Board and setup
A 9×5 grid of points; diagonals pass through alternate points. Each side has 22 stones and only the centre starts empty. White moves first.
Traditional / FANORONA
Capture by approach or withdrawal and sweep a whole line at once.
Madagascar’s capture game: approach or withdraw, then chain in new directions.
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ABOUT THE GAME
Fanorona is indigenous to Madagascar. It has three standard sizes: Fanoron-Telo on 3×3, Fanoron-Dimy on 5×5 and Fanoron-Sivy on 9×5, the most popular, which this site uses.
One legend tells that an astrologer advised King Ralambo to feign illness and give the kingdom to whichever son returned first; Prince Andriantompokoindrara was delayed playing fanorona, so the throne went to his younger brother Andrianjaka. In 2007 the game was solved as a draw under perfect play.
Reference:en.wikipedia.org ↗
Rules
Youzai Board Game Club — The server implementation governs play here; tournament and other site rules may differ.
A 9×5 grid of points; diagonals pass through alternate points. Each side has 22 stones and only the centre starts empty. White moves first.
Move one step along a line to an empty point. Approach: an enemy stone lies right beyond the landing point. Withdrawal: an enemy stone lies right behind the starting point. That stone and the unbroken enemy line behind it are captured; if both apply, choose one. Capturing is compulsory.
Capture every enemy stone, or leave the opponent without a move.
The capturing stone may continue: every step must capture, may not repeat the previous direction and may not revisit a point this turn; you may stop at any time. This site declares a draw after 50 plies without a capture.
Complete beginner guide
Read these steps in order to complete your first game. This guide combines public rules with this site’s server implementation; where versions differ, this site’s ruling applies.
Each side has 22 stones on the 9×5 grid; only the centre is empty and White moves first. Capture every enemy stone to win.
Orthogonally adjacent points are all connected; diagonals pass only through alternate points. Stones move one step along a drawn line.
Step to an empty point. If an enemy stone lies right beyond your landing point, that is an approach; if one lies right behind your starting point, that is a withdrawal. It and the unbroken enemy line behind it are captured. If both apply, choose one.
If any stone can capture, you must capture; plain moves are allowed only when no capture exists.
The same stone may keep capturing: every step must capture, may not repeat the previous direction and may not revisit a point this turn. You may stop at any time.
The opening is a wave of exchanges, so read your opponent’s recapture first, and end chains where you cannot be taken.
General rules reference:en.wikipedia.org ↗