Gameplay Keryo Keryo-Pente was proposed in 1983 by World Pente Champion Rollie Tesh Keryo-Pente is similar to Pente, changing only the capture rules. As in Pente, if one places five or more stones in a row in any direction, horizontally, vertically, or diagonally, that player wins the game. One may capture pairs like Pente, and in addition may capture three stones in a row by the same custodial capture method. If one captures fifteen or more stones, that player wins the game. Rollie Tesh believed, in comparison to the first player advantage mitigation rules used by Renju and Gomoku, such as overlines and double restrictions, that Keryo Pente was a more interesting proposal. Keryo Pente mitigates the FPA by "giving the defender more
tactical chances . . . the attacker has to be more careful in his play; in regular Pente, the attack often is too easy, as if the attack plays itself."
Ninuki-Renju Ninuki Renju is a predecessor to Pente and one of Gabrel's inspirations for Pente. The winner is the player either to make a perfect five in a row, or to capture five pairs of the opponent's stones. As in Pente, a pair of stones of the same color may be captured by the opponent with custodial capture (sandwiching a line of two stones lengthwise). It differs from Pente in black moving first and its use of a 15x15 board and rule restrictions on the first player, such as the rule of three and three or winning through overlines. The rule of three and three forbids the creation of two lines of three stones at the same time without an opponent's stone blocking on one side of either line. An overline refers to lines longer than five in a row. In Pente, this is counted as a win, while in Ninuki-Renju, it is not. Finally, Ninuki-Renju also allows the game to continue after a player has formed a row of five stones if their opponent can capture a pair across the line, the same as in Boat Pente. to reduce the advantage held by the first player.
Swap, also known as D-Pente, or DK-Pente if applied to Keryo Pente, is a tournament rule variant that replaces the Pro rule with a version of the
pie rule. It is a modified version of the opening rule proposed in the 1983
Pente Newsletter that attempts to mitigate first-player advantage more effectively than the Pro rule by allowing for a greater variety of openings. The first player places two white stones and two black stones anywhere on the board. The second player then chooses which color to play. Play proceeds from there as normal with white moving first again. The Swap opening rule is available for online play on Pente.org after being implemented at the suggestion of Pente player Don Banks.
Swap2, borrowed from professional Gomoku, is a modification of the Swap rule. It seeks to limit the tentative first player's ability to offer known (to them) Swap openings that may be unclear to the tentative second player seeing it for the first time. The first player places three stones on the board, two white and one black. The second player then has these options: • Choose to play as white • Choose to play as black and place a second black stone • Place two more stones, one black and one white, and pass the choice of which color to play back to the first player. Because the tentative first player doesn't know where the tentative second player will place the additional stones if they take option 2 or 3, the swap2 opening protocol limits excessive studying of a line by only one of the players. == Strategy and tactics ==