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Pente
Pente
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Pente
A sample Pente game
PublishersWinning Moves Games USA (2004 – present)
Parker Brothers (1983 – 1993)
Pente Games (1979 – 1983)
Players2–4
Setup timeNone
Playing time5–30 minutes
ChanceNone
SkillsStrategy

Pente is an abstract strategy board game for two or more players, created in 1977 by Gary Gabrel.[1][2] A member of the m,n,k game family, Pente stands out for its custodial capture mechanic, which allows players to "sandwich" pairs of stones and capture them by flanking them on either side. This changes the overall tactical assessments players face when compared to pure placement m,n,k games such as Gomoku.

Rules

[edit]

Pente is played on a 19x19 grid of intersections similar to a Go board. Players alternate placing stones of their color on empty intersections, with White always assuming the opening move. The goal of the game is to either align five or more stones of the same color in a row in any vertical, horizontal or diagonal direction or to make five captures.

Stones are captured by custodial capture (flanking an adjacent pair of an opponent's stones directly on either side with your own stones). Captures consist of exactly two stones; flanking a single stone or three or more stones does not result in a capture. As an example, if the stones are ⚫⚪⚪▁ and Black places their stone so it becomes ⚫⚪⚪⚫, then White's pair is removed from the board, leaving ⚫▁▁⚫.

A stone may legally be placed on any empty intersection, even if it forms a pair between two enemy stones. If the stones are placed ⚫⚪▁⚫, then White may place their stone so it becomes ⚫⚪⚪⚫. The pair is not captured in this case.

A player wins if they capture ten or more stones.[3][4]

History

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Invention

[edit]

Gary Gabrel invented Pente while working as a dishwasher at Hideaway Pizza, in Stillwater, Oklahoma.[1][2] He took the job while in college at Oklahoma State University to pay room and board, and would play games there with his coworkers, such as Go, Checkers, and the Gomoku family of games. The latter in particular stood out to him, and he noted that it had all the qualities necessary to make a great product. Gabrel, taking the features that appealed to him, used them to invent Pente, increasing the board size,[further explanation needed] reducing the complexity, and speeding up the game to "fit the western lifestyle."[2]

Ninuki-Renju, the variant from the Gomoku family of games most similar to Pente, is played on the intersections of a 15x15 board with black and white stones. It allows captures of pairs like Pente but has complex opening rules and first player restrictions, such as requiring exactly five stones in a row to win, and restricting the first player from forming open double threes.[5][6][7]

Hoping to secure publisher backing, Gabrel sent his new ruleset to ten different companies but was rejected by all of them. Gabrel describes the experience of approaching prospective partners:

I went to the very few acquaintances I had, but they all rejected my propositions because they didn't understand the premise of the game, and they didn't have any respect for me as a prospective professional. [2]

He continued looking for a partner who had both experience and the funds to launch his product, and found someone listed in the phone book as an "inventor". The man already had a project to which he was committed but agreed to help Gabrel. Together they applied for a copyright and had two hundred copies of the game made. Looking for a name, they settled on "Pente" (πέντε), from the Greek word for "five", a reference to the win conditions of getting five in a row or making five captures. They avoided an "oriental"-sounding name despite the inspiration from Go and Gomoku, because according to Gabrel, feelings about the Vietnam War were still "running high."[2]

In 1978, Gabrel, now a manager, intended to quit his job at Hideaway Pizza and devote his time exclusively to Pente, but his partner expressed doubts, saying "the world wasn't ready for Pente."[2] Gabrel's bank rejected his request for a loan several times. He eventually secured a small loan from a different bank and borrowed money from his family, using it to buy out his partner and make a down payment on a GMC van to travel around selling copies of the game.

He traveled across the Southwest, staying a few days each in towns and cities in the area, selling and teaching Pente to gift-store owners, club owners, and reporters. The money gained in each town was usually enough to allow him to continue for a few weeks at a time. Through 1978 and the first half of 1979, Gabrel sold around five thousand Pente sets, with the game being played in several popular clubs in Oklahoma City. Gabrel himself was featured in newspapers across the state.[2]

Pente Games Inc.

[edit]

While successful, by the second half of 1979, Gabrel was worried that he would not be able to secure the financing needed to take advantage of the growth opportunities that Pente's popularity was making possible.

He decided to incorporate his Pente business as Pente Games Inc.[8] and secured financing from Dr. Lee Centraccos and his wife, Cookie Centraccos, both of whom had previous experience in the restaurant industry and cable television, and agreed to give Gabrel cash and a $100,000 line of credit in return for twenty percent of the equity in Pente games, a share of the profit, and a position on the company's board of directors.[2]

With funding secured, Pente Games Inc. and Gabrel pursued what they called "the backgammon example",[2] which involved promoting Pente as a fashionable and prestigious game and selling it for seventeen dollars to support its upscale image. Their target demographic was eighteen- to thirty-five–year-old young professionals who were "upscale and fashion conscious."[2] They avoided mass merchandisers to avoid both the complexities of going through buyers in different parts of the country and competing with Monopoly and Risk on the shelves, targeting local and regional gift and department stores instead.[2]

To save money, Gabrel packaged Pente in roll-up vinyl tubes instead of boxes, which made stocking the games on standard shelving more difficult for stores but also stood out visually and distinguished the game from other products on the market.[2]

In the fall of 1979, Pente was picked up by John A. Brown, an Oklahoma department store, and sold twenty thousand sets during the Christmas season. In its first full year in business, Pente Games Inc. sold one hundred thousand sets, and by the end of the second year had sold three hundred thousand.[2]

By 1983, Pente had become popular enough that it was being called "the backgammon of the '80s"[2] and President Ronald Reagan and Hugh Hefner were both said to own sets.[2]

In 1983, an article in the Soviet gaming magazine Игра и логика (Game and Logic) claimed a variant of Pente had independently emerged among mathematics students at Leningrad State University. This version, called “Pyatka” (Пятка, “little five”), supposedly featured a modified rule where captures could only occur diagonally, and players had to complete both a five-in-a-row and three successful captures to win. No other references to this variant are known and some researchers believe the story was a satirical fabrication aimed at Western abstract games.[9]

