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THE INTERNATIONAL RULES OF RENJU
Decided by RIF 2nd of May 1996 with a little correction decided by RIF
Central Committee 3rd of May 1998
1 INTRODUCTION Renju is played between two opponents on a board
by making moves with black and white men called stones.
2 THE
BOARD The board has 15 vertical and 15 horizontal lines with 225
intersections. Five of these intersections are reference points. The colour of
the board must not be the same as the colour of any stones.
3 TERMS
AND DEFINITIONS
ROW A combination of stones in the same
colour, either situated on a diagonal, vertical, or horizontal line, which is
limited by the edge of the board, the opponent stone or a free intersection, and
where no opponent stones are situated among the own stones.
UNBROKEN
ROW A row where between just any stones there is no free intersection.
FIVE IN A ROW An unbroken row with five stones.
OVERLINE An unbroken row consisting of six or more stones.
FOUR A row with four stones to which you can add one more
stone to attain five in a row.
STRAIGHT FOUR An unbroken row
four stones ("four") to which you, in two different ways, can add one more stone
to attain five in a row.
THREE A row with three stones to
which you, without at the same time a five in a row is made, can add one more
stone to attain a straight four.
DOUBLE-FOUR Putting a stone
on an intersection, which at the same time makes more then one four that meet
each other in this intersection.
DOUBLE-THREE Putting a stone
on an intersection, which at the same time makes more then one three that meet
each other in this intersection.
4 THE WAY TO PLAY
4.1 One
of the players has at his disposal the black stones and the other player has
white stones. 4.2 Both the players must alternately make one move each time.
Black (the player with the black stones) begins the game by making a move in the
middle of the board. 4.3 Black to play means that it is black´s turn to
move. White to play means that it is white´s turn to move.
5 THE
CONCEPTION MOVE A move consists of either the putting of a stone on one
of the intersections of the board or of the declaration by the player to play
that he gives up his right to put a stone on the board (he passses).
6 MAKING A MOVE The making of a move is considered to be
ended when the player has released the stone. When a player passes the move is
ended when he has declared that he passes.
7 MOVED STONE The
player to play has the right to adjust one or several stones on their
intersections but before he adjusts the stones he has to inform his opponent.
8 WRONG POSITION If during a game one or several stones have
become disarranged or if the stones are incorrectly remove or replaced the
position must be reconstructed as it was before the mishap and after that the
game will continue. If one of the player is responsible for the disarranged
position and if the game cannot be reconstructed he will lose the game. If the
position is disarranged and if the game cannot be reconstructed and if none of
the players can be regarded as responsible for the disarranged position, the
game is ungilty and a new must be played.
9 WIN OF A GAME 9.1
The winner of the game is the player who will be first to attain five in a row.
For white is also overline counted as a win. 9.2 The game is won for white
if black without at the same time attaining five in a row: a) makes an
overline; b) makes a double-four; c) makes a double-three (however there
are some double-threes, which black are allowed to make, see 9.3); 9.3 A
black double-three is allowed if at least one of the following conditions
a) or b) is/are fulfilled: a) Not more than one of the three´s
can be made to a straight four when adding another stone in just any
intersection, without at the same time an overline or double-four is attained in
this intersection. To find out which double-three´s, which are allowed, you must
make the move, which causes the double-three, in your mind, and then continue
trying to make straight fours, which are allowed, in your mind. b) Not more
than one of the three´s can be made to a straight four when adding another stone
in just any intersection, without at the same time at least two three´s meet in
this intersection and make a forbidden double-three. To find out if this last
double-three is forbidden or not, you must at first examine if the double-three
is allowed according to a) above, and then in your mind continue trying to make
straight fours of the three´s in your mind. If, when making a straight four in
your mind, another double-three would be attained also these double-three´s must
be examined in the same way as it is described in this point 9.3, etc. 9.4
The game is won for the player who can prove that the time of the opponent has
ended, or who can prove that the opponent has not made the stipulated number of
moves within the stipulated time. 9.5 The game is won for the plyer, who´s
opponent gives up the game. 9.6 The player, who wants to win, always has to
claim win and at the same time he has to stop both the clocks. To obtain win
according to 9.1-9.4 the winning player´s clapper has to be up when both the
clocks have been stopped. 9.7 If black gets five in a row, but does not see
his win and does not call attention to it, and if white makes a move and if
black continues to play and if black makes a prohibited move according to 9.2,
white is the winner of the game (if h e calls attention to it) in spite of
the fact that once has attained five in a row. 9.8 If black makes a
forbidden double-three or a double-four, and white does not call attention to
this and continues to play, white cannot afterwads claim the win with respect to
this double-three or double-four. If black makes an overline and white does not
call attention to this and continues to play, white still has the option to call
attention to black´s overline in a later phase of the game, so far as black
player hasn´t made five in a row and claimed the win, or the game has been
finished in another way.
