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Three in a row: the oldest goal in games
“Get three in a row” might be the oldest victory condition in the world — morris boards are carved into ancient temple roofs. It's the first strategic goal most children ever learn, and designers have spent centuries rescuing it from Tic-Tac-Toe's famous dead end.
This shelf follows the family tree: why small in-a-row games collapse into draws, how Connect Four and Gomoku scaled the idea up, and how modern duels revive the old goal by making the board itself fight back — in Oustwit's case, by letting every placement push the line you were building.
Articles on this shelf
- From Tic-Tac-Toe to Gomoku: the in-a-row family tree
One goal, a hundred games: how in-a-row grew from a children's doodle to serious tournament play.
- Why Tic-Tac-Toe always ends in a draw (and how designers fix it)
The kiddie pool of strategy, fully solved — and the three classic tricks that give three-in-a-row its teeth back.
- Connect Four is solved: what perfect play looks like
First player wins — it's proven. What “solved” means, how it was done, and why the game is still fun anyway.
- Gomoku and Renju: the five-in-a-row arms race
When five in a row got too strong for the first player, rulemakers fought back. A century of balance patches.
- Three in a row on a 6×6: how Oustwit modifies the oldest goal
Three in a row is easy — until every enemy placement can shove your line apart. The old goal, made slippery.
- The double threat: the one skill every in-a-row game rewards
Two threats, one defender: forks and forcing moves from Tic-Tac-Toe to tournament Gomoku — and how to build them.
While you wait for the next article: Oustwit is free for Android and iOS, and the rules take a minute to learn.