How to Use This Glossary

This glossary covers the most important terms used in Gomoku and Renju discussion, commentary, and instruction. Terms are organized alphabetically. Where a term has a Japanese, Chinese, or Korean equivalent that is commonly used in English-language resources, it is noted.


A

Adjacent — Directly next to another stone horizontally, vertically, or diagonally with no gap between them.

Alive — Describes a formation that has at least one open end and can still be extended to five.


B

Black — The player who moves first. In Renju, Black faces additional restrictions to offset the first-move advantage.

Block — To place a stone next to an opponent’s line to prevent it from extending to five.

Broken three — A three-stone formation with exactly one internal gap (e.g., XX_X or X_XX). Also called a split three or jump three.


C

Capture — Not part of standard Gomoku, but present in Pente, where a pair of opponent stones flanked on both sides is removed from the board.

Closed four — A line of four consecutive same-color stones where one end is blocked by an opponent’s stone or the board edge. The open end must be blocked to prevent a win.

Continuous attack — A sequence of forcing moves (threats) played one after another without giving the opponent a chance to counter-attack.


D

Dead — Describes a formation that can no longer be extended to five, typically because both ends are blocked.

Diagonal — One of the two slanted directions on the board (upper-left to lower-right, or lower-left to upper-right).

Double four — A move that creates two separate fours simultaneously. In Renju, this is a foul for Black.

Double three — A move that creates two separate open threes simultaneously. In Renju, this is a foul for Black.


E–F

Endpoint — An empty intersection at either end of a stone line where the next stone could extend the formation.

Five — The winning formation: exactly five consecutive same-color stones in a line.

Forcing move — A move that compels the opponent to respond immediately, typically by creating a four or an open three.

Four — A line of four consecutive same-color stones. Can be open (both ends available) or closed (one end blocked).

Foul — In Renju, an illegal move by Black, including double three, double four, and overline. Making a foul means Black loses the game.

Freestyle — The basic Gomoku rule set with no restrictions on either player. Also called free Gomoku.


G–H

Gobang — An older European name for Gomoku, sometimes spelled “Go-bang.”

Gomoku — The full game of five-in-a-row played on a 15×15 or 19×19 grid. From the Japanese 五目 (gomoku), meaning “five points.”

Gomoku Narabe — The full Japanese name for the game, meaning “five points line up.”

Half-open — A formation with one end open and one end blocked. Synonymous with “closed” in most contexts.


I–J

Initiative — Having the ability to dictate the flow of play through threats. The player with initiative forces the opponent to respond.

Intersection — The point where two grid lines cross. Stones are placed on intersections, not in the squares.


K–L

Ladder — A sequence of forced moves that pushes a threatened line across the board diagonally or in a straight path, similar in concept to a ladder in Go.

Line — Any row of consecutive same-color stones on the board — horizontal, vertical, or diagonal.


M–O

Narabe — Japanese for “line up” or “arrange in a row.” Used in the full name Gomoku Narabe.

Offset opening — An opening where the first stone is not placed on the center point.

Omok — The Korean name for Gomoku (오목), meaning “five stones.”

Open four — A line of four consecutive same-color stones with both ends empty. This is an immediate winning threat because the opponent cannot block both endpoints.

Open three — A line of three consecutive same-color stones with both ends empty. A dangerous formation because it can become an open four in one move.

Overline — A row of six or more consecutive same-color stones. In freestyle Gomoku, an overline counts as a win. In Renju, an overline by Black is a foul and loses the game.


P–R

Pair — Two consecutive same-color stones, also called a two.

Pente — A Gomoku variant invented in 1977 that adds capturing mechanics.

RIF — The Renju International Federation, founded in 1988 to govern competitive Renju and Gomoku.

Renju — A variant of Gomoku with restrictions on Black (no double three, double four, or overline) to balance the first-move advantage. From the Japanese 連珠 meaning “connected pearls.”


S

Split three — See “broken three.”

Standard opening — An opening protocol prescribed by tournament rules, often involving swap or swap2 to ensure fairness.

Swap rule — After Black’s first move, White may choose to swap colors instead of placing a stone.

Swap2 — An opening protocol where Black places two black stones and one white stone, then White chooses which color to play.


T

Tempo — The concept of initiative in terms of moves. Gaining tempo means your opponent must respond to your threat, giving you an extra effective move.

Threat — Any move that creates the possibility of completing five in a row if not answered.

Three — A line of three consecutive same-color stones. Can be open, closed, or broken.

Two — A line of two consecutive same-color stones.


V–W

VCF — Victory by Continuous Fours. A winning sequence where every move creates a four, forcing a block each time, until five in a row is achieved.

VCT — Victory by Continuous Threats. A broader winning strategy where every move creates a threat (not necessarily a four), leading to an unavoidable five.

White — The second player. In Renju, White plays without restrictions.

Wǔzǐqí — The Chinese name for Gomoku (五子棋), meaning “five-stone chess.”


Quick Reference Table

Term Short Definition
Open three Three in a row, both ends empty
Closed three Three in a row, one end blocked
Open four Four in a row, both ends empty — immediate win threat
Closed four Four in a row, one end blocked — must block
Double three Two open threes from one move — foul in Renju
Double four Two fours from one move — foul in Renju
Overline Six or more in a row — foul for Black in Renju
VCF Win by continuous fours
VCT Win by continuous threats
Tempo Initiative; forcing opponent to respond