Gomoku · Five in a Row
Caro — gomoku, five in a row, 五子棋 — is the game people play on the back page of a notebook. You can learn it in one line: take turns marking empty squares, and the first to line up five wins. The rest of this page is about how to actually win.
Get five of your mark in an unbroken line — across, down, or diagonally — and the game is over.
Three with both ends free. Answer it now: leave it and the next move makes a four that cannot be stopped from two sides at once.
Under the caro rule this five does not win — the opponent sealed both ends. Under standard or free-style rules, it does.
Two open threes crossing on one square. Your opponent can only block one of them — this is how caro is actually won.
Every game of caro is a race between two threats, and the whole skill is knowing which threats force a reply and which do not.
And the flip side, which is the single most useful habit to build: before every move, look at what your opponent would build if they played where you're about to play. That square is often worth more to them than it is to you.
All three agree that five in a row wins; they differ on which fives count.
Whichever you pick, X moves first — and moving first is a genuine advantage in this game, which is why the online ladder swaps the marks after every match.
Worth being straight about what it is. It reads every empty square along all four directions and asks what a mark there would be one move away from — a five, a four, an open three — and it values a square by what it would build for it plus what it would have built for you. That is what makes it attack and defend with the same calculation. At Club it also looks three moves ahead down the most likely line, which is enough to spot a fork before walking into it.
What it is not is a solver. Beginner misses threats often and plays loosely; Casual answers fours and threes but can be out-planned; Club will punish a careless open three and is a real game for most people. None of them will out-calculate a serious caro player, and they are not meant to.
Host a room and share the 4-digit PIN, or tap the ET room. The front two in the queue play; everyone else watches the live board. Winner stays on, loser goes to the back of the line, and the marks swap each game so the first move gets shared out. Everyone plays the host's board size and rule.