10 DRAW a) The game is draw 10.1
when all the intersection of the board are occupied; 10.2 by agreement
between the both players; 10.3 when both the players (after each other) pass
(refrain from making their moves); 10.4 when both the players time has
ended. b) An offer of draw according to 10.2 can only be made of a player at
the same time as he makes his move. After that he has offered draw he starts the
clock of his opponent. The opponent is able to accept or refuse the offer either
orally or by making a move showing the refusal. In the meantime, the player who
has made the offer has no right to cancel the offer.
11 THE PATTERNS
OF RENJU Only the following 13 indirect and 13 direct patterns are
possible to play.( It means that the second move and the third move must be
played as in the below pictures. Two alternatives are possible for the second
move and after the second move 13 alternatives are possible for the third
move.)
and 
12 OPENING
RULES 12.1 In starting the game a tentative Black and a tentative White
are decided between the two players. 12.2-4.The tentative Black plays all
the first three moves (two moves for black and one move for white i.e. he
decides which of the 26 patterns that will be used.)
The rule 12.2-4 is a new rule decided by the General Assembly on the 2nd
of May 1996.
12.5 The tentative White decides which of the players that will play as Black
and as White in the game (White has the right to change sides). 12.6 The now
decided player beeing White makes the 4th move in a optional unoccupied
intersection. 12.7 BLACK´S CHOICE Black (the player with the black
stones) has to make two different proposals for 5th stone. The proposals have to
be unequal in all respects White has the right to choose one of the two
proposals from Black to become the 5th move of the game. The time for Black goes
till he has given two correct proposals. For White the time goes till he has
accepted one of the proposals and till he has made the 6th move which can be
made in any unoccupied intersection. 12.8 With the 5th move the special
opening rules for the moves are ended.
12.9 It is not allowed to pass
within the first three moves.
13 RECORD OF THE GAME 13.1
During the game both players are guilty to record the game (both the moves of
his own and of the opponent) move by move in a legible way on a record decided
by the organizer of the competition. 13.2 If a player has only five minutes
or less left of his time, he does not need to fulfil the duty prescribed in
13.1, but he has to complete his record as soon as the lack of the time is over
if it is possible.
14 USE OF CLOCK 14.1 During a certain time
both players have to make a certain number of moves. 14.2 The control of the
time for the player is made with help of a special clock for this purpose.
14.3 At the time when the game begins Black´s clock will be started.
Henceforth after making a move each player has to stop his own clock with the
same hand as he used for making the move. At the same time as he stops his own
clock he has to start the opponents clock. The stop of his own clock and the
start of the opponents clock must regularly be made immediately not to disturb
the opponents making of moves. This rule does not prevent a player to forget to
stop the clock and his opponent does not have to point out if he notices the
forgotten stop. 14.4 When it is time to decide if the stipulated number of
moves have been made within the time stipulated, the last move is considered not
to be made untill the player has stopped his clock. 14.5 The time registered
by the clock is considered as decisive unless obvious defects exist. A player
who wants to points defects of the clocks has to do this immediately. 14.6
If the game has to be interrupted by a reason, not caused by any of the players,
the clocks must be stopped till the matter is solved. 14.7 The player must
not decide theirselves to stop their clocks without immediately to send for the
organizer of the competiton. 14.8 It is not allowed for anyone else then the
players in a game including the organizer of a competition to point out that the
time is out for a player or that a player has forgotten to stop his clock.
14.9 It is allowed for the organizer of a competition to use "TIME
REFEREES". If TIME REFEREES are used, the TIME REFEREES control the time and
14.8 is not valid. If TIME REFEREES are used the organizer has to see to it that
all games can get a TIME REFEREE when it is needed. When 5 minutes are left of a
time stipulated in a game, the players immediately have to send for a TIME
REFEREE.
15 LATE ARRIVAL When the games have to start all the
clocks must be started on the request of the organizer of the competition. If
both players are absent one clock will be started. The time of this clock runs
for both players.
16 THE BEHAVIOUR OF THE PLAYERS When the
game has started, it is prohibited for the players to use written or printed
documents or to analyse the game on another renju board.
When games are
going on or when one or several games are interrupted, no analyse is allowed in
the room or rooms for play.
It is not allowed to distract or disturb the
opponent in anyway.
The player has to follow the rules stipulated for
the competition.
Transgression against above mentioned rules of
behaviour can lead to punishment and loss of a game.
17 ORGANIZER OF
THE COMPETITION To lead and organize the competition, an organizer has
to be appointed. The tasks of the organizer are: 17.1 to control that the
valid rules are carefully used; 17.2 to judge in all disputs that may occur
during the competition; 17.3 to control that good circumstances are presented
during the competition; 17.4 to control that the players are not disturbed
by each other or by spectators; 17.5 to punish players who does not follow
the rules; 17.6 to decide the order when interrupted games have to start
again;
18 CHANGE OF RULES These rules can only be changed
after a decision made by the General Assembly of the Renju International
Federation.
Link to more information about the
rules and the history of renju.
Link to the Statues of the Renju
International Federation.
Link to the start page of all RIF renju
information.
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