Renju Rules

Here you will find Renju rules described in an easy way:

INTRODUCTION
Renju are played with two people on a board by making moves with the black and white stones.

THE BOARD
The board is made up for 15×15 squares making it 225 intersections. Five of these intersections are reference points. It is important that the board color is not the same or simliar to color of the stones.

TERMS AND DEFINITIONS

ROW
A row is combination of stones in the same color, either situated on a horizontal, diagonal or vertical line, and is limited either by the edge of the board, an opponent stone or a free intersection.  The row should also have no opponent stones situated among the own stones.

UNBROKEN ROW
An unbroken row is a row where there are no free intersection between the stones.

FIVE IN A ROW
Five in a row is an unbroken row with five stones.

OVERLINE
An Overline is an unbroken row consisting at least six stones.

FOUR
A four is a row with four stones to which you can have the possibility to add one more stone to attain five in a row.

STRAIGHT FOUR
A Straight four is an unbroken row of four stones (“four”) where you can, in two different ways add one more stone to get five in a row.

THREE
A Three is a row with three stones where you can, at the same time a five in a row is made add one more stone to get a Straight Four.

DOUBLE-FOUR
A Double-Four is when you putting a stone on an intersection and by doing that get more than one four.

DOUBLE-THREE
A Double-Three Putting a stone on an intersection, which at the same time makes more then one three that meet each other in this intersection.

GAMEPLAY

  • One player has all the white stones and the other player has all the black stones.
  • The players make one move at the time, going back and fourth. The players with the black stones starts by putting a stone on the middle of the board.
  • When someone says “Black to play” it means that it is the player with the black stones turn to play. When someone says “White to play” it means that it is the player with the white stones turn to play.

THE CONCEPTION MOVE
A move consists of either putting a stone on one of the intersections on by passing. When someone passes it means that that players gives up his/her right to put a stone on the board.

MAKING A MOVE
When a player release the stone on the board the move is considered ended. The other way a move is considered ended is when a player passes.

MOVED STONE
When it is a player turn that player has the right to adjust stones on that players intersections but before the player adjusts the stones the players has to inform the opponent.

WRONG POSITION
If stones during the game the stones get disarranged the positions of the stones must be reconstructed. If the stones can not be reconstructed the players that is responsible for the disarrange will loose the game. If none of the players can be responsible for the disarrange of the stones a new game must be played.

WIN OF A GAME

  • To win a game the players need to get five in a row. For the white players an Overline is also considered as a win.
  • The white players will win if the black players don´t get the following combinations at the same time as the white players gets five in a row:
    1) makes an overline;
    2) makes a double-four;
    3) makes a double-three (however there are some double-threes, which the black players are allowed to make, see below);
  • A Double-Three from the black players is allowed if at least one of the following conditions 1) or 2) are met:
    1) Not more than one of the threes in the Double-Three can be made to a Straight Four when adding another stone to any intersection on the board, without at the same time an Overline or Double-Four is attained in this intersection.
    2) Not more than one of the Double-Threes can be made to a Straight Four when adding another stone to just any intersection on the board, without at the same time at least two threes meet in this intersection and make a forbidden Double-Three..
  • If one player uses more time for each move than decided before the game start that player looses the game.
  • If one players gives up the other player win the game.
  • The player that is about to win has to claim the win and stop both clocks at the same time.
  • If the black players gets five in a row, but does not call the win and the white players makes a move and the black players continues to play and if the black player makes a prohibited move according to above, the white player will win the game (if the white player calls attention to it).
  • If the black player makes a forbidden Double-Three or a Double-Four, and the white player does not call attention to this and continues to play, white cannot afterwards claim the win with respect to this particular Double-Three or Double-Four. If black player makes an Overline and the white player does not call attention to this and continues to play, the white player can still call attention to the black players Overline in a later time in the game, as long as the black player has not made a five in a row and claimed the win, or the game has been ended in any other way.

DRAW

The game is draw when:
1) When all the intersection of the board are filled.
2) By agreement between both the players.
3) When both players (after each other) passes.
4) When both players time has ended.
5) An offer of draw according can only be made when it is a players turn. When it is the other player turn that player can either accept the offer or refuse by telling the other player or make a move (which is the same as refusing the offer).

THE PATTERNS OF RENJU
When starting a game of Renju the game must start as according the the image below. That means that the second move has two alternatives and the third move have thirteen possible moves.

renju rules and renju rule

OPENING RULES

  • When starting a game of Renju. The players decide a tentative black player and a tentative white player. The tentative black player plays the first three moves (two moves for black player and one move for the white player. The tentative black player decides which of the allowed moves that will be used.
  • The tentative white player decides which of the players that will be the black player and which will be the white player after the tentative black players made the first three moves.
  • The white player will make a move and put a stone on any unoccupied intersection.
  • The black player now has to make two proposals for the fifth stone. The white player now has the right to decide which of the two proposals that will be the fifth stone on the table..
  • After the with the 5th move the opening rules has ended.
  • It is not allowed to pass within during the opening phase.

RECORD OF THE GAME

  • Both players needs to record the moves of the game. Both of there own and the opponent. The way to record the game is decided by the organiser.
  • If one of the players only have five minutes of less left that player does need to record the move in the game.
  • If the player get more time than five minutes that player need to record the moves again.

USE OF CLOCK

  • During a specified time the players has to make a specified number of moves. A special clock is used for helping the players to keep track of the time.
  • When the game starts the black players clock will be started. After each move the players has to stop the clock with the same hand that was used to make the move. If one player forget to stop the clock the other player does not need to remind the other player.
  • The last move is not considered to be made until the player has stoppet his/her clock.
  • If there is something wrong with the clock the player has to point that out immediately.
  • If the game has to be stopped or paused for some other reason that is not in control of the players the clock has to be stopped until the problem is resolved.
  • Players must ask the organisers of the game before stopping the clock.
  • It is only the players in a game and the organiser that are allowed to point of that someone have forgotten to stop the clock.

LATE ARRIVAL

When to game begins all clocks with be started on request from the organiser.

THE BEHAVIOUR OF THE PLAYERS
After the game has started is not allowed to use any papers or phones to analyse the game.

If games are stopped or paused no analyses are allow.

It is not allowed to distract or disturb the opponent in anyway.

Transgression against above mentioned rules of behaviour should lead to punishment and loss of a game.

RENJU RULES SUMMARY

The official Renju Rules can be found on Renju.net. This rules are simplified to hopefully help players to easier learn how to play a game of Renju.