Learn 学び
How to think about each game: the shapes that win, the moves that force, and the mistakes everyone makes once. Each guide names the games it applies to.
- Five in a row, from the first stone五目の基本Threats, shapes and tempo: the ideas every gomoku family game is built on.Gomoku · Tournament Gomoku · Renju · Omok · Caro · Ninuki-renju · Domino Five · Block Five · Misère Five · Toroidal Five · Obstacle Five
- Renju: playing black with your hands tied連珠の考え方What the forbidden shapes take from black, what white does with them, and the openings.Renju
- Ninuki-renju: two ways to win二抜きの考え方Captures change the value of every shape. Threats can be taken apart, and pairs are points.Ninuki-renju · Sannuki-renju
- Connect6: two stones a turn六子棋の考え方Threats arrive in pairs, and a line of four with open ends is already decisive.Connect6
- The drop family: gravity is the board落としの考え方Columns, parity and the threats you set up for later.Drop Four · Ring Drop · Hole Drop · Hot Drop · Clear Drop · Giveaway Drop · Edge Drop · Wormhole Drop
- Twist Five and Twist Four: the board moves回しの考え方Think in quadrants, and never rely on a line that a single turn undoes.Twist Five · Twist Four
- Trap Three, Square Four, tic-tac-toe and the trick games小さな盤の考え方Games short enough to read to the end, and what reading to the end feels like.Trap Three · Square Four · Tic-tac-toe · Wild Tic-tac-toe · Notakto · Maker and Breaker
- Domino Five and Block Five: playing the queue駒の考え方You both see the same pieces coming. The game is in what you do with a piece you would rather not have.Domino Five · Block Five