Forbidden for Black
Double-three · two open threes at once
Black at A creates one horizontal and one vertical open three. Each can legally grow into an open four, so this is a forbidden double-three.
Black wins with exactly five; White with five or more.
Standard · 30s/move
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Black starts on a 15×15 board. Put stones where the lines cross, not inside the squares.
Connect consecutive stones horizontally, vertically or diagonally. Placed stones do not move.
Double-threes, double-fours and overlines are forbidden. Compare the diagrams below.
Black at A joins the separated stones into exactly five. Check gaps between stones as well as the ends.
A marks the stone placed in this diagram. An enlarged part of the full board.
Forbidden diagrams imagine a black stone at A. The playable game rejects that move.
These three stones can become an unbroken four with two open winning ends through a legal next move. Counting any three stones is not enough.
Adding one stone beside the open three makes a four that can become five at either end.
Small blue rings mark possible next connections.
Forbidden for Black
Black at A creates one horizontal and one vertical open three. Each can legally grow into an open four, so this is a forbidden double-three.
Forbidden for Black
Black at A creates a horizontal four and a vertical four. Each can become five on the next move, making this a forbidden double-four.
Forbidden for Black
Filling A joins six consecutive black stones. This is forbidden for Black; the same pattern made with white stones wins.
Legal for Black
This single four has two winning ends, but it is still one four. Two winning points do not mean two different fours.
Legal for Black
White blocks the horizontal line from becoming an open four. Only the vertical three is open, so this example is not a double-three.
Only Black has these restrictions. On this site, completing exactly five on the same move takes priority as a win.
First check whether a legal move can complete your winning line immediately.
Four connected stones with both ends blocked by an opponent or the edge cannot immediately become five. Four with one open end is an urgent threat: a stone on that end can complete the line.
Four with both ends open leaves another winning end if one is blocked. But if the opponent can complete five first, the game ends before your attack. Check immediate threats even when your own shape looks strong.
Imagine your stones as stone, stone, gap, stone, stone along a line. Filling the middle joins five consecutive stones. Looking only at the outer ends can miss this winning gap.
Filling the gap between three of your stones and two more creates six. White wins with this shape, but Black cannot play it because it is an overline. Check the color and legality when defending against the same pattern.
Black already blocks one end of White’s four. Playing at A stops the immediate win along this line.
Begin by noticing what can win or lose on the very next turn. Focus on connections near existing stones rather than treating every empty point equally.
A creates a horizontal four and a vertical open three. This four-three is legal for Black, but other positions still need checks for forbidden moves and faster opposing wins.
Extending only one line makes your plan easier to block. Look for moves that improve both a horizontal and a diagonal connection. Identify the specific winning points created in each direction.
Two promising shapes do not guarantee victory. An opponent may block both with one stone, an edge may close a line, or the opponent may have a faster win. The center offers more directions, but does not itself guarantee a win.
Black starts, and the players alternate placing one stone on an empty intersection of a 15×15 board. Black wins with exactly five consecutive stones horizontally, vertically or diagonally; White wins with five or more. Stones are not moved or captured.
Black may not make a double-three, double-four or an overline of six or more. White has no such restrictions. A move that also completes exactly five for Black is treated as a win first. Forbidden clicks are rejected with an explanation, rather than losing the game immediately. A full board without a winner is a draw. Black automatically passes if no legal move remains.
Choose the computer for solo practice or two players on one device. Random matching and friend invites are separate online modes available when the service is configured. Check the current color before placing a stone.
Only Black is restricted from double-threes, double-fours and overlines. One open four counts as one four even with two winning ends; two different fours in the same direction can still be a double-four. An open three must extend legally to an unbroken open four. A shape blocked by White or the edge, or one requiring a forbidden extension, is not counted as an open three.
Diagonals count as winning lines. A gap or opposing stone breaks a consecutive line; you cannot skip over it. Mixing black and white stones does not make a winning five.
Against the computer, it plays on its own turn after you. It is a practice opponent and is not guaranteed to choose the best move in every position. In local two-player mode, both people place their own stones in turn.
When reviewing a loss, look before the final move: when did the opponent first get a winning point? Compare another choice to see whether one move could have stopped it.
Play without a per-move or total time limit. There is no loss on time. Choose a fresh time limit per move, a total budget for each player, or both. Total time runs only on your own turn. With both limits, the first to expire loses the game; unused move time is not added or carried over. The computer follows the same limits while calculating.
Presets: Blitz · 15s/move / Standard · 30s/move / Long · 60s/move. These are casual settings for this site, not universal tournament time rules. The clock starts with a new game and is not reset by leaving the tab or refreshing. Undo restores the clock balances from before that move. Enter your total time separately from the per-move presets. 10 or 10:00 means 10 minutes; 5:30 means 5 minutes 30 seconds. Combined mode uses the same custom total.
Gomoku uses a short, clear stone-contact sound. Toggle it with the sound button; the preference is saved in this browser. Forbidden clicks, occupied cells, undo and restoring a board do not play it.
When the online service is configured, guests can find a random opponent or join a friend room without accounts or nicknames. The server assigns colors. There is no free chat or public ranking.
Random matching waits up to two minutes and needs another connected player. Friend invites expire after ten minutes if nobody joins. Share the code or invite link with your intended opponent.
Both online modes use 30 seconds per move, no undo and a maximum two-hour game. Moves are final only after server validation. Confirm resignation before leaving an active game or choosing another mode. The clock keeps running during disconnects: the 60-second return grace does not extend the move limit. The same tab’s saved secret can restore a session; blocked or cleared storage may prevent return after a reload. Offline time options remain separate.
Try Reversi and change the position by flipping opposing discs.
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