連珠(五目並べ)を楽しもう!
Five-in-a-row
Luffarschack、Gomoku
GO-BANG,Renju,Omoku
聯珠、格五
ごならべ、五子、五子棋
五丁、五目、五目並べ

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「ごならべ」が、今や"RENJU"となって世界のゲームになりました。
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連珠の用語集

連珠にも専門用語というのがあります。
覚えるまでは大変かもしれませんが、使ってみると
対局の感じなどがとてもわかりやすくなります。

Room.5 ●基本的な用語と連珠のルール(English

AN OUTLINE OF RENJU

Renju was previously called Gomoku (Five-in-a-row) and many of our readers have probably heard of it by that name. For a long period before it was given the new name of Renju, people had played it by very simple and primitive rules. One of the demerits of this old way of playing was that no one could make a clear decision on what to do with a double three. Some insisted that it be redefined and others demanded it be prohibited, but everyone was puzzled anew when he had to use a double three as a defensive tactic. Again some people claimed that the one who made it be the loser while others ruled it a draw or something else.
Modern Renju is Gomoku with strict and reasonable rules eliminating all ambiguity. It is a problem of great importance to detemine whether you win, lose, or draw when, for instance, a double three occurs. By means of these rules, people throughout Japan, and throughout the world, at last can reany enjoy the game whether playing with Black or White.
Because of its simple rules, Renju can be learned easily by anybody who is interested. Renju boards and stones are obtainable from Japan, but a pencil and graph paper will do. In case you would like to study Renju more deeply, we recommend that you use traditional equipment.
One can never know how much fun a game is without really trying it. Renju is not as simple as it looks. It is our fear that many people will regard Renju as nothing but a childish game before they get to the core of it. Once you begin to study it, however, you will never leave it.

RENJU - THE MOST ENJOYABLE GAME

There are a great number of games in the world. Generally speaking, trivial games with simple rules do not have any attraction because it is easy to foresee the result. A game with complicated rules, on the other hand, requires too much concentration and only a limited number of people can enjoy it.
Renju is different. The rules are very simple and the game is fascinating and profound. As you advance, you will be surprised at its richness in strategies, both offensive and defensive.
Renju in Japan is a product of accumulated improvements over a long period of time. One improvement was to restrict Black's moves (Black moves first) so as to offset his initial advantage. Putting restrictions on Black may seem unfair at first glance, but in reality it is not. Japanese players are convinced that this revision has been a great success.
The restrictions on Black are the prohibited moves which have a somewhat different meaning from those in Chess or Go. In a game of Renju, White is always searching for a way to force Black into a prohibited move while Black must always be careful not to be forced to make such a move. Thus, the art of forcing one's opponent into a prohibition and escaping from one has made the game extremely interesting. In fact, the struggle over that critical point is the very essence of Renju. Because of it the game has finally gained true appreciation from serious Japanese players and hopefully it will find the same appreciation from the readers of our book.

TERMS AND DEFINITIONS

BROKEN FOUR: A four containing a one-intersection gap that can become a five in a row in one move.
BROKEN THREE: A three containing a one-intersection gap that can become a straight four in one move.
DOUBLE FOUR: Two fours, either broken or straight, produced simultaneously with a single move.
DOUBLE THREE: Two threes, either broken or straight, produced simultaneously from two two-stone formations with a single move.
EXTENSION: A move that makes a straight three out of a straight two or a straight four out ofa straight three.
FIVE: Five stones of the same color arranged in a row, whether diagonally, vertically or horizontally.
FOUR: Four stones of the same color with one end stopped or containing a gap along a vertical, a horizontally, or a diagonal.
FOUR-THREE: A four and a three produced simultaneously with a single move.
JUMP: A move made at a one-intersection interval from a straight two (two stones in a row, unstopped) or from a straight three, usually stopped at one end.
OVERLINE: Six or more stones of the same color in a diagonal, vertical, or horizontal row.
PROHIBITION: A move which, if made by Black, causes him to lose (for example a double/triple three, a double/triple four, and an overline). Also 'a prohibited move'. Such moves are indicated in diagrams by X and Y.
STRAIGHT FOUR: Four stones of the same color in a row (diagonally, vertically or horizontally) with both ends open. A straight four ensures a win.
THREE: Three stones of the same color in a row or contaiming a one-intersection gap along a vertical, a horizontal, or a diagonal that can become a straight four on the next move.
VCF: A win that results from making fours one after another. in this book, 'series of fours', 'series of continuous fours', 'series of consecutive fours', 'continuous fours' or 'consecutive fours' all mean VCF.
VCT: A win that results from making threats (that is, making a three which threatens to become a straight four, or making a four which threatens to become a five) one after another. In this book, 'series of threats', 'series of continuous threats', 'series of consecutive threats', 'continuous threats' or 'consecutive threats' all mean VCT.

