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Nine Men Hall

A table of the hall

Nine men's morris

Table settings Against the computer · Squire
Opponent
Computer strength
You move
Board size
Flying with three men

Setting up the board…

Nine men a side, three nested squares and twenty-four points. Line up three to form a mill, take an enemy man, and leave your opponent with two.

How a game runs

The board is three squares, one inside the other, joined at the middle of each side. That gives twenty-four points and sixteen possible mills. Both players start with nine men in hand; Light moves first.

In the placement phase you put one man per turn on any empty point. Three of your men on one straight line form a mill, and closing a mill lets you remove one enemy man. A man that stands in a mill is protected unless every enemy man is in a mill. Closing two mills with a single move still takes only one man.

When all eighteen men are down, the movement phase begins: a turn means sliding one man along a line to a neighbouring empty point. Opening a mill and shutting it again on a later turn is the usual way to keep taking men.

A player reduced to three men may fly: those men jump to any empty point. The game is lost by the player who is left with two men or has no legal move. Three repetitions of a position, or a hundred turns in a row without a capture, end the game as a draw.

Habits that win games

  • Value the four junction points d2, b4, f4 and d6. Each touches four lines, while a corner touches only two.
  • Count free moves, not men. A side with nine men that cannot move has lost; plan the end of placement so your men still have room.
  • Look for the fork: one man that completes two different twos at once. The opponent can block only one of them.
  • Aim for a swing mill, where one man slides back and forth between two mills and closes one of them every turn. Against that formation the opponent bleeds a man per move.
  • Keep a man in hand for defence late in placement. The last placements decide whether your opponent can still close the mill you see coming.

Mistakes that cost the game

  • Grabbing the first possible mill. Three men stuck on an outer side can be locked in place, and the man you took is soon paid back with interest.
  • Filling corners early. They have only two neighbours and are the first points to be blocked.
  • Forgetting the opponent's two-in-a-line during placement. When he has two open twos at once, one of them closes.
  • Removing a man at random. Take the one that breaks a future mill or frees your blocked men, not the nearest.

Playing the computer here

Novice misses tactics and lets you practise forks. Squire looks a few moves ahead. Knight punishes loose men. Champion searches as deep as its clock allows and rarely lets a mill threat slip. Undo takes back your move together with the reply, and Hint shows the move the Champion would choose.

Questions at the table

Can a man in a mill be removed?

Only when every one of the opponent's men stands in a mill. Otherwise you must choose a man outside a mill.

What if one move closes two mills?

You still remove a single man. The computer follows the same rule.

Is flying always on?

With nine men it is on by default. Open the table settings above the board and switch it off before a new game if you prefer the stricter rule.

Who wins if both sides play perfectly?

Computer analysis has shown that nine men's morris is a draw with best play, so holding the Champion to a draw is a real achievement.

Who moves first?

Light. Choose to move second in the table settings if you want the computer to open.