Sale to Parker Brothers

[edit]

On July 2, 1983, Gary Gabrel sold Pente to Parker Brothers for an undisclosed sum. He was adamant that the sale would be the best thing possible for Pente and had assurances from Parker Brothers that the gameplay would not change and that they would continue to fund tournaments and promote the game. The hope was that Pente would move from being a popular new game to the status of a "true classic".[8]

Despite promises to continue to promote Pente as heavily as Gabrel and Pente Games Inc. had, the year after the purchase of Pente, Parker Brothers failed to hold the 1984 championship tournament.[10]

Present

[edit]

Currently, Pente is a registered trademark of Hasbro for strategy-game equipment. While Hasbro ceased distribution of Pente in 1993, it later licensed the name to Winning Moves Games USA, a classic games publisher that resurrected the game in 2004. The 2004 version includes four extra stones, called power stones, that can be played in the Pente Plus version.[11]

Professional play

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The now-defunct United States Pente Association was formed in 1982 to "further the communication of Pente players throughout the world"[12] and "assist the growth of Pente enjoyment."[13] It organized in-person tournaments, held postal tournaments through the mail, kept an up-to-date list of player ratings, and released a quarterly newsletter discussing Pente news, problems, and games, among other things.[12]

Pente tournament play is governed in Poland by Polskie Stowarzyszenie Gomoku Renju i Pente (the Polish Association of Gomoku, Renju, and Pente) jointly with Gomoku and Renju.[14]

First player advantage

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Pente, much like Gomoku, is known to favor the first player. The Pro Tournament Rule, proposed by Tom Braunlich, was adopted for standard tournament play as an attempt to mitigate this advantage and bring the win ratio at high-level play closer to around fifty percent, as is roughly the case in casual play. Analysis of approximately seven hundred fifty thousand games[a] played online at Pente.org[b] bears this out, demonstrating a bias of about fifty-three percent across all games and skill levels.[15][16]

Further analysis showed that when timeouts are excluded and games are filtered out if either player's rating is below 1800[c] Elo, the first player advantage (FPA) increases from about 53% to about 58%. When the results are filtered to exclude games where the players ratings are below 2000[d] and then 2200[e] the FPA increases again to 59% and then 60%, respectively.[17][16]

Rollie Tesh, the 1983 world champion, argued in an interview in 1984 that the Professional Pente (Pro Pente) tournament rule was not an effective solution and suggested either adopting mitigation rules from professional Renju tournaments, such as move restrictions on the first player known as forbidden moves, or adopting Keryo Pente.[10]

Tournament Gomoku currently uses what is called the swap2 opening, where a player places three stones (two black and one white) on any of the intersections of the board. The second player can then either choose to play as white and place the fourth stone, swap colors and control the black stones, or put two more stones (one black and one white) and pass the choice of which color to play as to their opponent.

When analyzing tournament data for Gomoku using identical opening rules to Pro Pente, an FPA around sixty-seven percent was calculated. When swap2 was adopted for tournament play, analysis of tournament games showed an FPA drop to about fifty-two percent.[18][17]

In light of this, the same swap2 opening was adopted for Pente on vint.ee, Board Game Arena, and Pente.org, online gaming websites, as an attempt to mitigate FPA in high-level play.[19][20][21]

Variants

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Gameplay

[edit]

Keryo

[edit]

Keryo-Pente was proposed in 1983 by World Pente Champion Rollie Tesh[4][3] as a way to balance tournament play. The first Keryo Pente tournament took place on June 16, 1984.[22] Keryo-Pente is similar to Pente, changing only the capture rules. As in Pente, if one places five or more stones in a row in any direction, horizontally, vertically, or diagonally, that player wins the game. One may capture pairs like Pente, and in addition may capture three stones in a row by the same custodial capture method. If one captures fifteen or more stones, that player wins the game.[3][23][6][4][24]

Rollie Tesh believed, in comparison to the first player advantage mitigation rules used by Renju and Gomoku, such as overlines and double restrictions, that Keryo Pente was a more interesting proposal. Keryo Pente mitigates the FPA by "giving the defender more tactical chances . . . the attacker has to be more careful in his play; in regular Pente, the attack often is too easy, as if the attack plays itself."[10]

Poof

[edit]

Poof Pente was invented by Pente player Tom Cooley. In normal Pente, when a player places a stone on an empty intersection and creates a pair flanked on either side by the opponent's stones, no capture occurs. In Poof Pente, this is not the case. Any time a pair is flanked between two of the opponent's stones, capture occurs. So, if a line of stones is arranged ⚫⚪▁⚫ and White places their stone so that it creates a line of ⚫⚪⚪⚫, the white pair is removed from play and counted towards capture, leaving ⚫▁▁⚫. All other rules are the same as in Pente.[25]

Boat

[edit]

Boat Pente is a variant of Pente invented by Jay E. Hoff in the 1980s. It differs from regular Pente in how it deals with win conditions involving the creation of a Pente (five stones of one color in a row). If a Pente is made, the game continues if the opponent is able to capture a pair across the Pente. This allows the defending player to either win through capture or by forming their own Pente. However, if the defender does not win through their capture, then the attacking player can recreate the pente and win unless another capture across the pente is made. All other rules are the same as in Pente.[26]

Ninuki-Renju

[edit]

Ninuki Renju is a predecessor to Pente and one of Gabrel's inspirations for Pente. The winner is the player either to make a perfect five in a row, or to capture five pairs of the opponent's stones. As in Pente, a pair of stones of the same color may be captured by the opponent with custodial capture (sandwiching a line of two stones lengthwise). It differs from Pente in black moving first and its use of a 15x15 board and rule restrictions on the first player, such as the rule of three and three or winning through overlines. The rule of three and three forbids the creation of two lines of three stones at the same time without an opponent's stone blocking on one side of either line. An overline refers to lines longer than five in a row. In Pente, this is counted as a win, while in Ninuki-Renju, it is not. Finally, Ninuki-Renju also allows the game to continue after a player has formed a row of five stones if their opponent can capture a pair across the line, the same as in Boat Pente.[5][6]

Multiplayer

[edit]

Multiplayer Pente can be played with pairs of two players acting as partners, or with multiple independent players each controlling different colored stones. When capturing, the pairs "sandwiched" between two stones can be of any color, but the capturing stones must be the same color.[11]

Tournament rules

[edit]
Swap2 Pente: Tentative White has offered an opening. Tentative Black may now choose to play white, choose to play black and place another stone, or place one more stone of each color and pass the choice back to tentative White. Tentative Black chooses option three placing two more stones on the board, one white and one black, and passes the choice of color back to tentative White.
Pro Pente: White places their first stone in the center of the board. Black can place anywhere but decides to place on White’s lower right flank. White’s second stone must be at least three intersections away from their first stone. White has chosen to place 3 intersections North.

