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BARRELHEAD

Nine Men's Morris

Your move.

You play red and go first. Put a piece on any point. Three in a row along a line is a mill, and takes a white piece off.

Your pieces:9The computer's pieces:9

Opponent
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Three stages and one way to take a piece

Nine men's morris, the game also called mill or mills, and merels in older books.

The board and the pieces

Twenty-four points on three squares. The board is three squares, one inside the other, joined by four lines through the middle of their sides. Pieces stand on the points where a line turns a corner or meets another line, never in the spaces between.

Nine pieces each. You play red and the computer plays white, unless you swap the colors under Settings. The pieces that are not in play yet wait in stacks beside the board.

The board starts empty. Here the first piece is yours, unless you give the first move to the computer under Settings. Your color and the first move are separate choices there.

Placing

The two sides take turns putting one piece on any empty point. That goes on until both have put down all nine. Nothing moves during this stage: a piece stays where it was put.

A piece taken during placing is not replaced. Each side has nine pieces to put down and no more, so a side that loses two of them starts the next stage with seven.

Mills

Three of your pieces in a row along one line make a mill. The row has to follow a painted line: the three points along one side of a square, or the three points on one of the four lines that join the squares. There are sixteen such rows on the board.

Every time you close a mill, you take one white piece off the board. It is out of the game for good.

A piece in a mill is safe. You may not take a piece that stands in a mill as long as the other side has a piece that does not. If every piece it has on the board stands in a mill, you may take any of them.

One move takes one piece. A single move can close two mills at once, where two rows cross. You still take one piece, not two.

A mill can be used again. Move one of its pieces out along a line and back in on a later turn, and you take another piece each time it closes.

Three red pieces in a row along a painted line, with a chalk loop drawn around them. A white piece on a point nearby has a chalk ring around it.
Three red pieces in a row along a line: a mill. Red takes the white piece in the ring.

Moving

When all the pieces have been placed, they start to move. A turn is one piece moved along a line to the next point, and that point has to be empty. Pieces do not jump over each other.

You cannot pass. If you have a move you must make one, even when every move on offer opens a mill of your own or lets the computer close one.

Flying

With three pieces left, you fly. A side that is down to three pieces may move a piece to any empty point on the board, not only to the next one along a line. The other side goes on moving along the lines until it is down to three as well.

Not every rule book has this rule. Some play the whole game along the lines. On this board flying is always allowed.

How a game ends

Two pieces left is a loss. A side with fewer than three pieces can never make a mill again, and the game is over.

No move is a loss. If it is your turn and none of your pieces can move, you have lost, however many of them are on the board.

There are two ways to draw. The game is a draw when the same position, with the same side to move, has come up three times. It is also a draw when both sides have made fifty moves in a row without anyone closing a mill. This board tells you when either one is close.

Sources

Checked against the rules Ralph Gasser gave when he announced his solution of the game in 1993, against the two draw rules in the rules of BrettspielNetz, and against the engine that runs this board.

Questions people ask

Can you take a piece out of a mill?

Only when there is nothing else to take. As long as the other side has at least one piece on the board outside a mill, the pieces in its mills are safe. When every piece it has stands in a mill, the protection is gone and you may take whichever you like.

On this board the pieces you may take have a chalk ring around them.

What if one move makes two mills?

You take one piece. Rule books differ on this, and some give two. This board follows the rules that were used when the game was solved, where two mills closed by the same move still take a single piece.

Can you open a mill and close it again?

Yes, and it counts every time. Move one of the three pieces away along a line, move it back on a later turn, and the mill is closed again and takes another piece.

The risk is the turn in between. While the mill is open its pieces are not safe, and the other side can put a piece on the point you left.

Do three pieces around a corner count?

No. A mill is three points in a straight row along one painted line. Three pieces that follow a line around the corner of a square are not a mill, and nothing counts on a diagonal, because no line runs there.

When can a piece fly?

When its side has exactly three pieces left. From then on, any of the three may go to any empty point. A side with four pieces or more never flies, not even when one of its pieces is shut in.

What happens if I cannot move?

You lose. There is no sitting a turn out in this game. It only happens in the moving stage: while pieces are being placed there is always an empty point, and a side that flies can reach any of them.

It can happen with all nine pieces still on the board, which is why counting pieces does not tell you who is winning.

Can a game end in a draw?

Yes, in two ways. The same position three times is a draw, and so is fifty moves by each side without a mill. Between two careful players a draw is the natural result: a game played perfectly by both sides ends in one.

Does it matter who goes first?

Not if both sides play perfectly. Then the game is a draw whoever starts. Between people the first move is a small thing next to the first mistake.

Is this the same game as mill, mills or merels?

Yes. Nine men's morris, mill, mills, the mill game, merels and merrills are all names for it, and in North America it has also been called cowboy checkers. The nine men are the nine pieces each side has.

There are smaller and larger relatives with three, six and twelve pieces a side. This page is about the game with nine.

How old is the game?

Old enough that nobody knows who played it first. It goes back at least to the Roman Empire. In England, boards for it were cut into the cloister seats of the cathedrals at Canterbury, Gloucester, Norwich and Salisbury and at Westminster Abbey.

Shakespeare has Titania mention it in A Midsummer Night's Dream, where after a season of floods the board cut into the village green is "filled up with mud."

Has the game been solved?

Yes. In November 1993 Ralph Gasser, at the Swiss Federal Institute of Technology in Zurich, announced that a game played perfectly by both sides is a draw.

His program worked backward through about ten billion positions of the moving and flying stages and stored the outcome of each. It then searched the placing stage, all eighteen pieces deep, down to those stored positions. The work was published in 1996.

