2026-10-12
Two players read the same stones and choose different moves. The gap is usually tempo, nerve and habit rather than calculation. This guide covers the mental side you can practise in gomoku: pressure that costs nothing, opponent habits worth reading, and the moment to stop watching them.
2026-10-11
Five in a row is the goal in every variant; the arguments start at the edges. This guide covers freestyle gomoku, renju rules, the swap opening protocol and overline handling, plus four things to confirm before the first stone.
2026-10-09
A gomoku endgame is won by reading forcing moves in order, measuring usable space, and checking the whole board before committing to the final move.
2026-10-08
Gomoku midgame play turns on one decision: when can you stop answering and make the opponent answer you? Use forcing moves, dual-purpose stones, and a two-move test to choose the moment.
2026-10-07
Free-style gomoku was proved a first-player win in 1993, so the question of whether gomoku is solved has a real answer. Here is what the proof covers, why it does not hand you an unbeatable line, and what still decides your games.
2026-10-06
A 1200 start does not mean everyone plays the same. Here is the rating algorithm behind YiBoard: the expected-score formula, the real numbers behind rating gain and loss, why a new account climbs faster, and how the score converts to grades and dans.
2026-10-05
Search stops halfway, and the other half is the evaluation function. Here is what board evaluation actually does, how gomoku shapes get scored, when heuristic scoring lies, and how to turn engine numbers into your own judgement.
2026-10-04
Black moves first and, under freestyle rules, black wins with perfect play. That is tempo, not magic. Here is which shapes to claim in the gomoku opening, how white answers, and a ten-move routine you can rehearse.
2026-10-03
A gomoku double three is the most teachable winning combination: one stone makes two open threes, the opponent can answer only one. How double threes, double fours and four-threes convert, what forbidden-move rules change, and how to build the shape early.
2026-10-02
Gomoku defense is not about blocking every three. This covers which shapes demand an immediate answer, which can be ignored, and how to turn a blocking stone into a counter attack.
2026-09-21
Go rewards influence and patience; chess rewards tactics and conquest. Behind these two game philosophies lie two civilizations' fundamentally different ideas about winning, and about process itself.
2026-09-11
Why mobile Gomoku apps fire ads exactly when you want to keep playing — three common tricks, and why the free web version is different.
2026-09-02
YiBoard's gomoku rank starts everyone at 1200, Sixth Grade, and moves with every win and loss. Here is exactly how the rating works, how grades and dans map to your score, and why no season resets it.
2026-08-29
The AI opponent is the best practice partner: no emotions, no distractions, always available for review. Here's how to play against AI and use it to improve.
2026-08-12
Gomoku dan grades and video game ranks like Bronze and Platinum are completely different systems: one ranks by winning matches, the other by accumulating points. This post covers where dan grades come from, how they differ from Elo, and why grades tell you more about your real level.
2026-08-07
Learn how to play Gomoku (Five in a Row): the 30-second rules, the key shapes like live three and open four, three opening moves that work right away, and where to play free in your browser. A beginner-friendly guide.
2026-08-05
Ninth Grade to Ninth Dan: why YiBoard borrowed grades and dans from real Chinese board culture instead of bronze and platinum. Everyone starts at 1200, Sixth Grade.