50 times or so, I feel like I'm starting to develop a vague inkling of what's going on. With familiarity, it becomes easier to see further ahead, and to at least attempt strategy. As with quicksand though, strategies can sink and resurface.
One analytical description of Dodo (by Mike Zapala, the same guy who beat the AI): "Hex4 Dodo is 'bigger' than Checkers in terms of board size, army size, state space, game length, branching factor and game tree complexity. Indeed, its game tree complexity is comparable to International Draughts." It’s a big game on a small board.
Dodo is kind of an essential game. As with all games, the ability to peer ahead into possible futures is important. But without known tactics or strategy, lookahead is all you have. Not to say that Dodo is opaque. It's all there in plain sight right in front of you. It's just a lot to process.
Dodo is a very fair game. Player 1 won 50.5% of 10,000 random playouts. Hex was clocked at 52.45%. Most games have significantly higher than 50.5% random play, move order advantage. Especially opposing army games. I've had to scrap a number of such designs because an overwhelming first move advantage quickly developed.
So there's no need for the pie rule in Dodo (Player 2 having the option of switching colors on his first turn).
I attribute Dodo's fairness to the wide range of possible total moves per game. There can be no passthrough, or complete passthrough, or anything in between.
Dodo isn't vulnerable to mirroring (either by Player 2, or by Player 1 moving to center and then rotationally mirroring Player 2). And it doesn't seem to be vulnerable to any other sort of tricks.
All in all, Dodo is a high quality game, though that won't necessarily translate into popularity. Let's wait and see.
I'm fairly confident that someone much smarter than I will make headway in Dodo and develop concrete tactics and strategy. Stay tuned. I will post any such developments here. Dodo was only born in May, and it's gonna take a little time. It won't be like Reversi where sides are good and corners are even better. It'll be more involved than that.