Complete Rules of Ninestone

Everything you need to know to start playing — from your very first placement to forming your first Rail™ and claiming victory. Clear, complete, and illustrated.

Overview

Ninestone is a two-player abstract strategy game played on a board of three concentric squares — an outer, middle, and inner ring — connected by spokes at the four cardinal points. The board has 24 intersections, called nodes or junctions, where pieces can be placed and moved.

Each player controls 9 pieces (stones) — one player plays Black, the other White. The objective is straightforward: reduce your opponent to fewer than 3 pieces, or leave them with no legal move.

RAIL™

The top row shows a Black Rail™ — three pieces aligned, ready to capture

At a Glance 2 players · 9 pieces each · 24 nodes · 10–20 minutes · Ages 7+
A B C

Three rings (A, B, C) with 8 nodes each. 24 total.

1 Setup

Place the board between both players. Decide who plays Black and who plays White — traditionally, Black goes first. Each player takes their 9 pieces and sets them aside; the board begins completely empty.

  • Black always makes the first move in a new game.
  • Pieces are placed on the nodes (intersections), not in spaces between lines.
  • There is no restricted starting zone — you may place on any node.
Tip for New Players Before your first game, trace the board with your finger along the rings and spokes to understand which nodes are connected. This spatial understanding is the foundation of good strategy.

2 Phase 1 — Placement

The game opens with a Placement Phase. Players alternate turns, placing one piece per turn onto any empty node on the board. This continues until all 18 pieces (9 per player) have been placed.

During placement, you can — and should — attempt to form Rails™ (see next section). Every time you complete a Rail™ during placement, you immediately remove one opponent piece before your opponent takes their turn.

  • You must place exactly one piece per turn. You cannot pass.
  • Pieces may be placed on any unoccupied node, anywhere on the board.
  • The Placement Phase ends when both players have placed all 9 of their pieces.
  • If all 18 pieces are placed with no Rail™ formed, the Movement Phase begins normally.
Strategic Note The Placement Phase is where games are often decided. Staking out key nodes — especially the spoke midpoints and corner positions — before your opponent can block them sets the tone for everything that follows.

3 Rails™ — The Core Mechanic

A Rail™ is formed when you have three of your own pieces in a straight line along a connected path on the board. Valid Rail™ configurations include:

  • Ring edges: Any three consecutive nodes along one side of a ring (e.g., top-left, top-center, top-right of the outer ring).
  • Spokes: A spoke connects the same cardinal point across all three rings. Three pieces aligned along a spoke (e.g., outer-top, middle-top, inner-top) form a Rail™.

The moment a Rail™ is formed — whether during placement or movement — you must immediately remove one of your opponent's pieces from the board. You choose which piece to remove.

Important Rail™ Rules A Rail™ only triggers when it is newly formed. Breaking an existing Rail™ by moving out, then moving back in to re-form it on a later turn — this does count as a new Rail™ and does trigger a capture.

You cannot remove an opponent's piece that is part of a Rail™ unless it is the only available opponent piece to remove. This rule protects established formations from being immediately destroyed.

In Ninestone II (the variant selectable at game start), diagonal spokes are added — connecting the corner nodes across all three rings. This opens up 4 additional Rail™ paths and dramatically changes the strategic landscape.

4 Phase 2 — Movement

Once all pieces are placed, the game enters the Movement Phase. On your turn, slide one of your pieces one step along any connected line to an adjacent, empty node.

  • You may only move to a directly connected, adjacent node — not jump over pieces or move multiple spaces.
  • You must move exactly one piece per turn. You cannot pass.
  • If you form a Rail™ with your move, you immediately remove one opponent piece.
  • If you have no legal moves (all your pieces are fully surrounded), you lose.
Key Insight The Movement Phase rewards players who built flexible, multi-threat formations during placement. A locked-in piece — one surrounded on all sides — is a liability. Always maintain escape routes.

5 The Flying Rule

When a player is reduced to exactly 3 pieces on the board, a special rule activates: that player may move to any empty node on the board, not just adjacent ones. This is called Flying.

The Flying Rule prevents a cornered player from being immediately locked out — it gives them a fighting chance to regroup, set up new Rails™, and potentially claw back into the game.

  • Flying activates automatically when you have exactly 3 pieces.
  • While Flying, you may land on any empty node, regardless of connections.
  • Your opponent does not get to fly — only the player with exactly 3 pieces.
  • If you are reduced below 3 pieces, the game ends immediately.
Comeback Mechanic Flying makes Ninestone far more exciting than games where a lead becomes unassailable. A skilled player at 3 pieces can still set up devastating Rail™ traps — don't count them out.

6 Winning the Game

The game ends immediately when either of the following conditions is met:

  • Piece elimination: A player is reduced to fewer than 3 pieces on the board (2 or fewer). Their opponent wins.
  • No legal moves: During the Movement Phase, a player has no valid move — all of their pieces are completely blocked by adjacent pieces or board edges. That player loses.

There are no draws in Ninestone. The game always produces a winner.

Stalemate Note The "no legal moves" condition is rare but decisive. Watch for positions where you can gradually hem in all of your opponent's pieces simultaneously — a slow squeeze can be just as powerful as aggressive capture.

7 Ninestone II — The Diagonal Variant

Ninestone II adds diagonal connections between the corner nodes of all three rings. In standard Ninestone, only the cardinal-point spokes (top, bottom, left, right) connect the rings. In Ninestone II, the corners also connect, creating 4 additional spoke paths.

This change has significant consequences:

  • Corner positions become far more powerful — they're now connected to two ring edges and a diagonal spoke.
  • The total number of possible Rails™ increases from 16 to 20.
  • The game tends to be more tactically explosive, with Rails™ forming and dissolving more rapidly.
  • Opening theory shifts — the diagonal spokes create new contested zones that must be addressed.

Both variants are available in the free online game. We recommend starting with standard Ninestone and switching to Ninestone II once you're comfortable with the base game.

Quick Reference Card

Placement Phase Alternate placing 1 piece per turn on any empty node. Form Rails™ when possible to remove opponent pieces.
Movement Phase Slide 1 piece to an adjacent empty node. Form Rails™ to remove pieces. Flying activates at 3 pieces.
Rail™ = 3 in a row Along a ring edge or spoke. Triggers immediate removal of 1 opponent piece (not one in a Rail™).
Win Condition Opponent drops below 3 pieces, OR opponent has no legal move on their turn.
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About This Site
Jerdon Kiesman

Ninestone is owned and operated by Jerdon Kiesman, a fourth-grade teacher from Maine. Jerdon acquired the rights to Ninestone in 2026, building on the original 1980s EdCo edition created by Ed Armstrong. All content on this site is written or reviewed by Jerdon with the goal of making Ninestone accessible and genuinely useful to players of all ages. For questions, feedback, or classroom inquiries: online@ninestonegame.com.