Inkstone is five in a row, drawn on a sheet of paper. Black and white take turns setting a stone on a crossing, and the first colour with five of its own in a line — across, down, or corner to corner — wins. That is the game everybody already knows. The work went into playing its four rule sets exactly as they are written, and into showing you what they mean while you play.

Every point black may not play is marked before you play it

Plain five-in-a-row favours whoever goes first, and every serious version of the game answers that in its own way. Renju's answer is that black needs exactly five and may not make a double three, a double four or a row of six. Those three shapes end the game on the spot — so every crossing that would make one is crossed out on your board, in pencil, before your stone lands. You see it coming and play somewhere else.

The stone is never taken out of your hand. Lift your finger on a crossed-out point and the board tells you which rule it is; ask a second time and it plays it, and the game ends the way the rules say it ends.

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Open it and play

Every board size, every rule set and every opponent is yours the first time you open it.

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