šŸŽ£ Fishing Gomoku Ā· Advanced Rule Book

Verified line-by-line against the live engine; all scoring figures confirmed by engine tests Ā· 2026-10-03

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1. The Game in One Sentence

Fishing Gomoku = Gomoku + a "capture-substitution" win condition.

Five in a row does not win directly — it becomes a fishing rod used to reclaim stones and capture; the first side to capture 10 stones wins.

Full loop: place a stone → form five in a row (a rod) → reel in (take back the rod stones + capture one enemy stone by converting it to yours) → reach 10 captures to win.

2. Basic Rules

  1. Black (you) moves first; players alternate one stone per turn.
  2. Stones go on empty intersections only; once placed they cannot move, and there is no undo.
  3. No turn timer; the computer's thinking time depends on the difficulty level (see §9).
  4. There are no resignations, undos, or draw offers in the rules; "New Game" is the only reset.

3. Rods and Reeling In

3.1 What Counts as a Rod

A rod = a five-in-a-row window that contains the stone you just placed. All four directions count: horizontal, vertical, and both diagonals.

Three key points (each one shapes tactics):

3.2 What Happens After a Rod Forms

3.3 The Complete Reel Sequence (order matters)

  1. Reel in the rod: all of your stones on the rod(s) are removed from the board (a normal five = 5 stones).
  2. Score: each rod is worth +1 capture point; multiple simultaneous rods stack.
  3. Win check: if your capture count is now ≄10, you win immediately — the enemy stone is not converted (see §7).
  4. Capture-substitute: the white stone you clicked becomes your black stone (converted in place, not removed).
  5. Chain check: if that newly converted stone forms another five for you → pending reel again; you may reel again (a chain).
āš ļø Clicking an empty point or your own stone does nothing — you must click a white stone.

4. Scoring in Depth (the core chapter for strong players)

4.1 The Scoring Formula

Reel points = the total number of five-in-a-row windows (across all directions) that contain the newly placed stone.

For a single direction: let a and b be the lengths of your continuous arms on either side of the new stone (along that direction). Then:

Two immediate corollaries:

4.2 Quick Reference: Common Shapes (all engine-tested)

Shape (new stone's position)Stones involvedPointsStones reeled
Plain five (new stone anywhere on the line)515
Six in a row completed in one move626
Nine in a row (new stone in the middle)959
Nine in a row (new stone at the end)915
Twelve in a row (new stone in the middle)1259 (the excess stays)
V shape, 9 stones (two fives sharing the vertex)929
L shape929
T shape (three arms of 4)13313
Cross, 13 stones (7+7, new stone at the intersection)13613
Cross, 17 stones (9+9)171017
Full asterisk (9 stones in each of 4 directions)3320 (theoretical max)33

4.3 Three Insights That Separate Strong Players

ā‘  Placement matters more than stone count.
The same 9-in-a-row: completing it in the middle = 5 points, 9 stones reeled; extending it at the end = just 1 point, 5 stones. A 5Ɨ gap. Reason: an end stone can only sit at one edge of any window (single-sided arm), locking its window freedom; a middle stone can occupy any of the 5 window positions, maximizing window count.

ā‘” High scores = (number of directions pierced) Ɨ (two-sided arm length), not stones reeled.
A V shape with 9 stones reels 9 but scores only 2 (single-sided arm per direction, capped at 1 window — extending the arms adds nothing); a 13-stone cross reels 13 and scores 6 (two-sided arms in both directions). Similar captures, a 3Ɨ point gap. Prioritize points that pierce two or more directions with two-sided arms (nascent crosses/asterisks) before single-line extensions.

ā‘¢ Long lines must form within a single move.
Extending a declined rod does not count: a declined 5 extended to 6 scores only 1 point and reels 5 (see §6).

5. Reel Caps: 9 Stones / 5 Rods Per Direction, Directions Stack

6. Declining the Reel — the Strongest Advanced Tool, and the Easiest to Misuse

You may decline: the rod stones stay on the board and the turn passes to the computer.

Value:

Cost (by design, not a bug):

Rule of thumb: decent rod position and a juicy substitution target → reel now; poor rod position but cross/asterisk potential nearby → consider declining.

7. Winning

7.1 Primary: Reach 10 Captures (overshooting allowed)

The first side with ≄10 captures wins immediately. The check happens after scoring but before substitution — the game ends without converting an enemy stone.

Overshooting is legal: at 9 points, a two-rod reel (+2) wins with 11 points. The on-page text "more than ten captures wins" refers to exactly this.

7.2 Fallback: Board Full

If no empty points remain, the higher capture count wins; equal counts draw. But each reel frees far more space than it consumes, so the board never fills in practice — focus entirely on reaching 10.

8. Chains

A chain has exactly one trigger: the substituted stone from a reel forms a new five for you → pending reel again.

9. The Computer (White) and Difficulty Levels

LevelBehaviorThink time
easyOne-ply greedy, random among top-3 candidates; does not reliably block your killsinstant
normal (default)Greedy + win/block tactics + α-β search up to 6 plies~2 s
hard12-ply search + rod/reel modeling (simulates reels with true scoring, aiming straight at 10 captures)up to ~20 s

10. Advanced Cheat Sheet

  1. Capture points come only from reels; ordinary moves score nothing.
  2. Straight long line: middle = min(5, Nāˆ’4) points; end = 1 point. A 5Ɨ placement gap.
  3. Single-direction cap: 9 stones / 5 rods; crosses/asterisks stack, full asterisk = 20 points / 33 stones.
  4. V / L shapes: 2 points, 9 stones; extending arms adds nothing — don't waste moves on single-sided arms.
  5. Move-value order: multi-direction two-sided piercing (cross/asterisk sprouts) > single-line extension > single-sided arm.
  6. Winning at ≄10 overshoot is legal: at 9 points, a double-rod reel is a clean 11-point finisher.
  7. Declining is an option, not a free lunch: old rods never re-trigger, extensions pay only 1.
  8. The substitution stone is your new stone — pick points that serve attack and defense at once.
  9. The board-full ending is unreachable in practice; put everything into reaching 10.
  10. The computer reels automatically the turn it forms a rod — track its scoring pace against your lead.

Scoring data verified by engine tests (2026-10-03) Ā· Play now