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Board Game · Capture Game

Play Fanorona Online — Free, No Sign-Up

A 5×9 board, 22 pieces a side, all but the centre point full. Capture is compulsory and comes two ways — approach or withdrawal — and a chain can turn corners between captures.

A 5×9 board, 22 pieces a side, every point full except the very centre. Capture is compulsory whenever it's on offer — and it comes two different ways, sometimes both at once from the very same move.

How to play Fanorona

How do you set up a Fanorona board?

A 5 by 9 Fanorona board with amber pieces filling the top two rows and half of the middle row, blue pieces filling the bottom two rows and the other half of the middle row, and the single centre point empty
The whole starting position: both back rows full, the middle row alternating, and exactly one point — dead centre — left empty.

Both players' back two rows start completely full, 18 pieces each. The middle row adds four more a side, alternating column by column out from the centre — and that centre point is the only one on the entire board that starts empty. Whoever moves first is generally agreed to have an edge, so this page settles that by turn: you move first against the computer, and hotseat and online games alternate the traditional way.

Moving: step to an empty point

A piece moves one step along a drawn line to an adjacent empty point. Every point connects orthogonally to its neighbours; a diagonal connection exists only where the board actually draws one — the same woven "tetrakis" pattern this site's Alquerque board uses, just five rows deep and nine wide instead of five and five.

Capturing: approach and withdrawal

The one rule that makes Fanorona genuinely different from every other capture game on this site: a single step can capture in two entirely different directions, and which one happens is your choice.

A single Fanorona move shown with two arrows: a red arrow pointing backward labelled withdrawal, capturing two pieces behind the piece's starting point, and a green arrow pointing forward labelled approach, capturing two pieces beyond its destination
The exact same move, computed from this page's own rules engine — an approach capture one way, a withdrawal capture the other, both available from a single step.
  • Approach — every enemy piece in an unbroken line directly beyond your destination, continuing the same direction you just stepped, is captured.
  • Withdrawal — every enemy piece in an unbroken line directly behind the point you just left, continuing that same direction backward instead, is captured.

Either way, every piece in the line goes, not just the nearest one — an empty point or a piece of your own colour is what finally breaks the chain and stops the capture. And when a move genuinely offers both at once, as in the diagram above, the choice is yours: this page shows both options and waits for you to pick.

Capturing is never optional when it's available. If any of your pieces can capture anywhere on the board, a quiet step is illegal that turn — you must play a capture, though which one, and against which piece, is still entirely up to you.

Chain captures: turning between hops

A two-hop Fanorona capture chain: the first hop captures backward by withdrawal, the piece lands and turns, and the second hop captures forward by approach in a different direction
A real chain, verified against this page's own move generator: the first hop is a withdrawal, the second turns and captures by approach — two different directions, two different capture types.

Land a capture, and if the same piece can capture again from its new spot, it may — but the next capture has to use a different direction than the one just used, and the piece can never land back on a point it has already stood on this same turn. Both restrictions exist to stop a chain from just oscillating back and forth between two points. Stopping is always allowed, even mid-chain with more captures still on the table — this page shows a Stop capturing button the moment that choice is live.

How do you win?

Capture every one of the opponent's pieces. There's no secondary condition and no stalemate escape hatch here the way some of this site's other capture games have — with mandatory capture in force, a side with pieces left almost always has a legal move.

Fanorona strategy

Why mandatory capture changes everything

Most capture games on this site let you decline a capture if you'd rather do something else. Fanorona never does. That single difference means a piece placed carelessly next to an enemy line isn't a minor inconvenience — it can force a capture you didn't want to make, opening a hole the opponent walks straight through. Counting captures one move ahead, for both sides, matters more here than in almost anything else on this site.

It also means the opening matters less than it looks like it should. With both back rows full and only the centre empty, the first several moves are heavily constrained anyway — there simply aren't many pieces that can step anywhere yet. The game's real character shows up a little later, once the middle row has opened up enough for the first captures to start, and it's there that the mandatory rule starts doing its work.

How to win as either side

Central points matter more than edge points, and not just for the usual board-game reason. A point in the middle of the grid connects in up to eight directions instead of four, which means more potential capture lines run through it — both the ones you can use, and the ones an opponent can force you into. Holding the centre with pieces that support each other, rather than racing pieces out to the edges, tends to keep the number of forced captures working in your favour rather than against you.

Playing against the computer

How do the three computer levels differ?

In how many candidate moves get weighed and how often a merely good one gets played instead of insisting on the best — the same approach used for Reversi and every other computer opponent on this site. Material dominates the scoring, since the game is won outright by elimination; a small bonus goes to pieces sitting on well-connected points and pieces kept nearer the centre, for the reason above.

