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Nine Men's Morris against the computer

Play Nine Men's Morris (Mill) online against the computer: close a mill of three and take an enemy piece off the board. Free, no sign-up, in the browser.

What this game is

Nine Men's Morris is about lining up three pieces and taking an opponent apart one piece at a time. It is won not by speed but by still having something left at the end.

A game passes through three ages. First both sides place pieces on an empty board and size each other up. Then the pieces start crawling along the lines and every move is a choice between strengthening your own line and spoiling the other one. And when a side is down to three pieces they begin to fly anywhere on the board — the losing side suddenly revives.

Rules

How to play better

A bit of history

Nine Men's Morris is among the oldest board games still played in almost its original form. Its boards turn up scratched into stone and paving across Europe and the Near East; it was played in the Roman Empire and stayed a mass pastime through the Middle Ages, with boards cut straight into benches and window ledges, monasteries and cathedrals included. Shakespeare mentions it in A Midsummer Night's Dream as an ordinary village amusement: the board was marked out on the ground, and a wet summer left it filled with mud.

In 1993 the game was solved outright — Ralph Gasser, working in Zurich, showed that faultless play by both sides ends in a draw. That put Nine Men's Morris on the short list of fully solved games alongside English draughts and Connect Four.

This is the one game on the site that was not in the 2005 collection. It was added later to fill an empty niche: a board where pieces do not capture each other but are removed one at a time for a completed line.

About the levels

Easy looks two plies ahead. It sees only piece counts and mills already closed, so a double mill catches it out every time: a line with two of your pieces and a gap simply does not register.

Hard searches six plies within about 0.4 seconds. Beyond pieces and mills it counts near-mills — lines where it already has two pieces and the third point is empty — and mobility. It is harder to beat, but it does not know that the placement phase needs a different yardstick from the endgame.

Expert goes up to sixteen plies as long as it stays inside 0.7 seconds, remembers positions it has already evaluated, and judges the board differently by phase: during placement it values blocking, in the middle mobility, in the endgame raw material. It also tracks repetition and will steer into a draw on purpose when it stands worse.

Where to go from here