Japanese Terms

DAN: A ranking given to strong players. Begins at shodan or 1-dan and continues up to 9-dan, the highest ranking. In Renju the same ranking system applies to both professionals and amateurs. See KYU.
FUKUMI: A move which threatens to win by making consecutive fours.
GOTE: A move which loses the inlthtive; the opposite of SENTE. Also used for Black at the beginning of the game.
JOSEKI: An established pattem of good play in the opeming.
KYU: A ranking given to weaker players. Unlike the dan rankings, the smller the kyu, the higher the rank; consequently, a player is promoted from 1-kyu to 1-dan. Though impossible to determine, perhaps a raw beginner starts at about 15-kyu. See DAN.
MEIJIN: A title given to a player who has established himself as the strongest player in the world.
MISE: A move which threatens to make a four-three.
SENTE: A move which keeps the initiative by forcing the opponent to answer. For example, 'Black has sente' means it is Black's move. The opposite of GOTE. Also used for White at the beginning of the game.
YOBI: An offensive move, but one which does not carry a direct threat.

THE RULES OF RENJU

Now that you might have become interested in Renju, what are the rules? There are five, and since you probably already have a vague idea of them, there is not really so much you will have to learn that is entirely new.

Rule 1: Play alternates between Black, called Sente, and White, called Gote, on the intersections of a board with flfteen vertical and fifteen horizontal lines. Black plays flrst and must place his flrst move on the Center intersection.

Rule 2: The first Player to get an unbroken line of five stones,
whether vertically, horizontally, or diagonally, wins the game.

Rule 3: Black is prohibited from making a double three, a double four , and an overline.
If Black makes one of these patterns either accidentally or by being forced to, he loses the game.

Rule 4: White is not subject to any restrictions and may make double threes, double fours, and overlines, an overline having the same value for him as a five.

Rule 5: If neither player has succeeded in making a row of five stones when the board has been played out, the game is caned a draw.

Of the five rules the rule governing prohibited moves is the only one that may cause the reader difficulty, therefore, in the following pages he should be careful to grasp what exactly makes a prohibited move, especially in the case of double threes since some formations may appear to be double threes but actually are not.
At the kyu level, a Renju match usually consists of two games, each player taking the black stones once. The main reason for this is that it is difficult for a player holding White to win until he
becomes six or seven kyu because he has not yet become skillful enough to exploit Black's prohibited moves. By the time that he has become shodan, however, he can usually play Black and White with
equal ability. Incidentally, being able to win with White is a fair indication that a player has reached about 6-kyu.

PROHIBITIONS - WHY FOR BLACK ONLY?

In Renju the first player always takes Black and the second player White, and so when we say
"Black", it means the first player and when we say "White", it means the second player.
Should the two phyers try to get five according to the "perfectly free" rules - that is, with no restrictions for either side - Black can a every game very easily.
In order to adjust this imbalance, which is caused by Black moving first, some conditions have
been imposed on Black. In other words the rules have been made unfair to make the game fair.
As the study of the game advanced, our predecessors prohibited Black's double three, but they soon found that this was still insufficient. Therefore, Black's double four and overline (more than five in a row) were also prohibited.
At the same time the Renju board was diminished to 15x15 lines when it was discovered that a board bigger than 15x15 helped Black win with ease. A smaller board, by the way, would make the game drawn more often and therefore less interesting. The size of the present board seems perfect.
Remember again that White has no prohibitions at all imposed on him and that an overline as well
as a five will win the game for him.
All revisions in the rules such as prohibited moves for Black and the smaller 15x15 board
as well as the special playing rules, are regarded by all Renju players as epoch-making progress in the history of Renju.
We owe much to the great men of the past who made these rules.

From FIVE-IN-A-ROW by Goro Sakata & Wataru Igawa.

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