Improving at gomoku does not require hours of study. What it needs is regular, focused practice, with each session aimed at one skill. The computer on the home page is ideal for this: it is always available, it plays at four levels, and it lets you choose between the Vietnamese blocked ends rule and freestyle. Here is a four-week plan built around sessions of about fifteen minutes a day.
Before you begin
Pick a starting level. If you are new, start at level 1. If you already play casually, start at level 2. Choose one rule setting for the whole four weeks so that your progress is easy to compare; you can explore the other rule afterwards.
If you sign in on the account page, your games are saved and you can replay them later, which makes the weekly reviews in this plan much easier.
Week 1: board vision
Goal: never miss an open three or a four.
Each day, play two short games. Before every one of your moves, do a full scan: look at the computer's last stone and all four lines through it, then glance at its two previous stones. Only after the scan decide your move.
At the end of each game, count how many times you missed a threat. The goal for the week is to bring that number to zero in most games. Do not worry about winning yet.
Diagonals deserve special attention this week. Many players find that most of their missed threats are diagonal. If that is you, add a separate diagonal check to every scan.
Week 2: forcing moves
Goal: understand the difference between forcing and quiet moves, and use it.
Each day, play two games and try to make at least three forcing moves in each: a four or an open three that the computer must answer. After each forcing move, ask: did the stone also build something? A four that only threatens becomes a dead line once blocked.
Midweek, try a small experiment: play one game where you avoid all fours until you have a follow-up ready. Notice how much stronger your attacks become when your fours arrive at the right moment.
Useful reading: holding the initiative.
Week 3: double threats
Goal: land your first four-threes and three-threes, and learn to prevent the computer's.
Each day, play two games. In each, try to build toward a specific landing point: an empty point where two of your lines meet. Name the point to yourself before you start the final sequence.
At the same time, run the crossing test on the computer's stones after every move: look for empty points where two of its lines meet. When you find one, consider taking it. The goal is to lose fewer games to double threats than in week 2.
Useful reading: hidden double threats.
Week 4: defence that attacks
Goal: survive the computer's attacks and turn them into your own.
This week, play at least one game each day as O. Moving second is harder, so you will spend more time defending. Every time you have a choice of where to block, choose the point that builds your own stones. When the computer plays a quiet move, strike with your own forcing move.
At the end of the week, compare your results as X and as O. If you can win some games as O, your defence has become genuinely good.
Useful reading: playing O against the computer.
What a single session looks like
A typical fifteen-minute session in week 3 might go like this. The first game lasts about six minutes. You try to build toward a landing point on the right side of the centre, but the computer takes it just before you complete the second line. You lose a few moves later to its diagonal. The second game lasts seven minutes; this time you hide your second line as a split three, and the four-three lands. In the last two minutes you step back through the first game and find the move where the computer's diagonal first became a three.
That is a complete session: two games, one clear success, one clear lesson. Repeated daily, it adds up quickly.
The weekly review
On the last day of each week, spend your fifteen minutes on review instead of new games. Replay two or three of the week's losses and find, in each, the move where the decisive threat first became possible. Write down the pattern: a diagonal, a split three, a crossing point, a wasted four. After four weeks you will have a short list of your personal weaknesses, which is the most valuable thing a practice plan can give you.
Adjusting the level
Use the ten-game rule throughout: if you win seven or more of your last ten games, move up a level; if you win three or fewer, move down. It keeps you at the level where you learn fastest. More details in the four computer levels.
After the four weeks
Once the plan is done, try playing real people on the online page. Human opponents make different mistakes from the computer: they get impatient, miss diagonals and fall for traps. Your improved vision and defence will show immediately. Then come back to the computer whenever you want to work on something specific.
Tips for sticking with it
- Play at the same time each day, for example on the commute or after dinner.
- Keep sessions short. Fifteen focused minutes beat an hour of distracted play.
- Do not chase wins in the first two weeks; chase fewer missed threats.
- Celebrate small milestones, like the first game with zero missed threes.
A note for families
The plan works for children too, with smaller sessions of five to ten minutes and a lower starting level. For children, keep the focus on enjoyment and on noticing lines, not on counting wins. Playing a game together, taking turns to point out the computer's threats, is often more effective than practising alone.
Frequently asked questions
How long does it take to improve at gomoku?
With short daily sessions focused on one skill at a time, most players notice clear improvement within a few weeks.
Which rule setting should I use for the plan?
Either works. Pick one and keep it for the four weeks so you can compare progress.
Should I practise as X or O?
Mostly X in the first three weeks, then add O in week four to train defence.
What if I keep losing at my level?
Drop one level. The best level is one where you win around half your games.
What should I do after the plan?
Play people online, and return to the computer to work on specific weaknesses you found in your reviews.