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Gomoku Narabe

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Gomoku Narabe

Objective

Line up five of your stones in a row — across, down, or diagonally. It has to be exactly five: a run of six or more (an overline) doesn't count, so you can't win by overshooting a blocked line.

How To Play Gomoku Narabe

Make a straight line of five of your stones before your opponent does.

The goal

Line up five of your stones in a row — across, down, or diagonally. It has to be exactly five: a run of six or more (an overline) doesn't count, so you can't win by overshooting a blocked line.

The stones

Two sets of wooden pieces. Dark plays first.

Dark — moves first Light — moves second

Placing stones

Tap any empty point where the lines cross to place a stone, then your opponent does the same. The first stone of the game goes on the center point. In You vs Computer you play dark and go first.

Rules: Casual and Tournament

Casual (the default) is the classic game: dark moves first and play alternates from there.

Moving first is an advantage, so Tournament rules open with a short balancing sequence called Swap2:

  1. The opening player places three stones — two dark and one light — starting on the center point.
  2. The other player then picks one of three:
    • Play as dark — take the dark side and carry on.
    • Play as light — take the light side and add one more light stone.
    • Place two stones — add a dark and a light, then let the opening player choose a colour.
  3. Normal alternating play begins.

The choice buttons appear only when the decision is yours; otherwise the computer settles the opening on its own.

Hints

Hints mark the danger your opponent is building, so you can see it in time:

Block here now — your opponent has four in a row. Your opponent's three would become an open four here.

Hints are on at Easy and Medium and off at Hard. Tap Hints to turn them on or off.

After the game

When someone wins, the board shows how: the winning five light up, the decisive moves are ringed, and the squares that couldn't both be blocked are marked — with a line underneath explaining what happened.

Ways to play

  • You vs Computer — play against the computer.
  • Watch Computer — two computers play while you watch.
  • Two Players — take turns on the same device.

Levels and board size

Set the computer to Easy, Medium, or Hard. Boards range from 9×9 up to 19×19 (11×11 to start) — a bigger board makes for a longer game.

Buttons

  • Hints — show or hide threat hints.
  • Undo — take back your last move (and the computer's reply).
  • New game — start over.

Tips

  • Four of your opponent's stones in a row is a threat to win next turn — block it.
  • An open three (three in a row with a gap on both ends) becomes an unstoppable open four if you ignore it. Block it early.
  • Set up two threats at once — your opponent can only answer one of them.

Strategy

  • Four of your opponent's stones in a row is a threat to win next turn — block it.

  • An open three (three in a row with a gap on both ends) becomes an unstoppable open four if you ignore it. Block it early.

  • Set up two threats at once — your opponent can only answer one of them.

Contact

Feel free to contact us with any bugs, complaints, or requests.

Release Date
July 11, 2026
Last Update Date
October 5, 2026

History

Almost every abstract game that asks you to line up five markers on a grid traces back, directly or by family resemblance, to a single ancient idea: get five of your stones in a row before the other player does. That idea is Gomoku, and its simplicity has made it one of the most reinvented games in the world — handicapped, captured, doubled, rotated, digitized, and eventually solved outright.

An old idea on a borrowed board

Gomoku was never given a board of its own. It borrowed the Go board — nineteen lines by nineteen, or the smaller fifteen-by-fifteen grid — and the same black and white stones, and simply changed the goal. The names it collected as it spread say a lot about its reach: in Japan it was gomoku-narabe, "five stones in a row"; in China wuziqi; in Korea omok. When it reached Britain in the nineteenth century it was called "Go Bang," most likely a corruption of goban, the Japanese word for the Go board itself. The rules are learnable in a sentence, which is exactly why the game has traveled so far and mutated so often.

Renju: the game grows up

A game that simple has a problem hiding inside it: whoever moves first has a real advantage. Serious players noticed early. In 1899, Japanese players formalizing tournament play renamed the competitive version Renju — "five pearls in a row" — and began layering handicaps onto the first player to rebalance the game. Those handicaps became Renju's signature: the opening player is forbidden from making certain overwhelming shapes — notably the double-three and double-four — and cannot win with an overline of six or more, restrictions the second player never faces.

A capturing offshoot appeared too. Ninuki-renju added the ability to remove a bracketed pair of enemy stones, and had its own organization in Japan from 1923 until 1940 — a branch that would later cross the Pacific and become a hit under a different name.

The first-player problem — and a proof

For most of the twentieth century, the claim that the first player could always win free-style Gomoku was folklore: Japanese professionals had asserted for decades that five-in-a-row on a fifteen-by-fifteen board was a won game for whoever moved first, but no one had ever substantiated it with a full tree of variations or a program. The proof finally arrived from computer science. L. Victor Allis, with a program named Victoria, established the game-theoretic value of two common Gomoku variants, and showed that Victoria is bound to win against any optimal defense when it moves first. The techniques he introduced to do it — threat-space search and proof-number search — are still foundational to how five-in-a-row engines are written today. (The game is also hard in a formal sense: Reisch proved in 1980 that Gomoku, as Gobang, is PSPACE-complete.)