Pro is currently the most widely used tournament rule. It restricts the first and second move of the first player, in that the first stone must be placed in the center of the board and the second stone must be placed at least three intersections away from the first stone, leaving two empty intersections in between the two stones. The tournament rule was created by Tom Braunlich[25] to reduce the advantage held by the first player.

Swap Pente: Tentative White has proposed an opening by placing two white stones and two black stones on the board. Tentative Black may now choose which color to play as. White moves next.

Swap, also known as D-Pente, or DK-Pente if applied to Keryo Pente, is a tournament rule variant that replaces the Pro rule with a version of the pie rule. It is a modified version of the opening rule proposed in the 1983 Pente Newsletter that attempts to mitigate first-player advantage more effectively than the Pro rule by allowing for a greater variety of openings.[f] The first player places two white stones and two black stones anywhere on the board. The second player then chooses which color to play. Play proceeds from there as normal with white moving first again. The Swap opening rule is available for online play on Pente.org after being implemented at the suggestion of Pente player Don Banks.[27][28][29]

Swap2, borrowed from professional Gomoku, is a modification of the Swap rule. It seeks to limit the tentative first player's ability to offer known (to them) Swap openings that may be unclear to the tentative second player seeing it for the first time.

The first player places three stones on the board, two white and one black. The second player then has these options:

  1. Choose to play as white
  2. Choose to play as black and place a second black stone
  3. Place two more stones, one black and one white, and pass the choice of which color to play back to the first player.

Because the tentative first player doesn't know where the tentative second player will place the additional stones if they take option 2 or 3, the swap2 opening protocol limits excessive studying of a line by only one of the players.[20] Swap2 Pente is available for online play on Vint.ee and Board Game Arena.[20][30]

Strategy and tactics

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Initiative

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Initiative is a fundamental concept for winning Pente. Initiative is the ability to make a threat or move without having to respond to an opponent's play, while forcing them to respond to yours. A player with initiative essentially controls the state of the board and will eventually win if the other player isn't able to take it back and begin forming their own threats.[31]

Basic shapes

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Basic shapes used in pente tactics. From left to right top to bottom: A Pair, a Stretch Two, an Open Tria, a Stretch Tria, and an Open Tessera

Certain basic shapes are fundamental to skillful Pente play. The most important are stretch twos, open trias, stretch trias, and open tesseras.

Pair

A pair is a group of two stones directly adjacent. Pairs are the basis of Pente's capture rules and the only pattern in standard Pente susceptible to capture. Pairs are therefore very weak and vulnerable formations. Beginners are often told outright to simply avoid forming them in a game if they can due to their vulnerabilities. They can, however, be used to great advantage by intermediate and advanced players due to their ability to threaten to form open trias and their use in advanced tactics such as the wedge formation.[31][32]

Stretch two

A stretch two is a pattern with stones placed near each other with an empty space in between. Stretch Twos are an important skill to learn for beginners. They offer two main benefits for a player. They can threaten to form a line of three stones, an open tria, if unbound on either side by enemy stones, and they stop the player from forming a pair. A pair is vulnerable to capture by the opponent and therefore a liability to player that formed it. If the opponent places a stone adjacent to either side of the pair the defending player must now either sacrifice the pair to capture and play elsewhere, create a threat in another location that cannot be ignored by the enemy, or to protect it by extending it immediately and lose initiative.[33]

Open tria

An open tria is a line of three stones that are not bound on either side of the line by an opponent's stones. Open trias are powerful because they threaten to form an open tessera on the next turn if the opponent does not respond to block the tria. Open tesseras are the most powerful shape in Pente, short of the eponymous and winning "pente" pattern of five stones in a row. An open tria allows the player who placed it to create initiative for themselves because of how it forces the opponent to move to respond. The ability to form many open trias each turn forces the other player to respond and allows the placing player to form a powerful board presence with many options for attack, while the defending generally has to place stones in many locations all over the board that are disconnected and not immediately helpful for forming pentes and other powerful patterns.[33][11]

Stretch tria

A stretch tria is a shape formed by a single stone placed in line with a pair of stones and a single empty space between them. The stretch tria is vulnerable to counter because an opponent can place a stone between the single stone and the pair and threaten capture. It is powerful, however, because it threatens to form a tessera, and if unbound on either side forces the opponent to respond in a similar way to open tria, creating initiative and allowing play elsewhere on the board without the opponent interfering. The stretch tria can be a very powerful tool when used in conjunction with other stretch trias. A vertical stretch tria with the pair at the top and the single stone at the bottom can be combined with another stretch tria in a diagonal or horizontal line so that both stretch trias share the same single stone. If an opponent tries to stop one of them, then the very next turn, the player who formed the stretch tria can extend the other and turn it into a tessera. If the tessera is unbound the position is likely a winning one.[33]

Open tessera

An open tessera is a line of four stones in any direction without any of the opponent's stones on either side. If the open tessera is not cut across with certain captures that dismantle it, it cannot be stopped from forming a pente and winning the game for the player who formed it. The reason for this is that if an opponent tries to place a stone on either of the sides, the attacking player can simply place a stone at the opposite end and form a pente.[33][11]

Advanced shapes

[edit]

Advanced Pente play often utilizes more complicated shapes built from basic shapes in order to achieve initiative and positional advantage. Among the most common are the I, L, h, X, and H shapes along with the 4x3 pattern, the 5x3 pattern, and the Hat.[31][34]

The I
The I shape is formed by an open stretch two.

