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Japan

Renju

連珠

Japan

Renju is the professionalised Japanese form of the five-in-a-row family. Because moving first is a decisive advantage in plain gomoku, Renju forbids Black from playing certain overwhelming shapes, restoring balance to the game.

Players
2
Average time
5–15 min
Difficulty
●●●○○

Variant implemented

Renju on 15×15 with the standard forbidden moves for Black (double-three, double-four, overline); White wins on five or more in a row. No opening exchange rule.

How to play

Renju is the professionalised Japanese form of the five-in-a-row family. Because moving first is a decisive advantage in plain gomoku, Renju forbids Black from playing certain overwhelming shapes, restoring balance to the game.

Variant implemented

Renju on 15×15 with the standard forbidden moves for Black (double-three, double-four, overline); White wins on five or more in a row. No opening exchange rule.

Board and pieces

15×15 intersections.

Setup

An empty board. Black plays first.

Turn

Place a stone on an empty intersection.

Capture and scoring

None.

Win condition

Black wins with exactly five in a row. White wins with five or more.

Draw condition

A full board with no five in a row is a draw.

Special rules

Because moving first is decisive in plain gomoku, Black is handicapped by three forbidden shapes: an overline (six or more in a row), a double-four, and a double-three. Making exactly five always wins and overrides the forbidden-move check. If Black is left with nothing but forbidden points, Black loses.

Computer opponent

Alpha-beta restricted to points near existing stones, with threat-based move ordering. Hard searches four plies and defends fours and open threes reliably.

Open rooms

See who is waiting to play

Tags: alignment, abstract, two-player, perfect-information · Family: connection