Before you start
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Play the board A full game of Nine Men’s Morris against a graded computer — Gentle to Sharp.
First Mills — learn to play New to Morris? Learn to place, form a mill, capture, and slide — one rule at a time.
Pass & Play Two players, one device — take turns on the real board, no computer.
Endgame Trainer No checkmate here — win by grinding the board to two men. Find the finishing slide. All activities
Learn to play
Play a game
Play the board A full game of Nine Men’s Morris against a graded computer — Gentle to Sharp. Pass & Play Two players, one device — take turns on the real board. Twelve Men’s Morris (Morabaraba) The big mill game — three squares with corner diagonals, twelve men each. The diagonals add whole new mills to spot, so it plays busier and more tactical than the others. Play a full game vs the computer. Six Men’s Morris The smaller mill game — two squares, six men each, no diagonals, no flying. A friendly on-ramp; play a full game vs the computer. Three Men’s Morris The tiniest mill game — a nine-point 3×3 board, three men each. Place three, then slide; first to line up three in a row wins. The gentlest way into the mill family, vs the computer. Little Mills (ages 6–8) A gentle, audio-first first taste of morris for younger players — placing pieces and making a mill (three in a line), across and on the slant. Big points, read aloud. Play a Friend Share a room code and play a friend on another device. No chat, no sign-in. Adventure Map A progression trail through every idea — clear each stop, then move on.
Sharpen your game
Board Vision Read the 24-point board — name the points and count their connections. Engine-derived. Placement principles Predict the strongest empty point — the busy intersection that keeps the most mill lines open. Spot the Mill Predict the move that forms a mill, then watch it close. Engine-verified. Double Mill (fork) Threaten two mills at once — the fork the opponent can’t block. Engine-verified. Tactic Drills One move forms a mill and captures — pick the winning move. A wrong pick gives a hint. Spot the Running Mill Find the man that swings between two mills, capturing every move. Engine-verified. Flying rescue Down to three men, you can FLY to any empty point — predict the fly that closes a mill. Mixed Practice The tactics you missed come back on a gentle spaced-repetition schedule. Tactic Rush A calm 90-second sprint — how many mills can you spot? Progress Your levels, streak, and how each idea is coming along — saved on this device.
Concept Kits — 16 kits · 400 questions
Kit 1: The Board And The Goal Foundations — the board & the mill · 5-7 · 25 questions Kit 2: The Mill And The Lines Foundations — the board & the mill · 5-7 · 25 questions Kit 3: The Placement Phase Foundations — the board & the mill · 5-7 · 25 questions Kit 4: Forming A Mill To Capture Foundations — the board & the mill · 5-7 · 25 questions Kit 5: The Capture Rule Foundations — the board & the mill · 5-7 · 25 questions Kit 6: Blocking A Mill Tactics, flying & the endgame · 5-7 · 25 questions Kit 7: Prime Points And Corners Tactics, flying & the endgame · 5-7 · 25 questions Kit 8: The Movement Phase movement · 5-7 · 25 questions Kit 9: The Swinging Mill Tactics, flying & the endgame · 5-7 · 25 questions Kit 10: Double Threats Tactics, flying & the endgame · 5-7 · 25 questions Kit 11: Mobility And Restriction movement · 5-7 · 25 questions Kit 12: The Flying Phase movement · 5-7 · 25 questions Kit 13: No Legal Move endgame · 5-7 · 25 questions Kit 14: Reading The Opponent endgame · 5-7 · 25 questions Kit 15: Endgame Reduce To Two endgame · 5-7 · 25 questions Kit 16: Full Game Strategy endgame · 5-7 · 25 questions
More ways to play
Meet the cast — the characters who teach this
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Miller Mila The mill: lining up three stones on a line -
Snatch Nadia Capture-on-mill: removing a piece the moment a mill closes -
Guard Gwen The not-in-a-mill rule: a stone inside a mill is safe -
Block Bodhi Blocking: dropping onto the empty point of an almost-mill -
Spoke Sami Prime points: the strong spoke midpoints (three mill lines each) -
Corner Cato Corner points: the low-value corners (two mill lines each) -
Placer Pell The placement phase: building a mill network with the nine -
Slide Sile The movement phase: sliding a stone to an adjacent point -
Swing Sena The swinging (running) mill: opening and re-closing to capture again -
Flyer Faye The flying phase: hopping anywhere once down to three men -
Reduce Remy The endgame: winning by reducing the opponent to two -
Elder Merel The mills-puzzle elder (mentor): find-the-mill / which-to-take puzzles
Ensemble stories — the cast together