The I shape is a stretch two unbound on either side and with the space to expand to an L shape in at least one of the applicable directions. The l shape, like the stretch two, protects your two stones from being captured as a pair, and has the ability to threaten to become an open tria or an L shape. It is the weakest of the "letter" shapes and is largely valuable for its potential rather than its strength as a pattern.[34]

The L
The L shape is formed by three stones in a 3x3 right triangle pattern. The L shape is built by forming another stretch two off of the I shape.

The L shape, pictured left, builds off the I shape by forming another split two using one of the stones from the I shape and forming an L shape. The L shape is protected from capture because of its utilization of stretch twos, but it also has more potential for threats than the I shape. The I shape can be blocked from forming an open tria by placing a stone in between it, however if the opponent tries to do the same with the L shape, then the player who formed can immediately use the stretch two not blocked to form an open tria in two different ways forcing the opponent to respond.[34]

The h
The h shape is created by placing a stone in the center of the L shape. Because the placement of the center stone creates an open tria, the opponent is forced to respond. This allows white to progress to the X shape.

A play that creates an open tria in the middle of the L shape forms the h shape. The h shape is powerful because when it has been formed the opponent must immediately respond to the open tria threat. This begins actively using the potential for threats that began with the I shape and gives the first player initiative. From the h shape a player can immediately form three other open trias. One of the open trias available forms the X shape. If the opponent fails to stop this from happening they will lose the game by allowing the attacking player to form an unstoppable open tessera.[34]

The X
The X shape is formed by two open trias crosscutting each other diagonally. This shape gives the player who forms it four options for building open trias.

The x shape continues the momentum given to it by the h shape. The x shape allows the player to choose from upwards of four open tria threats, but more importantly gives the player enough initiative to form the H shape.[34]

The H
The H shape is formed by creating two open trias out of the x shape on opposite sides of the formation. If it hasn't been effectively dealt with by the opponent it allows the forming player to create two open trias at the same time.

The H shape is the most powerful of the advanced letter shapes. When done in the correct order the H allows the player who made it to end the sequence of letters in a double open three, at least one of which will end in an open tessera. The H shape is made by choosing two of the four open tria threats available to the player in the X formation. If an open tria is made on opposite ends of the X shape so that a pattern resembling a capital H is formed, then the middle of the H creates an open tria at the same time one of the ends does. The opponent cannot block both so one of them can be formed into an open tessera.[34]

4x3 triangle
The 4x3 triangle is formed by placing three stones so that a stretch two intersects a potential line formed from two stones and two empty intersections.

The 4x3 triangle is a triangle made of three stones. Two are spaced 4 intersections wide with two empty spaces in between with a third stone placed two intersections away from one of the stones with an empty space in between. This creates two perpendicular "potential" lines. The 4x3 triangle is powerful because it allows you to form an open tria, forcing the opponent to respond, and then form a stretch tria immediately after. Eventually, when played correctly it allows you to form an H shape along with its potential for a double tria threat.[31]

5x3 triangle
The 5x3 triangle allows the player to form two trias and at least one open tria regardless of how the opponent responds.

The 5x3 Triangle, much like the 4x3 triangle, is a triangle formed by three stones. One side of the triangle is 5 intersections long while the other two sides are 3 intersections in length. The triangle makes use of two stretch twos that allows the player to form an open tria threat even if the opponent attempts to place a stone in between one of the two stretch twos.[31] Rollie Tesh, the 1983 World Champion, argues that, while powerful, it is easier to see for advanced players and therefore easier to counter than several of the other triangle attack patterns that can be used.[10]

The Hat
The Hat is a powerful scalene triangle pattern formed by placing three stones. It gives non-obvious potential for creating initiative and forming open and stretch trias.

The hat is a scalene triangle formed by three stones that allows the player to form a stretch tria and then immediately after an open tria, forcing the opponent to respond. Once the open tria is formed, the player can make an X shape and proceed to making an H shape, sacrificing the pair made by its stretch tria in the process.[31]

Captures

[edit]

In addition to shapes that provide strong positional advantage, there are several tactics that take advantage of Pente's capture mechanics. Notable among these tactics are the wedge and extension.

The wedge is the use of a pair to block a stretch two. Players will often place stretch twos near an existing line. If the owner of the original line attempts to block the stretch two by placing a stone in-between, they're forced to create a vulnerable pair to do so. The wedge takes advantage of this common protection tactic and flips it on its head setting up the wedge maneuver so that if the player who created the stretch two attacks the pair, the player who initiated the wedge can place a stone to immediately counter by capturing a different pair elsewhere on the board.[31]

Extension

Extension White has formed a stretch tessera that black must block in order to stop a pente from being formed. Because of the location of their stone to the side of the line, when black places to block, white can immediately capture the pair that is formed.

Extension is a tactic used to force captures. Rather than extending a bound tria into a tessera to force the opponent to respond by blocking it, it is sometimes beneficial to "extend" the tria into what's called a "stretch" tessera. A stretch tessera is a line of three stones of one color broken by an empty space followed by another stone of the same color. If the opponent doesn't block or dismantle the stretch tessera, then the player who formed it can create a pente on the next turn. Extension into a stretch tessera is used because of how stones are aligned to the side of the line. If an opponent's stone is lined up so that when another of their stones is placed in the empty space to block, and it forms a pair, this pair can then be captured. Stretch trias can be utilized for this tactic as well so long as they're unbound and threaten to form an open tessera.[31]

Notation

[edit]

There are two notation systems developed for Pente.

