The first move and opening types
A line of five can run in four directions: horizontal, vertical and two diagonals. The closer a stone is to the edge, the more those directions get cut off by the end of the board. The center of a 15×15 board is the one point with plenty of room on both sides in every direction, which makes it the natural first move for Black. Official renju tournament rules require the first stone to be played there.
After the first stone, White's second stone and Black's third stone set the character of the opening. In renju, if White places the second stone directly next to Black's first stone horizontally or vertically, it is called a direct opening; if it touches diagonally, an indirect opening. Depending on where Black's third stone goes, each type splits into thirteen standard openings, twenty-six in total, all describing how three stones relate within a small area at the center.
Here is a simple way to feel the difference. In a direct opening, White blocks one of Black's lines straight away, so the stones tangle quickly and the fight starts early. In an indirect opening, the diagonal contact leaves both sides a bit more room, and the game tends to be about building wider shapes. Some openings are known to favor Black heavily, which is why official renju adds special opening procedures to reduce Black's edge.
White's first reply: stay close to keep balance
If White's second stone lands far from Black's first stone, Black can build whatever shape it wants in two or three moves with no interference. Black is already a move ahead, so White should play right next to Black's stone, orthogonally or diagonally, to take away at least one direction. White's early goal is not to build a winning shape but to slow Black down and win back the balance.
Once Black plays the third stone, White looks at the relationship between Black's two stones and presses on the direction where they have the most open space on both ends. If White's fourth stone also lines up with or sits near the second, it defends while building a White two, which becomes a base for counterattack later.
A common trap for White is sticking to Black's stones by reflex. If the contact point has nothing to do with Black's next move, it is effectively a wasted tempo. Picture where Black wants to play next, especially the points where two Black lines could cross, and take a point near there.
Building flexible two-way shapes
You can judge an opening shape by how many potential lines each stone takes part in. Three stones in a single row have only one direction, and one block ruins most of their value. Mixing one-space jumps, diagonal contacts and bent L-shaped relationships lets a single stone sit on two or three lines at once, so blocking one still leaves others alive.
Pay special attention to crossing points, where the extensions of two lines meet. If you arrange two twos in different directions that meet at one point, a stone placed there grows both lines into threes or fours at the same time. Most midgame 4-3 and 3-3 forks are born at points like these, so in the opening, aim to keep at least two such crossing points available.
Defenders should read the board the same way. Finding and taking the crossing point between your opponent's stones neutralizes a shape before it even becomes a three. Defense that only reacts to visible threes is almost always a beat too late.
Tempo and initiative: when to make a three
A forcing move is one your opponent must answer, and the initiative belongs to whoever can keep making those moves. An open three is the classic forcing move, because if it is not blocked it becomes an open four and wins. That does not mean making open threes early is always good.
The stone your opponent uses to block does not disappear; it stays on the board. If it happens to extend their own line or occupy one of your crossing points, you spent a forcing move and still lost ground. So in the opening, favor quiet preparatory moves that add crossing points, and make a three only when a follow-up threat remains whichever end your opponent blocks.
White cannot survive by simply reacting to Black's forcing moves. By choosing blocking points that also build White twos or threes, White accumulates dual-purpose moves until Black is forced to answer a White threat first, and the initiative changes hands.
Freestyle vs renju: why the opening changes
In freestyle gomoku neither side has forbidden moves, so Black's first-move advantage is large. Black can pile up crossing points aggressively and aim for 3-3 or 4-4 forks, while White must grab the key crossing points before Black's shape opens in two directions. In freestyle, a single loose reply from White often ends the game in the opening.
In renju, only Black is banned from 3-3, 4-4 and overlines, which changes how Black plans. Black ultimately has to win with a 4-3, so every crossing point needs a quick check that it will not become a forbidden 3-3 or 4-4. White has no restrictions and can use a 3-3 freely, and can also try to steer play so that Black's key finishing point becomes forbidden.
In short, freestyle Black plays fast and wide, while renju Black builds precise shapes that lead to a legal 4-3. White's basic job in both is to cut Black's crossing points early, but in renju White can also turn Black's forbidden points into a weapon.
A step-by-step plan for the first ten moves
This is not a memorized sequence but a map of what each side should aim for over the first ten moves. At every move, picture your opponent's best reply before you apply it.
- Black 1: Play the center point.
- White 2: Touch Black 1 orthogonally or diagonally. The direction decides between a direct and an indirect opening.
- Black 3: Play within one or two points of Black 1, on the side White 2 influences least, forming a relationship that can grow in two or more directions.
- White 4: Press on the most open direction shared by Black 1 and 3, ideally lining up with White 2.
- Black 5: Create another two in a new direction instead of rushing an open three.
- White 6: Take the crossing point where Black's two lines would meet.
- Black 7: Widen the shape so that at least two crossing points remain; with only one, it is easy to block.
- White 8: Among the blocking points, choose one that also forms a White two or three.
- Black 9: Before making an open three, confirm a follow-up threat remains whichever end White blocks.
- White 10: Check for Black runs of fours, and if there is time, extend your own line to take back the initiative.
Common opening mistakes
Opening mistakes rarely lose on the spot, but they shrink your options for the rest of the game. Check yourself against this list.
- Starting near the edge or corner: you lose directions and room from move one.
- White replying far away: Black builds its ideal shape unopposed.
- Lining stones up in one row: a single block kills the whole shape.
- Throwing out pointless open threes: the blocking stones end up on useful points for your opponent.
- Blocking the narrow end: when stopping a three, block the side where the stones have more room to grow.
- Ignoring quiet twos: two twos in different directions can become a 4-3 a few moves later.
- In renju, building Black's shape around forbidden crossing points: the key point becomes an illegal 3-3 or 4-4.
Practicing gomoku openings on Playfulo
Playfulo's gomoku (omok) runs on a 15×15 board with no sign-up. The default is freestyle with no forbidden moves, and you can switch to a casual renju rule where only Black is banned from 3-3, 4-4 and overlines. Playing the same opening shape under both rules shows you exactly how Black's plans change once a crossing point becomes forbidden.
Take both colors against the easy, normal and hard AI, or send an invite link and take turns trying direct and indirect openings with a friend. After each game, count how many crossing points you secured in the first ten moves; that habit alone sharpens your opening sense quickly.