That result is the reason competitive Gomoku can't just be played "raw." Every serious version of the game is, at heart, an answer to the first-player problem.

The family tree

Mathematicians gave the whole clan a name. Gomoku belongs to the m,n,k-games — a generalization to a board of m by n intersections where a line of k wins; ordinary tic-tac-toe is just the tiny (3, 3, 3) sibling, and Gomoku the (15, 15, 5) or (19, 19, 5) grown-up. A further generalization, the Connect(m,n,k,p,q) games, adds the number of stones each side places per turn and the number the first player places on the opening move — machinery that turns out to be exactly what one modern descendant needed.

Reinventions

Pente — five in a row, with teeth. The most successful Western descendant was born in an unlikely place. Gary Gabrel invented Pente in 1977 while working as a dishwasher at the original Hideaway Pizza in Stillwater, Oklahoma, where customers played it on the checkerboard tablecloths while they waited. Pente — Greek for "five" — is based on ninuki-renju, keeps the five-in-a-row goal, allows captures, and adds a new opening rule. You win either by making five in a row or by capturing five pairs of your opponent's stones through custodial capture, sandwiching an adjacent pair between two of your own. It became a genuine hit: Games Magazine named it a Hall of Fame winner in 1991, and after Hasbro ceased distribution in 1993, Winning Moves revived it in 2004.

Connect6 — two stones at a time. Where Renju handicaps the first player and Pente lets the second player fight back with captures, Connect6 balances the game through sheer arithmetic. Introduced in 2003 by Professor I-Chen Wu at National Chiao Tung University in Taiwan, it has each side place two stones per turn — except the first player, who places only one on the opening move — and asks for six in a row instead of five. Because each player is always exactly one stone behind after completing a turn, the first-move advantage that plagues Gomoku and Connect Four largely evaporates, quite possibly needing no further compensation at all. It is a direct member of the formal family — Connect6 is precisely Connect(m, n, 6, 2, 1) — and it was presented to the academic world at Advances in Computer Games in 2005.

Pentago — five in a row, then spin. The most physically inventive descendant adds a moving board. Invented by Tomas Flodén, Pentago is played on a six-by-six board split into four three-by-three quadrants; on each turn you place a marble and then rotate one quadrant ninety degrees, and you win with five in a row before or after the twist. Released in Sweden in 2005, it is five-in-a-row married to a rotating board. Its designers are explicit about the lineage: Pentago is not related to Go — it is much closer to Gomoku. And like its ancestor, it has been conquered by computers — Pentago has been strongly solved, with the first player winning under perfect play.

The gravity cousin: Connect Four. The household name in this corner of the game world, Milton Bradley's Connect Four (1974), isn't a direct child of Gomoku so much as a cousin in the broader connection-game family — four in a row rather than five, with gravity pulling every piece to the bottom of its column. It shares Gomoku's deepest trait, though: like Gomoku, Connect Four has been proven to hand the first player a large advantage, and it too has been solved as a first-player win.

Gomoku goes digital

The game made the jump to screens almost as soon as there were screens to make it to. Nintendo developed and published Gomoku Narabe Renju for the Family Computer, releasing it on August 27, 1983 — literally the fourth game released for the Famicom, launched the same day as Nintendo's Mahjong. It let players pick from three difficulty levels and choose between a computer opponent and a second human — a structure that, four decades on, is still the sensible shape for a Gomoku app.

As a computing problem, five-in-a-row became a favorite proving ground.The Computer Olympiad featured Gomoku beginning in 1989 but dropped it after 1993 once it was effectively solved; the Renju World Computer Championship ran from 1991 to 2004; and the Gomocup engine tournament has run annually since 2000. Modern approaches have followed AI's larger arc: Gomoku's simple rules and deep strategy make it an excellent testbed, and recent agents apply everything from Allis's threat-space and proof-number search to AlphaZero-style deep reinforcement learning. Competitive human play, meanwhile, settled on its own elegant fix — the Swap2 opening, in which the first player lays three stones and the opponent chooses which side to take or reshapes the position and hands the choice back, a rule derived from Renju's swap and first seen online at kurnik.org.

The through-line

It is a strange kind of durability. A rule a child can grasp in one sentence has been, over a century and more, given handicaps (Renju), given claws (Pente), given a second stone (Connect6), given a rotating floor (Pentago), packed into one of the first home-console cartridges, and pursued all the way to a mathematical solution. Each reinvention is really an argument with the same stubborn fact — that moving first is worth too much — and each argument produced a new game.

The tools haven't drifted far from the source, either. A modern Gomoku engine still works the way Allis taught it to: prune the board to the squares near existing stones, score the position by its threat shapes — open threes, fours, the unstoppable open four — and search a few moves deep for the double threat that can't be answered. Which is to say that the newest five-in-a-row program and the oldest folk game on the Go board are, underneath, playing exactly the same game.

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