USPA

[edit]

The older notation system was used by the USPA for its newsletters and documentation of tournament games. The notation system was based on an xy 2 dimensional grid used in mathematics. The center of the board was notated as "0". Points on the board were measured based on their distance and direction from the center. The four cardinal directions were notated as L, R, U, D for Left, Right, Up, Down, while the number of spaces in any of the directions were notated by a number signifying the empty intersections away from "0." A stone two intersections right and seven intersections up would be recorded as R2U7. If a stone was on the same vertical or horizontal axis as the center point, then the "0" would be left off of the notation. A stone two intersections up from center and zero intersections left or right would be notated simply as U2. Capture moves were notated by placing an asterisk following the notation for the stone's location. For organization, moves were recorded as sets with white's ply on the left and black's ply on the right, and numbered in ascending order according to when they happened in the game.[35]

Modern

[edit]

The newer system is notated similarly to the algebraic notation system used in chess, where horizontal values are notated by letters and vertical values are notated by numbers. In Pente this means the board is notated A through T moving left to right and 1 through 19 moving upwards. The center point is notated as "K10." This form of notation is used for online play on Pente.org, Brainking.com, iggamecenter and Vint.ee.[19][25][23][36]

Reviews

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See also

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Notes

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References

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[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Pente is an abstract board game for two or more players, combining elements of alignment and capture mechanics on a 19×19 grid similar to a Go board. Players alternate turns placing colored stones on the board's intersections, aiming to form an unbroken line of five or more of their stones horizontally, vertically, or diagonally, or to capture five or more pairs of the opponent's stones by surrounding them. Captures occur when a player brackets two adjacent opponent stones with their own on either side, removing the captured pair from the board, and multiple captures can happen in a single turn. The game emphasizes tactical depth, blending the simplicity of with the strategic complexity of chess, and is suitable for ages 8 and up. Invented in 1977 by Gary Gabrel, a and pizzeria manager in , Pente draws inspiration from ancient Oriental games such as Go-Moku, Ninuki-Renju, and Go, which have been played for centuries. Gabrel developed the game during after-hours sessions at the pizzeria, copyrighting the name and board design since the core mechanics could not be patented due to their historical roots. It gained popularity in the United States during the early 1980s, with initial sales of 300 units in 1978 growing to over 450,000 by 1982, leading to its acquisition by in 1983 and later ownership by . Variants like Keryo Pente, introduced in 1984, modify rules to include triplet captures and adjust the capture goal to 15 stones, further evolving the gameplay. Pente supports 2–4 players, with adaptations for teams or multi-player formats, and begins with the first player placing a stone at the board's center to ensure balance. Its enduring appeal lies in its accessibility—easy to learn yet challenging to master—fostering competitive play, including organized tournaments like the . Modern editions, produced by Winning Moves Games, maintain the classic rules while offering portable and deluxe versions.

Game Basics

Rules and Winning Conditions

Pente is an played by two players on a 19×19 grid board, similar to a Go board, where lines at points for stone placement. Players alternate turns, with the first player (often assigned black or clear stones) starting by placing a single stone at the exact of the board. Each subsequent turn consists of placing one unmarked stone of their color on any empty , with no ability to jump over existing stones or relocate previously placed ones. The game emphasizes strategic positioning, as stones remain fixed once placed unless captured. Captures form a core mechanic borrowed from games like Go but simplified for pairs only. A player captures by placing a stone that flanks exactly two adjacent stones of the opponent in a straight line—horizontally, vertically, or diagonally—such that the opponent's pair is surrounded on both ends by the capturing player's stones (e.g., X O O X, where X is the capturer and O the opponent). The captured pair is immediately removed from the board and set aside, counting toward the capturer's total; single stones or groups of three or more cannot be captured this way. A single placement can trigger multiple captures if it completes flanking on several lines simultaneously. The game ends immediately when a player achieves a winning condition on their turn: forming five or more consecutive stones of their color in an unbroken row, horizontally, vertically, or diagonally, or capturing a total of five pairs (10 stones) of the opponent's. Draws are possible but rare, occurring only if the board fills completely without either condition met. Pente draws inspiration from for its five-in-a-row objective but adds captures to introduce tactical depth and balance first-player advantage. In professional or tournament play, known as Pro Pente, the first player's opening is restricted to mitigate imbalance: after placing the initial stone at the center, their second stone must be at least three intersections away from it, often encouraging placements near edges or corners. An alternative balancing variant, D-Pente, has the first player place two stones of each color anywhere on the board (typically in symmetric or edge positions), after which the second player chooses their color to play, effectively randomizing the advantage.

Board Setup and Equipment

Pente is played on a 19×19 grid board featuring 361 intersections, marked by horizontal and vertical lines to enable precise placement and alignment in horizontal, vertical, or diagonal directions; this setup mirrors the traditional Go board and can be a printed , roll-up fabric, or wooden surface. The required equipment consists of two sets of stones in contrasting colors, typically black and white, with commercial sets providing 35 stones per color made from glass or durable plastic for durability and smooth handling; these are often stored in bags to facilitate transport and organization. No distinctions exist among stones of the same color beyond their hue, and additional markers are unnecessary as placements occur directly on intersections. The board begins completely empty at the start of the game. In basic play, players determine the first player by chance, who then places one black stone on the central intersection (position K10 in standard notation), after which opponents alternate placing one stone per turn on any unoccupied intersection. Optional accessories for competitive play include analog or digital timers to enforce time controls, preventing prolonged deliberation, and electronic boards or software interfaces for online variants that replicate the physical grid and automate captures.

History

Invention and Origins

Pente was invented in 1977 by Gary Gabrel, a student at , while he was working as a dishwasher at the original Hideaway Pizza restaurant in . Gabrel drew inspiration from ancient Asian strategy games, particularly the Japanese game of Go-Moku—a variant of Go played on a 19x19 board where players aim to form five stones in a row—and its derivative Ninuki-renju, which incorporates capture mechanics by flanking pairs of an opponent's stones. To adapt these for a faster-paced, more accessible experience suited to Western players, Gabrel simplified the rules to a 19x19 grid while retaining the core five-in-a-row objective and pair-capture system, which helped mitigate the strong first-player advantage inherent in pure Go-Moku by allowing the second player defensive opportunities through captures. In its earliest iterations, Pente was played informally on the checkerboard-patterned tablecloths at Hideaway Pizza, where Gabrel tested and refined the rules with coworkers and friends, including a group of hippie acquaintances who had introduced him to similar alignment-based games. These sessions focused on balancing the five-in-a-row win condition with the capture of opponent pairs—achieved by placing stones on both sides of two adjacent enemy stones—to create a more equitable contest, as the captures removed stones from the board and disrupted potential lines. Gabrel had 200 copies produced for initial distribution. By 1978, after initial playtesting revealed the need for clear victory alternatives, Gabrel formalized a secondary win condition: capturing five pairs of the opponent's stones. Unable to the game due to its in centuries-old Asian precedents, Gabrel instead secured a for the name "Pente"—derived from word for "five"—and the distinctive board design in 1977. This innovation in the capture mechanic distinguished Pente as a fairer of Go-Moku, emphasizing tactical depth over pure territorial expansion. Pente emerged amid the 1970s surge in popularity of abstract strategy games, a period marked by widespread enthusiasm for titles like (introduced in 1973) and a revival of , as players sought intellectually engaging alternatives to traditional board games. This cultural backdrop, fueled by a growing interest in quick, skill-based diversions among young adults, provided fertile ground for Gabrel's creation to gain traction beyond local testing.

