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Play Three Men's Morris Online — Free 2 Player

Three men each on a noughts-and-crosses grid. Nothing is ever captured — three in a row simply wins, and when the board fills you start sliding.

Three Men's Morris is the smallest game in the mill family and the one that behaves least like the others. Nothing is ever captured. There is no mill that costs your opponent a piece — three in a row is simply the end. And when the six men are down and the board is not full, the game does not stop: it starts sliding.

The board is a noughts-and-crosses grid

The Three Men's Morris board: a three by three grid with all eight lines drawn, nine points, and the centre point ringed in red.
Eight rows of three, exactly as in noughts and crosses. The centre is on four of them and joined to every other point.

Nine points, and every line drawn: three rows, three columns, both diagonals. Eight rows of three — the winning lines of noughts and crosses, and for the same reason, since it is the same grid.

The centre is the busy point. It sits on four of the eight rows where a corner sits on three and an edge on two, and because all eight lines pass through it, it is a neighbour of every other point on the board. A man in the centre can slide anywhere; a man in a corner has three choices.

We solved the board, and it changed the rules

Two bars. Centre open on move one: first player wins by force. Centre closed on move one: draw with correct play.
The same board, one restriction, and the difference between a game and a demonstration.

Many written rules for this game say the first player may not open in the centre. We wanted to know whether that mattered, so before building anything we computed it.

The game is small enough to solve outright. The sliding phase has 2,744 legal positions; working backwards from the ends gives every one of them a value, and the placing phase on top of that is a six-move tree. The answer:

  • Centre open on move one — the first player wins by force.
  • Centre closed on move one — the game is a draw with correct play.

So the restriction is not decoration. Without it there is nothing to play. Our board closes the centre on the first move and opens it immediately afterwards, and the status line says so rather than leaving you to wonder why the middle will not take your man.

Of the 2,744 sliding positions, 1,672 are won for whoever is to move, 528 are lost, and 544 are drawn. A position picked at random is far more often winnable than not — which is why the game feels sharp even though its starting position is level.

How we know the number is right

A figure like that is worth nothing if the program that produced it is wrong, so it was checked three ways:

  • Against its own definition. For each of the 2,744 positions, the stored value must equal the best value available among its moves. No contradiction.
  • Against symmetry. Rotating or mirroring a board cannot change who is winning. 5,488 pairs checked, no break.
  • Against the game people actually play here. Both sides play perfectly using the solver's values, but on the engine that runs this page. The opening position comes out drawn, exactly as predicted.

A fourth attempt — a forward search with repetition detection — ran past its time limit and was abandoned. It was the wrong tool: with repetition, nothing can be remembered between branches.

How to play

Placing

Light places first, anywhere but the centre. After that first move the centre is open to either player. Take turns until all six men are down.

Sliding

With six men on nine points, three points are empty. A turn is moving one of your own men along a drawn line to an empty neighbouring point. There is no jumping and no flying — but a man in the centre borders everything, so it is never short of somewhere to go.

Winning

Three of your men in a row on a drawn line and the game ends at once. You can also win by leaving your opponent with no legal move at all, which takes some doing but does happen. Repeat the same position three times and it is a draw.

The trap that catches everyone once

Because nothing is captured, it is easy to think a strong-looking formation is safe. It is not — your opponent only has to complete their own row, and every man you move opens the point behind it. The commonest way to lose is to build a threat, watch it blocked, and slide the blocking man aside yourself.

Before you move, look at what the square you are leaving lets them do.

Where it sits in the family

PointsRows of threeMenCapturing
Three Men's Morris983none
Six Men's Morris1686yes
Nine Men's Morris24169yes
Twelve Men's Morris242012yes
Morabaraba242012yes

It is the odd one out in the last column, and that single difference is what makes it a different game rather than a smaller one. All five run on the same rules engine here. There is a written guide to the morris variants, and a printable morris board that prints this one along with the rest.

Play a friend online

Choose With a friend online under the board and press Open a table. You get a four-character code — send it over, they type it in, and you are playing. There is a chat window built in. No account, no download, nothing to install on either side.

Frequently asked questions

+ How do you play Three Men's Morris?

Each player has three men. Take turns placing them on the nine points until all six are down — the first player may not use the centre. After that, a turn is sliding one of your own men along a line to an empty neighbouring point. Get your three in a row on any drawn line and you have won. Nothing is ever captured.

+ Why can't the first player take the centre?

Because with that move the game is over before it starts. We solved the board completely — all 2,744 positions of the sliding phase, plus the placing phase on top of them. With the centre open on move one, the first player wins by force. With it closed, the game is a draw with correct play. The rule is what makes it a game rather than a demonstration.

+ How is this different from noughts and crosses?

The board and the eight winning lines are identical. The difference is what happens when it fills up: in noughts and crosses that is the end and usually a draw, here it is the halfway point. With six men on nine points there are three empty spaces, and the second half of the game is sliding men into them. That is the part that makes it worth playing.

+ Is Three Men's Morris a draw?

Yes, with correct play from both sides and the centre closed on move one — and that is not an opinion, it is the result of solving the board. The sliding phase alone has 2,744 positions: 1,672 are won for the player to move, 528 are lost, and 544 are drawn. Play them well from the start and the game comes out level.

+ Which points are worth having?

The centre, once it is open. It sits on four of the eight winning lines where a corner sits on three and an edge on two, and it is joined to every other point on the board, so a man there can slide anywhere. The corners come next. This is the same shape of advice as noughts and crosses, for the same reason.

+ Can I lose without my opponent making a row?

Yes. If it is your turn and you have no legal move, you lose. With three men each on nine points that is rare but real — it takes your three men to be boxed in with no empty neighbour between them.

+ How old is the game?

Boards of this shape are among the oldest that survive, and the game is usually connected with the Roman terni lapilli, which Ovid mentions. How exactly the ancient boards were played is not recorded, so treat any confident account of Roman rules with suspicion — the board is old, the rules we use are the ones that came down to us.

+ Can I play Three Men's Morris 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.

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