Three Mans Morris
Sympkyn of the Moor
Number of players: 2
Type of game: Board
Period: 1400BC+
Three Men’s Morris Also known as 3 Men’s Morris, Tapatan (in the Philippines), or Tic-Tac-Toe’s clever cousin, this is the most compact and swift version of the Morris games. It’s easy to learn, quick to play, and ideal for young learners or fast, strategic duels.
History of Three Men’s Morris
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Ancient Beginnings: Archaeological finds suggest Three Men’s Morris is among the oldest known board games, with roots possibly stretching back to early Egypt, Greece, and India. Boards scratched into stone slabs have been uncovered in temples and ancient homes.
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Simple, Portable Fun: Because it requires only a 3×3 grid and six pieces, it was a popular pastime in ancient and mediaeval cultures. The board is so compact that people would carve it into walls, tables, or seats and play anywhere.
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Global Versions: Variants appear worldwide—Tapatan in the Philippines, Terni Lapilli in Rome, and similar forms in Africa and Southeast Asia.
Traditional Rules of Three Men’s Morris
Setup
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Board: A simple 3×3 grid—like a tic-tac-toe board—with 9 intersections for piece placement.
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Pieces: Each player has 3 pieces (usually one dark, one light).
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Starting Player: Chosen by agreement or a random method.
Phases of the Game
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Placement Phase
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Players take turns placing one of their pieces on any empty point of the 3×3 grid.
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The goal is to form a mill (three in a row, vertically, horizontally, or diagonally).
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The game does not include captures.
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Movement Phase
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Once all pieces are placed, players take turns moving one piece to an adjacent empty point.
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Diagonal movement is usually allowed only along the two diagonals of the square (top-left to bottom-right, and top-right to bottom-left).
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The first player to align all three of their pieces in a straight line wins.
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Victory Conditions
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A player wins by forming a mill (three in a row) with their pieces after the movement phase begins.
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If neither player can win and the same moves repeat indefinitely, the game is a draw.
Optional and House Rules
Here are some fun variants and options to add flavour or strategic twists:
1. No Diagonal Movement
- Only allow movement along vertical and horizontal lines for a more constrained game. This slows the pace and increases tension.
2. Diagonal Movement Allowed
- Allow movement along the board’s diagonals as well—this is the standard modern version and makes the game feel more dynamic.
3. Flying Allowed
- When a player is blocked, allow them to move to any empty space, not just adjacent ones. This avoids stalemates and adds flexibility.
4. Repetition Rule
- If the same position occurs three times, declare a draw. This is useful to avoid endless back-and-forth with experienced players.
5. Sudden Death Variant
- After 10 moves in the movement phase, if no one has won, the game ends in a draw.
6. Blind Opening
- Players place their three pieces simultaneously in secret and then reveal them. This turns it into more of a bluffing game.
7. No Central Placement
- If the first player places his man on the central point he can force a win and for this reason some rules forbid this move
Summary Table
Phase | Action |
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Placement | Players take turns placing 1 piece each. No capture. |
Movement | Move 1 piece per turn to an adjacent (or, optionally, any) space. |
Win | First to align all 3 pieces in a row wins. |
Draw | Repetition or mutual blocking with no possible wins. |