Commercial Development

Pente Games Inc. was founded in August 1979 by Gary Gabrel in , with initial production focused on small batches of the game sold primarily through . The company marketed Pente as an accessible family , emphasizing its simple rules and strategic depth suitable for players of all ages. Early commercial success came quickly, with approximately 100,000 units sold in 1980 and sales reaching 300,000 in 1981 across the , , , and through mail order and retail stores. This growth positioned Pente as a rising contender in the market, appealing to strategy enthusiasts and families alike. On July 2, 1983, Gary Gabrel, as president of Pente Games Inc., sold the worldwide production and marketing rights to for an undisclosed sum, with industry estimates valuing the deal at over $1 million. , a subsidiary of at the time, began mass-producing the game with branded wooden boards and colored stones, expanding distribution through major retailers. Under , Pente achieved peak popularity in the 1980s, benefiting from widespread media coverage that dubbed it "the of the '80s" and integration into the company's portfolio alongside enduring classics like Monopoly. Ownership remained with , under , until 1991, when acquired the company and retained the Pente trademark as part of its expanded game lineup.

Modern Revivals and Professional Play

In 2004, licensed the Pente trademark to Winning Moves Games, leading to a revival edition that introduced four extra power stones for the optional Pente Plus variant, which can be used as wild stones to block opponents or create threats, adding depth to the capture and five-in-a-row mechanics. This edition aimed to refresh the game for modern audiences while preserving its core strategy, and it remains available through retailers like Amazon and . The digital era has significantly boosted Pente's accessibility, with platforms like Pente.org launching in the early 2000s to offer multiplayer games, computer opponents, and strategy resources. Mobile adaptations, such as the Pente Live app released around 2015, allow users to connect to Pente.org for turn-based and live matches on smartphones, expanding play beyond physical boards. By 2025, community events like the Pente leagues and the Pente Open tournament on Pente.org have fostered global participation, with Swiss-system formats and two-day move timers accommodating players worldwide. Professional play traces back to the Pente Association (USPA), founded in 1982 to organize tournaments and promote the game internationally, including the 1983 World Open Championship in where Rollie Tesh claimed victory. The USPA hosted annual events through the and early , but became defunct by the early ; the last major in-person world championship occurred in the early 2010s amid declining physical attendance. Today, online leagues on Pente.org maintain professional-level competition through ranked tournaments like the 2025 Pente Open, featuring 16 players in multi-round formats and Elo-style ratings to track elite performers. Pente's revival has contributed to broader interest in abstract strategy games, with community discussions on platforms like Pente.org emphasizing its tactical depth over luck-based alternatives. It has appeared in educational contexts to teach and , as noted in math-focused blogs highlighting its quick for use. In 2025, the Hastings community series explored Pente's history and social role, drawing parallels to its 1980s popularity while showcasing online play as a tool for connection. However, Hasbro's ongoing control has limited open-source digital developments, prompting communities to rely on licensed platforms and self-standardized rules like those on Pente.org to ensure fair play without infringing on the brand.

Variants and Gameplay

Core Variants

Keryo-Pente, proposed in by then-World Pente Rollie Tesh, extends the capture mechanics of standard Pente by allowing players to capture not only pairs but also triplets of an opponent's stones. To capture a triplet, a player places their stones on both ends of three consecutive opponent stones with empty intersections adjacent, removing the three stones from the board. The game is played on a standard 19x19 board, with victory achieved by forming five or more stones in a row or capturing a total of 15 opponent stones (increased from 10 in standard Pente to account for the additional capture option). This modification promotes more aggressive midgame play by enabling the removal of larger groups, potentially speeding up games while maintaining strategic depth in positioning. Smaller 13x13 boards are also used in variants like Small Keryo-Pente for quicker sessions, retaining the same capture and win rules. Poof-Pente, invented by Pente enthusiast Tom Cooley, introduces a rule allowing players to place a stone directly into a position that completes a capture for the opponent, resulting in a mutual removal known as a "poof." Played on the 19x19 board, it uses standard win conditions of five in a row or capturing 10 opponent stones (five pairs), but the poof mechanic enhances mobility by clearing space without requiring traditional flanking, often leading to more fluid and unpredictable board states compared to standard Pente. Boat-Pente, developed by Jay E. Hoff in the 1980s, alters the resolution of five-in-a-row wins by granting the opponent an immediate extra turn to attempt capturing across the winning line and break it. If the capture succeeds (e.g., by flanking a pair within the line), the game continues; if not, the player who formed the line wins. This variant is played on the 19x19 board with standard pair captures and a limit of 10 captured opponent stones (five pairs), emphasizing defensive responses to threats and reducing the decisiveness of apparent victories, which differentiates it from standard Pente's immediate win on five in a row. Ninuki-Renju, a traditional Japanese precursor to Pente dating back to at least the early , combines five-in-a-row with pair captures but incorporates Renju-style restrictions on the first player's (Black's) opening moves to mitigate first-player advantage. These prohibitions include bans on certain multiple threats or overlines in the opening phase, applied only to Black to ensure balance. Typically played on a 15x15 board, victory occurs by forming a "perfect five" (unbroken row without overlines) or capturing five pairs, blending Pente's capture system with Renju's fairness adjustments for a more regulated experience. Multiplayer adaptations of Pente extend the game to 3-6 players on the 19x19 board, with modifications to capture and win conditions for fairness. In three-player variants, captures can target mixed pairs (one stone from each of two opponents), and wins may require four in a row instead of five to account for increased competition. For four players, rules pair opponents into teams of two, with each player using a distinct color; teams alternate turns (no consecutive plays by partners), and captures target only opponents' stones, with team victory by five in a row or five captures. Expansions to five or six players follow similar or free-for-all structures, often on the full board to accommodate more stones, emphasizing alliance dynamics and shared board control over standard two-player duels.

