Three-men slide: rules and printable materials
Place three pieces, then slide along orthogonal edges to complete a line.
- Players
- 2
- Plan for
- 10–15 minutes
- Bring
- Three counters per player, 3×3 board and repetition log
Agree the board and lines
Use the nine intersections A1–C3. A row, column or long corner-to-corner diagonal of three owned pieces wins. Movement edges, however, are only the horizontal and vertical neighboring connections printed on the board. A diagonal may be a winning line but is never a movement edge. Choose who starts before assigning colors. Everyone has exactly three counters.
Place before sliding
Alternate placing one counter on an empty intersection until each has placed three. Check for a winning line after every placement, including the fifth move. A win ends immediately, without finishing the placement phase. Once all six are placed without a win, the next player begins sliding. Never move a counter during placement or place a new counter during sliding.
Move one neighbor
On a sliding turn, move exactly one owned counter along one orthogonal edge into an empty neighboring intersection. Do not jump, push, capture or move diagonally. From A1, the only destinations are A2 and B1 if empty. A2 to B3 is illegal even though both coordinates change by one. Then check whether your three pieces form any allowed line.
Avoid an endless game
Record each complete board and the player whose turn comes next once sliding begins, including the initial sliding position. If the identical position with the same next player occurs for a third time, draw. Also draw after forty sliding turns without a winner. If a player has no legal slide, draw immediately. Agree these stopping rules before play instead of inventing a penalty when someone is stuck.
Use the practice card
The worked position has A at A1, B1, C2 and B at A2, B2, C3, with A to move. Sliding C2 to C1 completes A1–B1–C1. Reset before a scored game. A helper may point to or move a chosen counter; players can say both coordinates aloud. Use distinct symbols as well as colors. The page provides a manual board, not a solved online opponent.
Printable materials
Preview at 100% scale, with browser headers and footers off. Cut with suitable help. Keep host keys separate. This is a manual tabletop kit, not an online opponent, automatic judge or solver.
Three counters each · empty board
Winning lines: rows, columns and two long diagonals. Slides: orthogonal neighbors only.
Practice and draw log
A to move: C2 → C1 wins. For a real game, start empty. Record board plus next player. Third repetition or 40 slides draws.
| Slide | A cells | B cells | Next |
|---|---|---|---|
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |