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Go-Moku and Pente
The goal is to place five stones in a row. Basic Go-Moku (MX) and Pente (MP) are here along with variations Keryo-Pente (MK), Pro Go-Moku (MM), Pro-Pente (MQ), and Connect 6 (M6).


  • read: Go-Moku (MX)
  • read: Pente (MP)
  • read: Keryo-Pente (MK)
  • read: Pro Go-Moku (MM)
  • read: Pro Pente (MQ)
  • read: How to start Go-Moku or Pente games on ItsYourTurn.com
  • read: How to Make Your Move in Go-Moku or Pente on ItsYourTurn.com
  • read: Connect 6 (M6)



Go-Moku (MX)


The object of Go-Moku is to place five stones in a row, vertically, horizontally, or diagonally. Six or more in a row does not count as a win. Only exactly five in a row wins.

On ItsYourTurn.com, basic Go-Moku is played on a 13 by 13 grid. On each turn, you place one stone of your color on the grid. Black always has the first move.

If you and your opponent fill the board completely and neither of you has a row of exactly five stones, then White wins. This is because Black has a significant advantage by moving first. If White can successfully prevent Black from winning and the entire board becomes full, then White deserves to win.

ItsYourTurn.com has many variations on this game which are described below.
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Pente (MP) Pente is similar to Go-Moku, but you can also capture your opponent's stones. If you place a stone so that your stones flank a row of exactly two of your opponent's stones, then your opponent's two stones are removed from the game board.

You can win by doing either of the following:
  • Place five or more of your stones in a row. In Pente, six or more in a row also wins, though it does not win in Go-Moku.
  • Capture ten of your opponent's stones.

In the two pictures here, white places a stone where the red arrow is pointing. This causes the two black stones to be captured.



You can capture a row of two stones that is vertical, horizontal, or diagonal. You can not capture just one stone or a group of three or more.

If your opponent fills in a set of two stones between two of yours that are already placed, then your opponent's stones are not captured. You can only capture when you place your flanking stones after your opponent's set of two is placed. In this picture, black can safely put a stone where the red arrow is pointing, because white's stones are already in place.


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Keryo-Pente (MK) Keryo-Pente is like Pente except that you can capture either two or three of your opponent's stones by flanking them with your stones. You can capture a row that lies vertically, horizontally, or diagonally.

You win either by doing either of the following:
  • Place five or more of your stones in a row.
  • Capture 15 of your opponent's stones.

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Pro Go-Moku (MM) Pro Go-Moku is similar to Go-Moku, except that it is played on a larger 15 by 15 board, and there are restrictions on the first few moves to reduce the advantage Black has by going first:
  1. Black's very first move must be in the center of the game board
  2. White's first move can be anywhere.
  3. Black's second move must be outside the five-by-five area in the center of the game board.
  4. White's second move, and all moves after that, can be anywhere.

This picture shows the five-by-five area in the center of the board. On her second move, Black must place a stone outside of the red box.



You win by placing exactly five stones in a row, diagonally, horizontally, or vertically. Six or more in a row does not win.

Because Black's advantage is reduced, if the board becomes completely full and neither player has put exactly five stones in a row, then the game is a draw. White is not given the win as in regular Go-Moku.
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Pro Pente (MQ) Pro Pente is similar to Pente, except that is is played on a larger 19 by 19 board, and there are restrictions on the first few moves to reduce the advantage Black has by going first:
  1. Black's very first move must be in the center of the game board
  2. White's first move can be anywere.
  3. Black's second move must be outside the 5 by 5 area in the center of the game board.
  4. White's second move, and all moves after that, can be anywhere.

This picture shows the five by five area in the center of the board. On her second move, Black must place a stone outside of the red box.



You win Pro Pente by doing one of the following:
  • Place five or more of your stones in a row. In Pente, six or more in a row also wins, though it does not win in Go-Moku.
  • Capture ten of your opponent's stones.

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How to start Go-Moku or Pente games on ItsYourTurn.com To learn how to start a game of Go Moku, Pente, or one of their variations, go to our help menu and select How to Start a Game or How to Join a Game.

When you and an opponent are in a game, the game is listed on your game status page. Click your opponent's name to view the game board. At the start of the game the board is completely blank. Black has the first move. In Pro Go Moku and Pro Pente, Black must make its first move in the very center of the board.
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How to Make Your Move in Go-Moku or Pente on ItsYourTurn.com After you and an opponent have joined a game of Go-Moku, Pente, or one of their variations (see How to Start a Game or How to Join a Game on our help menu) you may go to it any time by clicking your opponent's name as it appears on your game status page.

If it is your turn, when you see the game board a blue outline will be around the stone that was placed in your opponent's last move. To make your move, click a point on the grid where you want to place a stone. A new page will load showing the stone placed.

Then, you must click one of the 'Submit' buttons at the bottom of the page to submit your move. If you don't want to submit it and you want to make a different move, you may click 'Take back the move.'
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Connect 6 (M6) Connect 6 is played almost the same as Go-moku, except for the following changes:

  • The game is played on a 19x19 board.
  • Each player gets 2 moves per turn, except for black's first move, where only 1 move is given.
  • The first player to place 6 or more stones in a row wins the game
  • If the board is completely filled up, then the game is a draw


The fact that black only gets 1 move for the first turn significantly reduces the advantage that black has in Go-Moku.
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