Tournament Rules and Multiplayer Adaptations

In competitive Pente play, the pro rules are mandatory, requiring the first player's opening stone to be placed at the board's and their second stone at least three intersections away from the to balance the first-player advantage. Overlines—lines of six or more stones—are prohibited from counting as a win, with victory requiring exactly five in a row; play continues if an forms unless it can be reduced to five without illegal interruption. Time controls typically allocate 20-30 minutes per player for long tournaments, while speed events limit games to under five minutes total. These rules, formalized on platforms like Pente.org, ensure fair and strategic depth in organized matches. To further mitigate opening imbalances, the Swap2 rule is commonly employed in tournaments: the first player places three stones—two of their color and one of the opponent's—after which the second player may choose to swap colors or continue, effectively allowing the second player to select their preferred position. This adaptation, inspired by pie-rule variants in connection games, has gained traction in online and live events since the early 2020s to promote equity without altering core mechanics. Multiplayer tournaments extend Pente to three or four players using round-robin formats, where participants cycle through opponents in a balanced schedule to determine standings. For three players, standard rules retain five in a row or five captures (10 stones), though some variants like Points Pente adjust to four in a row or points from four captures (eight stones) for scoring. In four-player team variants, pairs of opponents sit across from each other, winning as a team by achieving five in a row with one member or collectively capturing ten or more opponent stones; no communication between partners is permitted during play. These adaptations scale capture thresholds to account for increased board activity and alliances, maintaining focus on strategic placement and threats. Professional adaptations include rating-based pairings to match skill levels, effectively serving as a handicap system by pitting similar-rated players against each other in brackets. Electronic scoring is standard in online qualifiers and live events, with platforms automating capture counts and win validations to minimize disputes. In events influenced by Renju conventions, additional prohibitions ban certain aggressive openings, such as multiple threes or fours formed simultaneously by the first player, to prevent early dominance. Examples of major tournaments include the annual Pente Open on Pente.org, featuring Swiss-system play, and inclusions in the since the 2020s, with online qualifiers expanding accessibility amid the rise of digital play.

Strategy and Tactics

Initiative and Openings

In Pente, initiative refers to the strategic advantage held by the player who can dictate the game's pace through forcing moves that compel the opponent to respond defensively, thereby gaining and control. This is typically measured by the creation of threats—such as potential three-in-a-row formations (trias) or other shapes that, if unanswered, lead to immediate gains like captures or lines toward victory—allowing the active player to maintain momentum across multiple turns. White begins with initiative in standard play due to the first move's central placement, which often requires Black to defend or counter to prevent White from building unchecked structures. Opening strategies in Pente emphasize central control over peripheral play, as starting in (position K10 on a 19x19 grid) maximizes influence across the board and facilitates rapid development of interconnected stones. Players should prioritize building early pairs or trias to generate threats while avoiding isolated placements that leave stones vulnerable to capture or disconnection; for instance, extending from the center to form a "" pattern—alternating stones to create linear potential—allows White to pressure Black without overextending. Edge or corner approaches, such as Black responding at K8 or O9, can disrupt White's momentum by aiming for early capture threats or blocking central expansion, but they risk ceding board control if not followed by aggressive follow-ups. Under pro () rules, White's first stone is fixed at , and the second must be placed at least three spaces away or outside the inner star-marked square, which shapes Black's initial responses by limiting White's immediate clustering and promoting balanced early positioning. Common openings often fall into categorized responses for , such as (near-center like K9 or L9) for direct confrontation, (mid-range like K8 or O9) to build counter-s, or (farther like M8) for long-range disruption, each aiming to steal initiative through sente moves that retain forcing power. These setups transition to the midgame by shifting from positional establishment to active threat creation, where sustained initiative enables the exploitation of basic shapes like open threes as building blocks for larger offensives. Overextension in openings, such as scattering stones without mutual support, can forfeit this , allowing the opponent to seize control via unanswered responses.

Basic and Advanced Shapes

In Pente, basic shapes form the foundational elements of offensive and defensive play, primarily consisting of pairs and open threes that create immediate threats or vulnerabilities. A pair refers to two adjacent stones of the same color placed in a straight line, horizontally, vertically, or diagonally; this configuration is highly vulnerable to capture, as the opponent can remove the pair by placing their stones on both sides, effectively it and disrupting the player's position. Open threes, also known as trias, are three consecutive stones of the same color with empty spaces on both ends, allowing potential extension to a four-in-a-row () or five-in-a-row; these demand a prompt defensive response, typically by blocking one end to prevent the threat from maturing into a winning line. Ladders, involving parallel lines of stones, provide mobility by allowing captures or extensions across multiple directions, enabling players to maneuver around blockades while maintaining line integrity. Defensive strategies against these basic shapes emphasize blocking without conceding initiative, such as responding to an open three by placing a stone that simultaneously threatens a pair capture elsewhere on the board. Advanced shapes build upon these basics, incorporating bends, bridges, and extensions to generate multiple simultaneous threats that overwhelm the opponent's responses. The I shape represents a straight four-in-a-row with one open end, serving as a direct five-in-a-row threat that forces the defender to block precisely, often leaving other vulnerabilities exposed. The L shape, a bent formation typically involving three stones at a (e.g., two in one direction and a third ), resists capture due to its non-linear structure and can evolve into dual threats, such as extending into an open three while protecting against . H shapes function as bridging patterns that connect disparate lines, facilitating captures by enclosing opponent pairs across parallel or intersecting paths, thereby integrating removal tactics with line-building. Running threats, often diagonal extensions from an open three or four, exploit board edges or open spaces to create unstoppable progressions, compelling the defender to address them sequentially while the attacker advances elsewhere. The value of these shapes lies in their ability to force prioritized responses, with combinations like an open three paired with a capturable opponent pair amplifying by threatening both extension and removal in one sequence. For instance, creating an open three while positioning for a pair capture can lead to a double threat, where blocking the three allows the capture, and vice versa, often shifting initiative decisively. Board-wide application requires avoiding dead shapes—isolated stones or blocked lines that offer no extension or capture potential—and instead integrating shapes with captures to clear paths, such as using an to remove obstructing pairs and open avenues for I or running threats. This holistic approach ensures shapes contribute to overall control rather than isolated skirmishes.