How games are won

Place for the moving stage

A mill made while the pieces are going down wins one piece. Pieces put where they have nowhere to go can lose the whole game later, when the moving starts and they cannot.

So place with the second stage in mind: spread across the three squares, with empty points next to your pieces rather than white ones.

Take the points with four lines

Four points on the board have four neighbors: the middle of each side of the middle square. Eight have three, the middles of the sides of the outer and the inner square. The twelve corners have two.

A piece on one of the four crossings has the most ways out and stands in the way of the most rows. A piece in a corner is the easiest one to shut in.

Block before you build

Two white pieces in a row with the third point empty is a mill on the next move. While pieces are being placed, the answer is nearly always to put your own piece on that third point.

One threat can be stopped. Two at once cannot, so the move to look for, and to keep the computer from making, is a piece that threatens two rows at the same time.

Build a running mill

The strongest formation in the game is two rows that share one moving piece: a closed mill beside a row of two, with the gap one step away. Move the shared piece across and it closes the second row. Move it back and it closes the first again.

Every move takes a piece, and the other side can do nothing about it except close a mill of its own or get a piece into the gap.

Five red pieces on the two bottom rows of the board. Three stand in a row on the upper line, two stand at the ends of the lower line, and chalk arrows point down and up between the middle piece and the empty point below it.
The piece in the middle closes a mill with every move: down into the lower row, then back up into the upper one.

Count moves, not only pieces

A side that cannot move has lost with every piece it owns still on the board. In the moving stage, look at how many moves each side has left. Shutting in two or three white pieces is often worth more than taking one.

The engine here counts it the same way. It rates a side that cannot move a single piece as nearly a whole piece behind, before the game is formally lost.

Be ready before you take the fourth-last piece

A side with three pieces flies, and a piece that can land anywhere blocks any row you are about to close. Taking the computer down from four pieces to three can make your work harder.

Before you do it, have the next mill prepared twice over: two rows that each need one more move. A flying piece can block one of them, not both.

Use the hint as a second opinion

The Hint button asks the engine at full strength what it would play. When its move is not the one you had in mind, work out why before you play either. After a mill it also tells you which piece it would take.

How the computer plays here

Five levels, one engine. What changes is how far it looks and how often it is allowed to be careless.

How it thinks

The computer tries its moves, your answers and its answers to those, as many moves deep as the level allows, scores the positions at the end, and plays the move that leaves it best off if you reply as well as you can. A move that closes a mill counts as one move, the piece it takes included.

The score is counted in pieces. On top of the pieces themselves it adds a little for a closed mill and more for a row of two that can be completed on the next move. It compares how many moves each side has, and counts the pieces that are shut in.

When the side to move could close a mill just past the point where the search stops, the search follows those moves a little further, so that a piece about to be taken is not counted as safe. It knows both draw rules and treats a repeated position as a draw.

All of this happens on your own device, in your browser.

Beginner

Looks at its own move and your answer, with a beginner's eye: it counts pieces, its own mills and its own rows of two, and sees neither your threats nor who is being shut in. About two moves in three it is careless and looks at its own move only, and that is when it lets you close a mill.

Easy

Thinks the same way, but is careless in only one move out of five.

Medium

Still looks two moves ahead, now with the full score: threats from both sides, and who is running out of room. It is careless in a little more than one move in four.

Hard

Looks five moves ahead and is never careless. Five moves is far enough to see a running mill being built while there is still time to stop it.

Expert

Gets one second for every move in place of a fixed depth. On the computer where it was measured, that second was about nine moves of look-ahead. Apart from a little variety in its first few pieces, so that games do not all begin the same way, it always plays the best move it has found.

The levels against each other

Each level has played the level below it from an empty board, taking turns to go first. A win counts as one point and a draw as half.

  • Easy against Beginner: 81.9 percent of the points, over 1,000 games.
  • Medium against Easy: 90.4 percent, over 1,000 games.
  • Hard against Medium: 98.3 percent, over 400 games.
  • Expert against Hard: 93.8 percent, over 24 games.

Depth matters a great deal in this game, so the upper steps are large. The last figure rests on few games, because Expert uses its full second for every move.

What the hint is

The Hint button is the engine at full strength: one second, no fixed depth and never a careless move. That is Expert without the variety in its opening.

Using it does not make the level you are playing any stronger: every search starts from nothing. Hints are counted, and the count is shown with your record at the bottom of the page.

The other barrels

Checkers is the one where a jump has to be taken, and where a piece that reaches the far row becomes a king, two pieces high.

Backgammon is a race with dice: fifteen pieces a side, and a piece left on its own can be hit and sent back to the start.

Shut the Box is nine numbered tiles and two dice: every roll has to be paid for with tiles that add up to it, and the lower sum left open wins.

Farkle is six dice and a race to 10,000: bank what a turn is worth, or roll again and risk losing all of it.

Yatzy is five dice and a scorecard of thirteen rows: three rolls a turn, and every turn has to be written in a row, even when it is worth nothing there.

Reversi has one kind of move: put a piece down so that it traps a row of the other color, and the row turns to yours.

Mancala has no dice and nothing hidden: you empty a pit, sow its stones round the board one at a time, and count what ends up in your store.

Chinese Checkers is a race across a star of 121 holes: marbles hop over one another in chains, nothing is ever captured, and the first side to fill the point opposite wins.

Tic-Tac-Toe is three in a row on nine squares, and next to it Ultimate tic-tac-toe, where every square holds a small board and each move decides where the next one is played.

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