How long does a game of Fanorona take?

We measured matched medium-level games against themselves rather than guess: most settle in anywhere from a few dozen to a few hundred plies. That's fast by the standards of this site — mandatory capture keeps removing material every few moves, instead of letting both sides manoeuvre indefinitely the way an optional-capture game can.

The history of Fanorona: a throne lost to a board game

Fanorona is Madagascar's national game, and the most-repeated story about it is a succession dispute, recorded from Malagasy oral history and set in the reign of King Ralambo, who ruled roughly 1575 to 1610. Wanting to test which of his sons should inherit the throne, Ralambo feigned illness and sent word for them to hurry home — the first to arrive would succeed him.

Prince Andriantompokoindrindra, the elder son, was in the middle of a notoriously difficult Fanorona position at the time — a telo noho dimy, "three against five," a famous endgame problem where the side with only three pieces tries to hold off five. He stayed to finish it. His younger brother, Andrianjaka, rode straight home, arrived first, and inherited the kingdom instead — going on to found what is now Antananarivo, Madagascar's capital.

Where the board itself comes from

The game's mechanical roots are usually traced to Alquerque, a much older capture-and-jump game that reached Madagascar through Arab or Southeast Asian trade contact and was reshaped into something distinctly its own from there. Alquerque has no withdrawal capture, no mandatory double-direction choice, and no direction-changing chain rule — Fanorona kept the general idea of jumping to capture and rebuilt almost everything else around it. This page's own Alquerque board uses the identical tetrakis point pattern, just smaller.

If you like this one

  • Alquerque — the older, simpler capture game Fanorona is usually traced back to
  • Surakarta — a different national capture game with its own single unusual rule, corner loops instead of two capture directions
  • Nine Men's Morris — another game where a captured piece is gone for good, on a very differently shaped board
  • Reversi — the computer opponent here shares its candidate-scoring approach

Frequently asked questions

+ How do you play Fanorona?

A 5×9 grid of 45 points, 22 pieces a side, filling every point except the centre. Move one piece a turn, along a drawn line, to an adjacent empty point. If a capture is available anywhere on the board for the side to move, a capturing move is the only kind allowed; a quiet step is only legal when no capture exists at all. Capture every one of the opponent's pieces to win.

+ What's the difference between an approach and a withdrawal capture?

Both come from the same single step — the direction you just moved in decides which is which. An approach capture removes every enemy piece in an unbroken line directly beyond the point you moved to, continuing the same direction. A withdrawal capture removes every enemy piece in an unbroken line directly behind the point you moved from, continuing that direction backward. When a move offers both at once, the player chooses.

+ Can one capture take more than one piece?

Yes — every piece in the unbroken line is removed, not just the first one. Two enemy pieces sitting back to back beyond your destination are both captured by a single approach; a friendly piece or an empty point breaks the line and stops the capture there.

+ How does a capture chain work?

After capturing, the same piece may keep capturing from its new position if another capture is available — but the next one has to use a different direction than the hop just made, and it can never land on a point it has already stood on this turn. Stopping is always allowed, even with more captures still on offer.

+ Is capturing really mandatory?

Yes, on this page exactly as in the real game. If any piece you control can capture, a quiet step anywhere on the board is illegal — you must play one of the available captures, though you do get to choose which one, and whether to continue a chain or stop it early.

+ How do the three computer levels differ?

In how many candidate moves get weighed and how often a merely good one gets played instead of insisting on the best — the same approach as every other computer opponent on this site. Material dominates the evaluation, since the game is won by elimination; a small bonus goes to pieces on well-connected points and pieces kept nearer the centre. We measured matched medium-level games against themselves: most settle in anywhere from a few dozen to a few hundred plies, fast by the standards of this site, because captures are forced rather than optional.

+ Is Fanorona related to checkers or Alquerque?

It's most often traced to Alquerque, a much older capture-and-jump game that reached Madagascar with Arab or Southeast Asian traders and was then reworked into something distinctly its own — the double capture direction, the mandatory-capture rule, and the direction-changing chain don't exist in Alquerque at all. Checkers-style games share only the general shape of capturing along lines; there's no closer relationship than that.

+ Can I play Fanorona with a friend online?

Yes. Choose 'With a friend online' below the board and press Open a table. You get a four-character code; send it to your friend, they type it in and press Join. There is a chat window built in, and neither of you needs an account or a download.

+ Is it free?

Yes, and there is no sign-up, for the online tables either. Nothing about a solo or hotseat game is saved anywhere; close the tab and start fresh next time.

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