Capture Mechanics

In Pente, capture setups often involve creating multiple threats simultaneously to force the opponent into defensive responses, such as double-pair threats where a single move positions stones to capture two adjacent opponent pairs at once. This tactic exploits vulnerable pairs—two adjacent opponent stones bracketed by the player's own stones in a straight line—allowing removal of up to four stones in one turn if multiple pairs align. For instance, a double keystone pair threat, where two critical pairs are endangered, can combine with a three-in-a-row formation to overwhelm the opponent, as the defender can only address one threat per turn. Defensive captures require sacrificing stones strategically to disrupt an opponent's impending five-in-a-row, such as placing a stone to form a capturable pair that blocks the line while enabling potential recapture on the next turn. In recapture cycles, a player may intentionally allow a pair to be captured to reposition the board, regaining initiative if the opponent's move creates new vulnerabilities, though this demands precise timing to avoid net loss of material. These maneuvers prioritize preventing immediate threats over preserving stones, often turning a defensive position into a . Strategic trade-offs in captures balance short-term board control against long-term line-building, as aggressive capturing can clear space for one's own formations but risks diluting focus on the five-in-a-row win condition, whereas conservative play preserves pairs for the alternative victory of capturing five opponent pairs (ten stones total). Players aiming for the capture win must weigh the gained from removals against the of not extending their own lines, particularly in mid-game where multiple captures can shift material advantage decisively. Advanced tactics include chaining captures through shapes like the —a three-stone configuration resembling the symbol's balls—that forces opponent responses and sets up sequential pair removals, potentially leading to a cascade of threats. Integration with patterns such as H or shapes enhances this by creating capture-enabling forks; for example, an formation positions stones to bracket pairs while protecting against counter-captures, allowing seamless transitions between offense and defense.

Analysis and Notation

First Player Advantage and Balance

In Pente, the first player (typically ) enjoys a moderate advantage in unrestricted play, primarily due to initiating central board control and making one more move in potential endgames on the 19×19 grid. This bias arises from the game's structure as an m,n,k with m=19, n=19, and k=5, where the of possible positions—exceeding billions of configurations—amplifies the value of early territorial dominance and response forcing. Empirical data from online platforms implementing basic restrictions show first-player win rates around 54%, illustrating the inherent edge even under moderated conditions. To address this imbalance, tournament play adopts the Pro rule, which mandates the first player's opening stone in the board's center and their second stone at least three intersections away, thereby limiting aggressive early spreads and promoting symmetrical development. This adjustment reduces the first-player win rate to approximately 50-52%, as evidenced by competitive databases and simulations that model win probabilities through approximations. Further refinement comes from the Swap2 rule, borrowed from variants, where the first player places two black and one white stone initially, allowing the second player to swap colors or add pairs; this evens odds more comprehensively by neutralizing setup biases. From a game-theoretic perspective, Pente qualifies as an under normal play convention, amenable to analysis via the Sprague-Grundy theorem, which assigns nimbers to positions for determining optimal strategies in sums of subgames. However, the theorem's application is computationally intensive due to the board's scale and capture interactions, contrasting with Gomoku's stronger first-player bias—where unrestricted play allows a forced win, as confirmed through algorithmic proofs and AI evaluations. Empirical studies of balanced Pente variants, including pro and Swap2 rules, demonstrate win rates converging near 50% among skilled players, underscoring effective mitigation without altering core mechanics.

Notation Systems

Pente employs several notation systems to record moves, captures, and game sequences, facilitating analysis, replays, and tournament documentation. The primary systems include the relative coordinate method historically used by the Pente Association (USPA) and modern alpha-numeric notations adapted for digital platforms. These approaches ensure accurate representation of on the 19x19 grid, where the first move is typically at . The USPA notation, developed in the , records moves relative to the board's center using directional symbols and distances: R for right, L for left, U for up, and D for down. For example, a move one space up from the center is denoted as "U1," while a position two spaces right and three spaces down might be "2R3D." This system simplifies manual scoring by avoiding absolute coordinates, making it suitable for newsletters and early tournament records. Captures are noted separately following the triggering move, such as "U1 (capture at L1-R1)" to indicate the removal of an opponent's pair. In contrast, modern notation systems draw from chess conventions, labeling files A through T from left to right and ranks 1 through 19 from bottom to top, with the center at K10. Moves are specified by their exact coordinates, such as "K10" for the opening placement or "J9" for the second player's response. This alpha-numeric format supports precise tracking on large boards and integrates with software for automated replays. Captures are annotated post-move, often as "(captures L8-R8)" appended to the sequence entry, ensuring clarity in complex games. Full games are typically recorded in a Portable Game Notation (PGN)-inspired format, including headers like [Event "Tournament"], [White "Player1"], [Black "Player2"], followed by numbered moves such as "1. K10 J9 2. L10 I8 (capture at J9-K9)." These notations offer distinct advantages: the USPA relative excels in for quick handwritten records, while alpha-numeric versions provide greater precision for computational analysis and large-scale boards. For instance, an opening in alpha-numeric might read "1. K10 G10 2. K9 H10," highlighting early , whereas the relative equivalent could be "1. 0 5L 2. U1 4L1U." Standardization has evolved from the USPA's relative method, prominent in early organized play, to post-2000 digital formats that accommodate online servers and . Platforms like Pente.org employ these modern in their tools for game archiving, visualization, and professional reviews.

References

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