WUZIQI, Gomoku
Beauty is reason enough
Journal

On Gomoku, and everything around this app.

Strategy, design, product stories. 2-4 longform essays per month.

Games · Places

Gomoku at Two Tables

A mall try-it table and a hotel tournament table may hold the same Gomoku board, but they ask different things of you.

2026-09-30 · 8min
Rules and strategy

Connect6: Two Stones, One Decision

Black opens with one stone; after that, each turn has two. Learn to plan the pair and distinguish balanced stone counts from proof of a fair game.

2026-09-25 · 7min
Board Design · Keyboard

A Full Game of Gomoku, Without a Mouse

Arrow keys inspect the board; a confirmation key places a stone. Clear focus and exit paths make a full game possible.

2026-09-22 · 8min
Ratings · Reading the Table

Renju Ratings: What to Read Beyond Rank

A Renju WHR table shows more than rank. Check its date, filters, game counts and uncertainty before consulting the game record.

2026-09-14 · 7min
Theory · Abstract

Seeing Gomoku Through m,n,k

A look at Gomoku through m,n,k: not to complicate the game, but to clarify board space, winning lines, and reading.

2026-09-01 · 6min
Rules · Openings

Why the Third Move Has to Go Wide

A look at why RIF rules send the third move away from the center: how it opens the board, softens first-move advantage, and trains opening vision.

2026-08-29 · 5min
Opening · Tengen

Why the First Stone Lands on Tengen

Start at tengen and the first move becomes easier to read: it fixes the coordinates, and it reminds you not to treat the center as a magic answer.

2026-08-28 · 5min
Chess History · Programs

How a Program Proved the First-Move Edge

From Victoria to threat-space search: the first-move advantage was written, for the first time, as a verifiable proof.

2026-08-27 · 7min
Game history · Variants

When Capture Enters Gomoku

From making a line to flanking a pair, Pente shows how one small rule can change the breathing of a whole game.

2026-08-26 · 7min
Game History · Names

What East Asia Calls Gomoku

From Gomoku to gomokunarabe and Omok, one simple rule leaves different traces in East Asian languages.

2026-08-25 · 4min
Design · Touch

How a Move Should Feel

A look at mobile Gomoku move feedback through haptics, sound, and motion — and why restraint matters more than noise.

2026-08-24 · 7min
Practice · Records

Treat Game Records as Practice Notes

Choose one public game, note three questions, review one turning point, and make watching part of steady practice.

2026-08-21 · 5min
Game History · Resources

Renju Records Are a Map

A resource map for understanding Renju: what rules, associations, databases, and online boards each help you solve.

2026-08-17 · 7min
Design · Scale

Why Gomoku Uses a 15-Line Board

Why the 15-line board fits Gomoku: rules, spatial density, and interface design all meet there.

2026-08-15 · 5min
Design · Intersections

Why Stones Sit on Intersections

How intersection placement shapes direction reading, touch feel, and modern Gomoku board design.

2026-08-14 · 4min
Principles and Search

“Proof” in Gomoku: From Open Threes and Open Fours to Forced Winning Lines

Starting from engine terms such as PNS, VCF, and VCT, this piece returns to the familiar ideas of open threes, four-in-a-row, and continuous threats, explaining how players think about “proving a winning line” in Gomoku. It may lightly cite the facts that Starpoint uses MCTS + PNS and TKGOMOKU uses VCF/VCT probes, but the focus remains on understanding the game, not program rankings.

2026-08-13 · 8min
Design · Line reading

White Space Helps You See the Diagonal

How a quieter board, through white space, line weight, and stone density, can reduce missed diagonal threats.

2026-08-03 · 10min
Rules · Opening

Before the Team Worlds, Understand Swap2

A pre-tournament way to read Swap2: why it changes the opening, balances the first-move edge, and makes the board quieter.

2026-08-01 · 9min
Pre-match · Rules

Before Yerevan, Understand Swap2

Ahead of the Yerevan team world championship, a guide to why Swap2 changes Gomoku’s first minute.

2026-07-31 · 8min
Events · Tempo

Why Team Events Need Slow Games

Slow time controls in team events are not a delay. They make room for openings, collaboration, and judgment at the board.

