PlayNook

Board Game · Three in a Row

Play Shisima Online — Kenya's Three-in-a-Row Game

Slide three water insects around a Kenyan pond and line them up through the centre. A game takes a minute; winning takes longer.

From western Kenya comes one of the fastest board games ever made. A game takes a minute; mastering the pond takes rather longer.

The goal

Line up your three pieces in a straight row — which always means two opposite rim points plus the centre. There are only four such rows on the whole board.

How to play

  1. Slide, don't jump. Click one of your pieces, then a highlighted point. Pieces move exactly one step along a line: to a neighbouring rim point, or into and out of the centre. Nothing is ever captured.
  2. Aim through the middle. Every winning row passes through the centre point, the shisima. Every plan is about controlling one of the four rows.
  3. Defend while you build. Occupying the centre blocks all four rows at once — but your own row needs the centre too, so you cannot camp there forever.

Controls

What you seeWhat it means
Gold dashed ringA piece that can move. Click to select, click again to deselect.
Green dotAn adjacent empty point your selected piece can slide to.
The shisimaThe glowing centre point. Watch it closely.
Golden beamThree in a row — the winning line lights up across the pond.

In the side panel you choose your opponent — the computer or a friend online — set the difficulty, play as White or Black, undo your last move, follow the move list, toggle the sound and reopen the rules. Every landing sends a ripple across the water.

Play 2 player Shisima online with a friend

Pick With a friend online, press Open a table and you get a four-character code. Send it to whoever you want to play — they open this same page, type the code and press Join. No account, no download, and a chat window in the corner.

A game lasts about a minute, which makes this one of the better games here to play against a person: you can fit a dozen rounds into a coffee break, and the draws by repetition — which are common between two cautious players — are over quickly enough that nobody minds. The winning line lights up on both screens at the same moment.

Whoever opened the table plays White and moves first.

Strategy

  • The centre is everything — briefly. A piece in the shisima blocks all four rows. The skill is timing: hold it when defending, leave it the moment your own row is ready.
  • Claim opposite ends. Two pieces on the two ends of one row is the strongest shape. The moment the centre is free, you slide in and win.
  • Make threats that build. Every move that forces a defensive answer is a free move for your own plan.
  • Don't crowd your own water. Three pieces bunched together block each other's paths. Keep them spread so every piece has somewhere to swim.

Play it away from the screen

Print the pond: the printable Shisima board puts the octagon on one sheet, six men to cut out on a second and the rules on a third. It is the quickest set in the collection to make — six pieces, and the rules fit on an index card.

Want the deeper game?

The full Shisima guide shows the four winning rows with diagrams, explains why the centre is both the strongest and the most useless point on the board, and covers what separates it from noughts and crosses.

About the game

Shisima comes from the Tiriki people of western Kenya, where it is a children's game drawn in the dirt and played with bottle caps or pebbles. It belongs to the oldest and most universal family of board games, the three-in-a-row games, which nearly every culture invented independently. Mathematics educators later brought it into classrooms worldwide, where it teaches symmetry, planning and logical defence in the space of a spare minute.

The same game, everywhere

Shisima is one of a family. Three-in-a-row games around the world puts it beside Achi from Ghana, Picaria from the American Southwest, Tapatan and the rest — the same idea, arrived at independently, with boards that differ in ways that change the game.

Frequently asked questions

+ Can I play Shisima with a friend online?

Yes. Choose 'With a friend online' beside 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. Whoever opened the table plays White and moves first.

+ What does Shisima mean?

Shisima means body of water in Tiriki, a language of western Kenya. The board represents a pond, and the playing pieces are called imbalavali, the water insects that dart across its surface.

+ How is Shisima different from tic-tac-toe?

In tic-tac-toe you place marks that never move. In Shisima your three pieces are on the board from the start and slide every turn, so the game never fills up. There are also only four winning rows, and all of them pass through the centre.

+ Can pieces jump or capture?

No. Shisima is a pure movement game. One piece slides one step per turn to an empty adjacent point, and nothing is ever removed from the board.

+ Why does every winning row go through the centre?

On the octagonal board the only straight lines of three points are the four diameters: two opposite rim points plus the centre. That is the heart of the design, because the whole game becomes a battle over a single point.

+ Can Shisima end in a draw?

Yes. If the same position occurs three times the game is drawn. Like tic-tac-toe, Shisima is a draw with perfect play from both sides.

More games like this