Game guide › Versus › Gomoku
Gomoku Free online game
- Versus
- vs AI
- Online play (turn-based)
- Easy · Normal · Hard
Gomoku with Renju rules. Be first to connect five, as Black or White
What is it?
Gomoku is played on a Go board: Black and White take turns placing stones, and the first to connect five in a row — horizontally, vertically or diagonally — wins. Hanpanmadang uses the Renju rules from Korean and international tournaments. Black, who moves first, may not play a 3-3 (two open threes), a 4-4 (two fours) or an overline (six or more), and must connect exactly five to win. White has no restrictions and also wins with six or more. Black may play a 4-3.
Against the AI you can play Black (first) or White (second), and you can also choose the tournament swap opening. In it, the first player places the first three stones (Black, White, Black), the opponent picks a color, White plays move 4, and then White chooses one of two spots Black offers for move 5 — reducing Black's advantage.
How to play
- Tap a point to preview, tap again to place
- First to connect 5 horizontally, vertically or diagonally wins (Black needs exactly 5)
- Black can't play 3-3, 4-4 or overlines (6+) (marked ×) — Renju rules. 4-3 is allowed
Difficulty and rankings
| How to win | Connect 5 first (Renju: 3-3, 4-4 and overlines are forbidden for Black) |
|---|---|
| Difficulty | Easy · Normal · Hard |
| Ranking | Ranked by win rate and games played (you appear after 10+ games in that period and difficulty) |
| Online | Online play (turn-based) |
There's a weekly ranking and an all-time ranking; the weekly one resets every Monday at midnight (Korea time). For details, see the Help.
Good to know on Hanpanmadang
- On Black's turn, forbidden points are marked with ×; tapping one does nothing except tell you which rule it breaks (3-3, 4-4 or overline).
- If the board fills up without a winner, it's a draw.
- Online, you're matched with people who chose the same opening rule (Renju or swap opening), and each move must be made within 40 seconds or you lose.
Learn from examples
If Black plays ×, it makes open threes horizontally and vertically at the same time. Under Renju rules Black can't play a 3-3 like this. White may play the same point.
If Black plays ○, it creates a horizontal four (blocked on the left by White) and a vertical open three together. A 4-3 is allowed for Black even under Renju rules. When White blocks the right end of the four, Black extends the three into an open four and is sure to make five next move.
Common mistakes
- Trying to make a 3-3 as Black and hitting a forbidden move.
- Attack with a 4-3 instead. Make the four first so your opponent must block, then turn the remaining three into an open four — Black's basic way to win.
- Not treating a split three (three with a one-point gap) as a threat.
- A split three becomes an open four with one more stone. Block it just like a solid three.
- Connecting six as Black and not winning.
- Under Renju rules, an overline is forbidden for Black, not a win. Before going for five as Black, count to make sure a stone of yours at one end won't turn it into six.
Tips
- A three open at both ends (an open three) is a threat your opponent must block right away. As Black, a 3-3 is forbidden, so attack with a 4-3 that makes a four and a three at once.
- As White, use Black's forbidden points. If the point Black needs to block is forbidden, Black can't block it. Forbidden points show as × on Black's turn.
- Thinking only about attack makes it easy to miss your opponent's threats. Before placing a stone, check your opponent's best next move.
- When choosing a color in the swap opening, check whether Black can keep attacking from that shape. Pick Black if it looks clearly better; if it's unclear, the usual choice is White.
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