2026-07-29 · 7min
Rules · Opening

Why Taraguchi-10 Matters

A calm look at Taraguchi-10: how an opening protocol turns first-move advantage into shared choice.

2026-07-26 · 6min
Rules · Opening

Why Swap2 Makes the Opening Quieter

Looking at Swap2 through the 2026 World Team Gomoku Championship: how one moment of choice can produce a fairer, quieter opening.

2026-07-25 · 9min
Tournament · Youth Development

An Online Youth Cup Begins Today

As an online cup gets underway, a look at how youth Gomoku preserves a sense of order between screen and board.

2026-07-24 · 6min
Matches · Machines

Why Gomocup 2026 Is Still Worth Watching

Through the results and format of Gomocup 2026, machine play reminds you of something human: good moves are not only deeper calculations. They are more restrained choices.

2026-07-23 · 9min
Tournaments · Tempo

Seven Quiet Rounds at the Czech Open

What the seven-round standings at Czech Open 2026 show about Swap2, time, and the stability that decides Gomoku games.

2026-07-22 · 8min
Event · Opening

The Opening Order in Dalian

A look at Taraguchi-10 through the Dalian youth championship: it shapes not only the first move, but the rhythm by which young players enter a game.

2026-07-21 · 8min
Tournament · Beginner

Renju Begins in Dalian

Use the Youth World Championship as a window into why Renju relies on opening rules and forbidden moves to create a more balanced game.

2026-07-19 · 9min
Pre-Tournament Note

A Last Checklist Before Youth Cup Registration Closes

Starting from the registration deadline, this checklist turns the Online Youth Cup’s technical and procedural requirements into something parents and coaches can actually use.

2026-07-18 · 11min
Tournament · Youth

What Young Players Learned in Dalian

What the Dalian youth championship showed about growth: rules, tempo, and review last longer than wins and losses.

2026-07-17 · 7min
Tournament · Looking Back

What Junior Games Leave Behind

A look back at junior Gomoku in Dalian: the rules, tempo, and review habits are more worth remembering than any single result.

2026-07-13 · 8min
Format · Openings

Why the Youth Worlds Chose Taraguchi

Taraguchi-10, as seen in Dalian: how it puts first-move advantage, preparation and over-the-board judgment back on the same board.

2026-07-11 · 8min
Tournament · Algorithms

What Gomocup 2026 Tells Us

AlphaGomoku’s title, a larger field of updated engines, and the arrival of automated validation tools all point to a new order behind Gomocup 2026.

2026-07-07 · 8min
Events · Youth

Youth Gomoku in July's Tournament Calendar

Two youth Gomoku events land in July—an online cup and an offline tournament in Dalian—and a reminder of what they mean for your training rhythm.

2026-07-04 · 8min
Strategy · Planning

Turn One Threat Into a Plan

An open three is not a winning plan until it connects with the next line.

2026-07-02 · 6min
Tournament · Preview

Before Yerevan, Read Team Gomoku

Starting from the Yerevan team championship, see how Gomoku shifts from individual winning to collective rhythm.

2026-06-14 · 9min
Game History · Rules

Why Renju Moved to a 15×15 Board

Renju’s move from 19×19 to 15×15 was really a redesign of rules, fairness, and tempo.

2026-06-10 · 7min
Events · Preview

2026 Yerevan Team Worlds Viewing Guide

A way to read the 2026 team worlds through the differences in rules, schedule, and team rhythm between Renju and Gomoku.

2026-06-06 · 7min
Before the opening move

Why Swap2 Makes Gomoku Fairer

Using two recent tournaments, this piece explains how Swap2 eases the first-move advantage and brings play closer to balance.

2026-05-10 · 7min
Rules Primer

Renju Is Not Just Gomoku

A clear introduction to how Renju differs from Gomoku, including double-three, double-four, and overline rulings.

2026-05-06 · 7min
How-to · Common mistakes

7 Gomoku Traps Beginners Keep Falling Into

Seven habits beginners repeat, from where the first stone lands to missing a double three, each with a fix for the next game.

2026-04-30 · 8min