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Est. 1795
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How to Play Phutball

The quick answer: Two players take turns either placing a stone on any empty intersection or moving the ball by jumping it over chains of stones (which are removed after jumping). The aim is to move the ball onto or over your opponent's goal line.

Phutball is an abstract two-player strategy game played on a Go board. One player controls no pieces as such; instead, both players share a single ball that sits on the board, and each tries to move it across the opponent's goal line by building chains of stones and leaping over them. The asymmetry is striking: you place stones to help yourself but those same stones can immediately be exploited by your opponent.

Players love Phutball for its combinatorial depth and the way a position can reverse in a single turn through a long sequence of jumps. It requires no equipment beyond a standard 19x19 Go board and two sets of stones, and it travels well. It is most often found at mathematics and puzzle circles, strategic games clubs, and wherever Go equipment is already to hand.

Players2
Ages10+
Time20-45 minutes
Equipment19x19 Go board, one ball token (a white stone or distinct marker), and a plentiful supply of black stones to act as men

A little history

Phutball was invented by the mathematician John Horton Conway and first described in the 1976 book Winning Ways for your Mathematical Plays by Berlekamp, Conway, and Guy. Its origins are therefore precisely documented, unlike many traditional games. The name is a deliberate contraction of "philosopher's football." The game has since attracted attention from combinatorial game theorists, partly because determining who wins from a given position has been shown to be computationally hard.

Setting up

  1. Place the board so both players can reach all edges comfortably.
  2. Designate the two short edges as goal lines: one for each player. On a standard 19x19 board, the goal line for player A is the line of intersections along row 1 (and beyond), and for player B it is row 19 (and beyond). The ball counts as scoring if it lands on or past the opponent's goal line.
  3. Place the ball token on the central intersection of the board (the tengen point, row 10 column 10 on a 19x19 board).
  4. Decide who plays first, by agreement or coin toss. Both players share the same pool of black men; there is no colour distinction between the two players' placements.

How to play

  1. Players alternate turns throughout the game.
  2. On your turn you must do exactly one of the following: (a) Place a man on any empty intersection on the board, or (b) Move the ball by making one or more jumps.
  3. A jump consists of the ball leaping over a straight line of one or more adjacent men (horizontally, vertically, or diagonally) and landing on the first empty intersection beyond them. All men jumped over in that single leap are immediately removed from the board.
  4. After a jump, if the ball has landed on an empty intersection that is not a goal line, you may immediately make another jump from the ball's new position. You may chain as many jumps as you wish in a single turn, provided each jump is valid.
  5. You are not obliged to take any particular jump, and you may stop a jump sequence at any point, leaving the ball where it landed.
  6. Men may not be placed on the goal lines. The ball may pass through or land on any intersection including the goal lines.
  7. There is no capturing of the ball; both players always share and contest the single ball.
  8. If no move is possible (an extremely unlikely board state), the game is declared drawn, though in practice this situation essentially never arises.

Winning and scoring

You win immediately when the ball comes to rest on or beyond your opponent's goal line as a result of a jump sequence on your turn. Placing a man never scores a goal. Note that if, during your jump sequence, the ball crosses your own goal line at an intermediate point but continues jumping further, the game does not end until the ball actually stops; if it stops on or past your own goal line you lose immediately. Plan your jump chains carefully to ensure the ball halts in the right place.

The fine points

The most common dispute concerns diagonal jumps: they are fully legal in standard Phutball. The ball jumps over men that are adjacent to it along any of the eight compass directions, and a single leap may travel over multiple men in a straight line in that direction, removing all of them. It may not change direction mid-leap; each individual hop is a straight line, but a turn consists of multiple such hops that can individually point in different directions.

A second frequent question is whether you must complete a jump sequence if you have started one. You are not obliged to continue: you may stop after any individual hop provided the ball is sitting on a legal (non-winning) intersection. However, you cannot "undo" a hop once made; once the ball has moved and men have been removed, those men stay off the board for that turn. If the ball lands on or beyond your own goal line mid-sequence and there is no further jump available to carry it away, you lose at that point. Players are advised to think through the full consequences of a chain before beginning it.

How to win more often

Variations

Smaller board Phutball

Phutball is sometimes played on a 13x13 or even 11x11 Go board, shortening the game considerably and making it more suitable for beginners or younger players. The rules are identical; only the board size and the position of the goal lines change (the far edges of the reduced board). Games typically resolve in under 20 minutes on a 13x13 board.

Mandatory jump

In this variant, if the ball can be moved by a jump sequence that scores a goal, that move must be taken rather than placing a stone. This prevents a player from ignoring an obvious winning jump to do something else, and adds a tactical layer where players must avoid setting up easy wins for their opponent even inadvertently.

Restricted placement

Some players restrict stone placement to intersections within a fixed distance of the ball (commonly five intersections by shortest path). This keeps play concentrated and prevents either player from quietly building a distant threat while the action is focused elsewhere. It tends to produce sharper, more tactical games.

Scored Phutball

Rather than playing a single game, players compete in a series and score one point per goal. The ball is returned to the centre after each goal and play resumes immediately. A match is typically first to five goals. This format rewards consistency and allows players to recover from a clever one-off sequence that might otherwise end a single game prematurely.

Phutball: frequently asked questions

Can the ball jump diagonally?

Yes. Diagonal jumps are fully legal in standard Phutball. The ball may jump in any of the eight directions (orthogonal and diagonal), and may change direction between individual hops within the same turn.

What happens if the ball lands on my own goal line during a jump sequence?

If the ball comes to rest on or beyond your own goal line, you lose immediately. If it crosses your goal line mid-sequence but continues jumping, play carries on until the ball stops. Ending a jump sequence on your own goal line is a legal (if losing) move.

Can I place a stone on the goal line?

No. Men may not be placed on either goal line at any time. The goal lines are reserved for the ball only.

Do I have to keep jumping once I have started a jump sequence?

No. You may stop your jump sequence after any individual hop, as long as the ball is not sitting on a goal line that would end the game. You cannot undo a hop once taken, and removed men are not returned.

Can Phutball be played by more than two players?

The standard game is strictly for two players. No widely accepted multiplayer variant exists, as the single shared ball and the two opposing goal lines make the game inherently two-sided.

What age is Phutball suitable for?

Most players suggest ten and above, as the game requires visualising multi-step jump chains and understanding consequential thinking. Bright younger players can enjoy it on a smaller board with some initial guidance from an adult.

Is Phutball the same as, or related to, Go?

No. Phutball uses a Go board and stones purely for convenience; the rules have nothing in common with Go. The board, rather than being the game system, simply provides a convenient grid of intersections.

Can a jump pass over the goal line and continue?

Yes. A single hop may carry the ball over the goal line and land beyond it, or a chain may carry the ball past the line and then back. The game ends only when the ball stops moving on or past a goal line, not when it passes over one mid-hop.

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