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Gomoku/Wuziqi Club for Young Talent

We Welcome Any Young Talent to Join Our Club

Whether you’re a casual player or a long-time strategist, we have packs of challenges and people to play them with! We welcome anybody of any experience; there’s always someone to help you learn the game or to join you in playing an old favorite. We also run competitions, and events and connect players to professional championships 

Gomoku/Wuziqi Playborads

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  • Age Requirement6+
  • Language RequirementsEnglish / Chinese
  • Skill RequirementNone
  • Club LocationSouthampton, Salisbury, Portsmouth
  • Time ArrangementsAfter School Time / Weekends
  • FeesFrom £5 / 60 mins

Play Gomoku/Wuziqi

Whether you’re a casual player or a long-time strategist, we have packs of challenges and people to play them with! We welcome anybody of any experience; there’s always someone to help you learn the game or to join you in playing an old favorite. We also run competitions, and events and connect players to professional championships. 
Why SUITS Gomoku/Wuziqi Club

SUITS Gomoku/Wuziqi Clubs are an excellent choice for players who are interested in this fascinating game. Here are some of the reasons why you might want to join:

  1. Access to a community of players: By joining a club, you’ll have access to a community of players who share your passion for Gomoku/Wuziqi. This can be a great way to make new friends, find playing partners, and learn more about the game. It’s also an opportunity to be part of a community that is passionate about promoting the game and developing new players.
  2. Support for players of all levels: SUITS Gomoku/Wuziqi Clubs aim to support players of all levels, whether you’re a beginner or an experienced player. This means that even if you’re new to the game, you’ll be able to find support and guidance to help you improve your skills. And if you’re a more experienced player, you’ll have the opportunity to play against other strong players and challenge yourself to improve even more.
  3. Regular playing opportunities: SUITS Gomoku/Wuziqi Clubs provide regular playing opportunities, including tournaments, online matches, and club meetings. This can help to keep you motivated and engaged in the game, and can help you to improve your skills more quickly. Plus, by participating in these events, you’ll have the chance to meet and play against other players from around the world.
  4. Opportunities to learn from stronger players: By joining a club, you’ll have the opportunity to learn from stronger players who can teach you new strategies and techniques. This can be a great way to improve your skills and take your game to the next level. Additionally, if you’re a stronger player, you’ll have the opportunity to share your knowledge and help other players improve.
  5. Flexible and convenient: SUITS Gomoku/Wuziqi Clubs are designed to be flexible and convenient for players. This means that you can participate in the club’s activities at a time and place that works for you, whether that’s online or in person. This can be especially important for players who live in remote locations or have busy schedules.

Principles of SUITS Gomoku/Wuziqi Club

The principles of SUITS Gomoku/Wuziqi Club are centered around providing a welcoming, inclusive, and supportive environment for players of all levels. Here are some of the key principles that guide our club:

  1. Inclusivity: We believe that everyone should have the opportunity to play Gomoku/Wuziqi, regardless of their background, skill level, or experience. Our club is open to players of all ages, genders, and cultural backgrounds, and we strive to create a welcoming and inclusive environment where everyone feels comfortable and valued.
  2. Fair play: We believe in promoting fair play and sportsmanship among our members. This means playing with integrity, respecting the rules and the opponent, and avoiding unsportsmanlike behavior such as cheating or trash-talking. We encourage all members to embrace these values and lead by example.
  3. Learning and improvement: We believe that Gomoku/Wuziqi is a game that can be learned and improved upon through practice and study. Our club is committed to providing opportunities for members to learn new strategies, techniques, and approaches to the game, as well as to share their own knowledge and expertise with others.
  4. Community building: We believe that Gomoku/Wuziqi is not just a game, but a community. Our club is committed to building a strong and supportive community of players who share a common passion for the game. We organize regular events and activities, both online and in person, to bring our members together and foster a sense of camaraderie and belonging.
  5. Accessibility: We believe that Gomoku/Wuziqi should be accessible to everyone, regardless of their location or schedule. Our club is committed to providing flexible and convenient playing opportunities, including online matches, tournaments, and club meetings, that can be accessed from anywhere at any time.

About Renju

Renju is a strategic board game that originated in Japan and is played on a traditional Go board. It is also known as “Gomoku Narabe,” which means “five stones in a row.”

The objective of the game is to create an unbroken row of five pieces on the board, either horizontally, vertically, or diagonally. Players take turns placing their pieces on the board, with Black always moving first. Once a piece is placed, it cannot be moved or removed from the board.

Unlike Gomoku, Renju has several additional rules that make the game more complex and challenging. For example, the opening move for Black is predetermined, and the second player can choose to either take the first move or place two stones on the board. Additionally, there are rules regarding forbidden positions and repetitions of positions, which add further layers of strategy to the game.

Renju has gained popularity around the world and is played competitively in many countries, with international tournaments held regularly. The game is known for its depth and complexity, as well as its emphasis on strategic thinking and positional play.

Terms And Definition


ROW
A row is a 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 their own stones.

UNBROKEN ROW
An unbroken row is a row where there is 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 in 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 in 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 put 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 than 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 a time, going back and forth. The players with the black stones start by putting a stone in the middle of the board.
  • When someone says “Black to play” it means that it is the player with the black stones who turns to play. When someone says “White to play” it means that it is the player with the white stones who turns to play.

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

MAKING A MOVE
When a player releases 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’s turn that player has the right to adjust stones on that player’s intersections but before the player adjusts the stones the players have 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 cannot be reconstructed the players that are responsible for the disarrange will lose 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 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 get 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 meeting in this intersection and making a forbidden Double-Three.
  • If one player uses more time for each move than decided before the game start that player loses the game.
  • If one player gives up the other player wins 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 player gets five in a row but does not call the win and the white player makes a move and the black player 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, the white cannot afterward claim the win with respect to this particular Double-Three or Double-Four. If a 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 player’s Overline at 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. To win a game the players need to get five in a row. For the white players, an Overline is also considered 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 get 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 meeting in this intersection and making a forbidden Double-Three..
  • If one player uses more time for each move than decided before the game start that player loses the game.
  • If one player gives up the other player wins 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 player gets five in a row but does not call the win and the white player makes a move and the black player 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, the white cannot afterward claim the win with respect to this particular Double-Three or Double-Four. If a 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 player’s Overline at 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 drawn when:
1) When all the intersection of the board is 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 player’s turn. When it is the other player’s turn that player can either accept the offer or refuse by telling the other player or making a move (which is the same as refusing the offer).

Opening Rules

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

Record of the Game

  • Both players need to record the moves of the game. Both of their own and the opponents. The way to record the game is decided by the organizer.
  • If one of the players only has five minutes or less left that player does need to record the move in the game.
  • If the player gets more time than five minutes that player needs to record the moves again.

Use of Clock

  • During a specified time the players have 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 have to stop the clock with the same hand that was used to make the move. If one player forgets 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 stopped 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 the control of the players the clock has to be stopped until the problem is resolved.
  • Players must ask the organizers of the game before stopping the clock.
  • It is only the players in a game and the organizer are allowed to point out that someone has forgotten to stop the clock.

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