Gomoku rules & strategy: how to win at five in a row

Gomoku takes ten seconds to learn, but winning means reading shapes. This guide covers the rules, the shapes that decide games – open three, four, four-three – and practical ideas for the opening, attack and defence.

1. The rules

Board: a 15×15 grid (225 intersections). Stones go on the intersections.

Moves: black moves first; players alternate placing one stone. Stones never move once placed.

Winning: the first player to make an unbroken line of five stones of their colour – horizontally, vertically or diagonally – wins. If the board fills up with no five, it's a draw.

Black makes five in a row horizontally and wins

Does the first player have an advantage?

Yes. Under freestyle rules black (first) has a big edge, so on this site “Play again” automatically swaps colours, and in ranked play it's worth looking at results over several games.

What are forbidden moves? Does this site use them?

Tournament “Renju” rules restrict black: no double-three, no double-four and no overline (six or more), to balance the first-move advantage. This site uses the more common freestyle rules: no forbidden moves for either side, and an overline also wins.

2. Shapes you must recognise

ShapeWhat it looks likeWhy it matters
Open fourFour in a row, both ends emptyYour opponent can only block one end – you win next move.
FourFour with one end blocked, or with a single gapOne move from five; it must be blocked immediately.
Open threeThree in a row (or with one gap), both ends emptyBecomes an open four next move, so it usually must be answered.
Closed threeThree with one end blockedCan at most become a four – a smaller threat.
Four-threeOne move makes a four and an open threeBlocking the four leaves the three unstoppable – the classic winning combination.
Double threeOne move makes two open threesOnly one can be blocked; very hard to defend under freestyle rules.

3. Practical tips

1. Start in the centre

Open on the centre point and build around your stones. The centre leaves room in every direction; edges and corners get blocked easily.

2. Check threats before you attack

Before every move: can I make five? Can my opponent make five next move (block it)? Does my opponent have an open three (usually block it)? Only then think about your own attack. Most lost games come from missing a four or an open three.

3. Use fours to keep the initiative

A four forces a reply – a free tempo. Strong players chain fours to steer stones into place and finish with a four-three.

4. Block open threes at the right end

Pick the end that also breaks your opponent's other lines or connects your own stones – don't block on autopilot.

5. Create double threats

A single open three is stopped in one move; games are won by one move that creates two threats (four-three, double three). Keep an eye on points that join two lines.

4. How to practise

Start with the “Easy” level in Play vs AI, then move up to “Normal” and “Hard”. Use the AI hint (three per game) to see the recommended move and why. When you're ready, try Quick match and climb the daily leaderboard.

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