Nine Mans Morris
Sympkyn of the Moor
Number of players: 2
Type of game: Boardgame
Period: 14th Century BC
Nine Mans Morris Also called 9 Men’s Morris, Mill, Merels, or Mühle, this is the most famous and widely played variant of the Morris family of games. It combines simplicity and strategic depth, with roots in ancient history and a legacy across cultures.
History of Nine Men’s Morris
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Ancient Origins: Nine Men’s Morris may trace its roots to ancient Egypt, with boards dating back to around 1400 BCE. The Romans popularised it across Europe, and it spread through military and cultural contact.
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Mediaeval Fame: In mediaeval England and Europe, it became a staple game. Carved boards on church pews and castle walls show how ingrained it was in both peasant and noble life.
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Enduring Popularity: It has remained in casual and traditional play into the modern era, often taught as a folk game or used as a portable pastime due to its simple equipment.
Traditional Rules of Nine Men’s Morris
Setup
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Board: A square grid of three concentric squares, connected by lines at the midpoints, creating 24 points for piece placement.
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Pieces: Each player has 9 pieces, typically black and white or dark and light.
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Starting Player: Decided by coin toss or agreement.
Phases of the Game
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Placement Phase
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Players take turns placing one piece on any empty point.
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When a player forms a mill (three in a row along a line), they may remove one opposing piece.
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You may not remove a piece that is in a mill unless no other pieces are available.
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Movement Phase
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Once all pieces are placed, players take turns moving a piece to an adjacent empty point.
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Forming a mill allows a capture again.
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Pieces may only move along lines to adjacent spaces.
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Flying Phase
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When a player is reduced to three pieces, they may begin flying: moving to any empty point on the board.
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This keeps the endgame dynamic and prevents easy locking.
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Victory Conditions
- You win by reducing your opponent to two pieces (preventing mills), or by blocking all their pieces so they cannot move.
Optional and House Rules
Add variety and tactical twists with these optional rules:
1. No Repeated Mill Captures
- A piece cannot move in and out of the same mill repeatedly to remove pieces turn after turn. Require a new mill configuration each time.
2. Double Mill = Double Capture (rare)
- If one move closes two mills simultaneously, allow the player to remove two of the opponent’s pieces. This can swing the game dramatically and is often only used in variant play.
3. Flying Phase Optional
- In some traditional versions, flying is not allowed, and players must continue moving adjacent even with three pieces. This makes the endgame more brutal but risks stalemates.
4. Sudden Death Timer
- For faster play or tournaments, use a timer or chess clock, or agree to a max number of moves without a mill before calling a draw.
5. Diagonal Boards
- Some modern versions add diagonal lines between corners, allowing diagonal moves. This isn’t traditional but adds variety.
6. Pre-Set Openings
- Players can agree to use specific historical or themed opening placements, adding a chess-like tactical layer to the game.
Summary Table
Phase | Action |
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Placement | Alternate placing 1 piece per turn. Mill = remove 1 opposing piece. |
Movement | Move 1 piece to adjacent empty point. Mill = remove again. |
Flying | With 3 pieces left, move to any empty space. (Optional in some rules) |
Win | Opponent has only 2 pieces, or no legal moves left. |