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Nine Men’s Morris

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How to play

Place nine, then slide

Take turns placing nine counters each on the board’s 24 points. After all placements, move a counter along a connecting line into a neighbouring empty point. With exactly three counters left, you may fly one to any empty point instead of sliding.

Make a line of three

Completing a marked three-point line makes a mill and lets you remove one opposing counter. Remove a counter outside a mill if any exist; if all opposing counters are in mills, choose one of those. Completing two mills at once still gives one removal.

Win or draw

After placement, win when the opponent has fewer than three counters or cannot move. Three repetitions of the full position and turn draw. The game also draws after 50 completed movement turns without capture. Placements do not use that count; a capture resets it.

Strategy

Leave a moving choice

A useful placement threatens a mill while leaving room to slide later. Filling nearby points can make your counters hard to move after placement ends. Check the connecting lines: visually close points are not always joined by an edge.

Keep two threats in view

A counter that moves between two nearly complete mills can create a threat each turn. You may break and rebuild a mill to capture again. Watch when the opponent falls to three counters: flying gives them new landing choices that ordinary blocking will not stop.

About the game

Three squares and three phases

Nested wooden squares carry a placement, sliding and flying game. The 24 marked points determine movement and mills; the empty centre is not a landing place. Clear crown-free seed counters and explicit capture selection keep its phase changes readable.