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Renju

You can play Renju now Run using my program X & O

Rules

Besides the two basic rules the following rules are used in Renju

The rules marked with
* are not supported by this application
~ are optional for this application
  • Rule 3. Black is prohibited from making a double-three, a double-four and an overline. If Black makes one of these patterns either accidentally or by being forced to, he loses the game.
  • Rule 4. White is not subject to any restrictions and may make double-threes, double-fours, and overlines,, an overline having the same value for him as a five.
    Observe that the double-three is counted as a forbidden double-three only if it is in principal not possible to stop for the opponent who has nothing to attack with and who is only playing defensive. For example if there is only space for 5 stones in a line it is not necessary to stop a three on this line.

    The move on spot marked as black point is allowed for Black. The opponent is able to stop the other three and black cannot win with the three limited within 5 intersections.
  • Rule 5. If neither player has succeeded in making a row of five stones when the board has been played out, the game is called a draw. It is also possible to agree on draw.
  • Opening rules:
  • Rule 6. In starting the game, a tentative Black, and subsequently a tentative White, are decided between each other.
  • Rule 7. The tentative Black plays the 1st move on the center intersection.
  • *Rule 8. The tentative Black also decides where the next move for White should be put. This White’s 1st move and the 2nd move in the game must be played direct or indirect. "Direct" means a move made horizontal or vertical to the 1st move and in direct connection with the 1st move. "Indirect" means a move made diagonal to the 1st move and in direct connection with the 1st move.
    X & O does not support directly this rule. But you can very easy play game according this rule:
    1. set x and o as humans
    2. let x do the first and the second move
    3. if you play with computer set x or o as computer
  • Rule 9. The tentative Black plays the 3rd move on an empty place within a zone of 5x5 intersection with the same center as the center intersection of the whole board.
  • ~Rule 10. Black has decided where the first three stones, two for Black and one for White, should be put. Seeing the opening pattern that tentative Black has chosen, the tentative White has the right to change sides. If he prefers Black, he changes sides, gives white stones to his opponent, and receives black stones. If, however, he prefers to continue the game with white stones, nothing happens and he simply plays the 4th move.
    In X & O this rule can be turn on or off.
  • Rule 11. White is free to play the 4th move wherever he wants.
  • ~Rule 12. Black Choice. Black has to offer his opponent two possible moves (he deems promising for himself). The two moves must be equal in all respects if you look to the situation in the center of the board. From the two alternatives Black has provided, White tries to evaluate which of the two will be more advantageous to himself and tells Black to make the move he (White) prefers.
    In X & O this rule can be turn on or off.
  • Rule 13. There are no restrictions on the sixth and later moves. The rules 1-13 are the renju rules of the Renju International Federation (RIF).
  • * Supplemental rules: The are rules of the Renju International Federation for recording the game, the use of clocks, late arrival, the conduct of both players, etc. Rules for time limit and time breaking rules differs because of the situation for each special tournament.
  • * Handicap rules for beginners: A beginner does not have to play using all 13 rules. He or she can use rules 1 and 2. The beginner can also start with Black. A math consist of two games. The beginner has exactly 5 minutes per game, so it is 10 minutes in all. The experienced player has half a minute in the first game. In the second game he or she has only 15 seconds, The experienced player has to win two games to win the math. If he or she doesn’t win both, then beginner is the one who wins the match.
Comments to the opening rules
  • Rule 9:Before this sophisticated opening rules were adopted only 12 x2 openings were legal for the first 3 moves. Maybe you will find a presentation of the renju rules with only these 12x2 openings. However, with the present rules it is possible to use all 13x2 openings within a zone of 5x5. Mainly because it makes it easier to explain the rules RIF decided this change of the possible opening patterns.
  • Rule 12: The two moves must not be equal in all respects. It means that the 2 moves must not give two equal situations after 5 moves.