Gomoku is at its best between people who know each other. A friendly rivalry, a sibling who always plays the same opening, a grandparent who never misses a diagonal: those games are memorable in a way random matches rarely are. On this site, playing with someone you know takes one link. Nobody needs an account, and it works on any phone with a browser.
Creating an invite
Open the online page and choose to invite a friend instead of searching for a random opponent. You pick:
- A time control, or no clock at all for a relaxed game.
- Your side: X (moves first), O, or random.
The site then gives you a link. Copy it or use the share button to send it through whichever messaging app you and your friend use. Keep the page open while you wait; as soon as your friend opens the link, the game starts.
If you change your mind, you can cancel the invite. The link then stops working.
What your friend sees
Your friend taps the link and lands directly in the game. They do not need to sign up, remember a password or install anything. If they have never played gomoku before, the rules are simple enough to explain in one message: take turns placing stones, and the first to make five in a row wins.
Choosing the rules
Before the first move, check which rule setting the game uses: the Vietnamese blocked ends rule or freestyle. Under blocked ends, a five that is closed at both ends by the other player's stones does not win. Many Vietnamese players grew up with this rule on notebook paper, so if you are inviting friends from Vietnam, it may feel more familiar to them. Players from elsewhere may know only freestyle. Agree on the rule so nobody is surprised.
Choosing X or O
X moves first and has a real advantage. With a friend, the fairest approach is to play pairs of games: one with you as X, one with your friend as X. When a game ends, either of you can ask for a rematch; if you both agree, the new game starts with sides swapped automatically.
Time controls for friends
With friends, slow is usually better. A game without a clock lets both players think, chat in another app, and enjoy the game. If you both like a bit of pressure, a short time control makes games lively, but it also increases mistakes, especially on phones.
Playing across distances
Invite links are ideal for families spread across cities or countries. A parent travelling for work can play a game with a child at home in the evening. Grandparents can play grandchildren without needing to explain how to create an account. Friends who used to play caro on notebook paper at school can pick up the habit again, one link at a time.
If the connection drops
If either of you loses connection, reopen the page to return to the same game. The other player sees that you are offline. Staying away too long counts as leaving the game, so reconnect as soon as you can.
Keeping a rivalry going
Some ideas that make repeated games with the same friend more fun:
- Keep a running score in your messaging app, for fun, not for pressure.
- Alternate rule settings from week to week.
- After each game, share one move you were proud of.
- Challenge each other to win with a specific pattern, for example a diagonal four-three.
If you sign in on the account page, your games are saved, so you can go back and replay the best ones together.
A gentle introduction for new players
If your friend is completely new to gomoku, the first few games can be one-sided. A few suggestions keep it enjoyable:
- Let them play X first, since moving first is an advantage.
- Point out, after the game, the moment where their line could have been blocked.
- Suggest a few practice games against the computer on the home page at the first level.
- Keep the mood light. The aim of a friendly game is to enjoy it together.
Turning friendly games into learning
Playing the same friend many times is one of the best ways to improve, because you both learn from each other. A few habits make that learning faster.
After a game, talk about the turning point. Which move created the decisive double threat? When could the loser have taken the landing point? Two people looking at the same moment usually see more than one person alone. If you are both signed in, you can each replay the game from your account and point to the exact move.
Try playing with a theme for a week. For example, agree that you will both focus on diagonals, and after each game count how many diagonal threats each of you created and missed. Or agree to play only under the blocked ends rule for a week, which forces both of you to think more carefully about which fives actually win.
Finally, mix in games against the computer. If one of you is much stronger, the weaker player can practise at a suitable computer level between friendly games and come back with new ideas. The rivalry stays fun when both players feel they have a chance.
Invite links for classes and clubs
Teachers and club organisers can use invite links too. A teacher can create a game and send the link to a pair of students, or students can create their own games and invite each other. Since nobody needs an account and there is no chat, it is a simple and safe way to run a small gomoku session in a classroom or a youth club.
Why no chat
The game has no built-in chat on purpose: many players are children, and the site keeps conversations with strangers out of the game entirely. With friends, simply use the messaging app you already share. The link travels there, and so can your comments on the game.
Frequently asked questions
Does my friend need an account to join?
No. Opening the link is enough.
Can I cancel an invite after sending it?
Yes. Cancel it on the online page and the link stops working.
Who moves first in an invite game?
You choose: X, O or random. X always moves first.
Can we play several games in a row?
Yes. Ask for a rematch at the end; if both agree, a new game starts with sides swapped.
Can I play a friend without a time limit?
Yes. Choose the option without a clock when creating the invite.