Pente
Quick Pitch
Pente is a two-player strategy game on a 19×19 board — place stones to get five in a row, but you can also win by capturing five pairs of your opponent's stones.
Hook
On your turn, place one stone on any empty intersection. Build toward five in a row to win — but you can also capture by surrounding two of your opponent's stones on opposite sides. Remove captured pairs from the board: five pairs and you win that way too. Those two paths to victory create genuine tension, because your opponent has to watch for both at once.
Equipment Needed
The Board
A 19x19 grid board (same as Go):
- 361 intersection points
- Center point often marked
- Smaller boards (9x9, 13x13) possible for quicker games
Improvising the Board
- Drawn board: Draw 19x19 grid on paper or cardboard
- Go board: Use a Go board (goban)
- Carved board: Carve grid into wood
Stones
- 180 black stones + 180 white stones (same as Go)
- Or any 360 objects in two colors, 180 per color
Setup
- Place empty board between players
- Black plays first
- Players take turns placing stones
Rules
Objective
Win by achieving one of two conditions:
- Align five: Form five of your stones in a straight line (orthogonal or diagonal)
- Capture five pairs: Capture 5 pairs (10 total) of opponent stones
Placement
- Players alternate placing one stone on an empty intersection
- Stones don't move
- Play continues until victory condition is met
Capturing
Two opponent stones are captured when surrounded by your stones on opposite sides.
Capture Condition: Two opponent stones in a line with your stone on each end.
Example:
Your Stone — Opponent Stone — Opponent Stone — Your Stone
The two opponent stones in the middle are captured and removed from the board.
Pair Counting: Each capture of two adjacent opponent stones = 1 pair. Five pairs (10 stones) = victory condition.
Capture Points: Some variants award points for captures (weighted captures are worth more).
Simultaneous Capture: If you place a stone that creates multiple captures (opponent stones surrounded on different sides), capture all of them.
Five-in-a-Row Win
Align five of your stones consecutively in a straight line:
- Horizontal: Five in a row across the board
- Vertical: Five stacked vertically
- Diagonal: Five along a diagonal
- Curved does not count: Five must be straight
Game End
The game ends when:
- One player forms five in a row, OR
- One player captures 5 pairs of opponent stones
Expert Player
Tips
Opening Strategy
- Center dominance: The center area is valuable like Go
- Development: Build connected groups that both threaten five-in-a-row and position for captures
- Space control: Keep opponent from easily forming fives or captures
Capture-Focused Play
- Create doubles: Position stones to threaten two-stone captures
- Prevent captures: Position your own stones so opponent cannot surround them easily
- Sacrifice: Sometimes sacrificing stones to capture opponent stones is worthwhile
Five-in-a-Row Focus
- Build toward five: Form groups of 3-4 adjacent stones threatening to complete five
- Block opponent: If opponent has 4 in a row, block their fifth immediately
- Create double threats: Position stones so that extending in either direction threatens five
Balancing Both Win Conditions
- Tension: Balancing between pursuing captures and building toward five creates strategic tension
- Opponent focus: Prevent opponent from winning by either method
- Opportunistic: Pursue whichever win condition seems more likely
Variations
Smaller Boards
- 9x9 board: 10-15 minute games, good for learning
- 13x13 board: Intermediate, 15-25 minute games
Modified Win Conditions
- Capture-only: Win only by capturing 5 pairs (no five-in-a-row)
- Alignment-only: Win only by forming five in a row (no captures)
- Extended: Require six or more in a row instead of five
Blitz Pente
- Fast games with time limits (useful for tournaments)
- Creates different strategic emphasis than untimed games
Three-Player Pente
- Three players, each color, shared board
- First to win condition (alignment or capture) wins
- Creates different dynamics and alliance possibilities
Learn More — History & Origins
History & Origins
Pente was created by Gary Gabrel in 1978, reportedly inspired by Gomoku (the ancient five-in-a-row game) but with the capture mechanic added to create a more dynamic and decisive game. Gabrel introduced it at a pizza restaurant in Stillwater, Oklahoma, where it became a local phenomenon before being commercially produced. The game was published by Tonka in the early 1980s and found a dedicated following, eventually spawning a tournament community.
Pente synthesized two ancient game traditions: the open-board placement and strategic depth of Go and Gomoku, and the capture mechanic familiar from games like Alquerque and Checkers. The five-in-a-row win condition is accessible to anyone who knows Tic-Tac-Toe; the capture win condition adds a second strategic dimension that makes the game harder to master and harder to predict.
Cultural Context
Pente is an unusual example of a modern game created by a single designer that achieved genuine cultural staying power. Most successful modern board games come from professional game design companies; Pente emerged from a casual recreational setting and grew through informal recommendation.
The game attracted a competitive community that studied opening theory, analyzed endgame positions, and held formal tournaments. This community produced a body of strategic knowledge — opening books, capture sequence analysis, defensive formations — that gives serious Pente the feel of a much older game. The competitive scene has maintained an online presence through the internet era, with serious players studying theory and competing on digital platforms.