A simple Roman game.
To get your three counters positioned in a straight line, either horizontally, vertically or diagonally.
The basic game has several different names. The rules are identical in every case.
Circular Three Men's Morris / Rota
During the movement stage there is only one empty position to move pieces into.
Achi
The board gets filled up and there is no movement stage. Gameplay is identical to Noughts and Crosses.
Noughts and Crosses / Tic-Tac-Toe
In the basic Three Men's Morris, White can play a certain strategy which guarantees Blue will be unable to stop White from winning. If White is banned from placing their first counter in the centre position then Blue has a chance of drawing even against an expert player.
Neither player can place a piece in the centre position during the first stage of the game.
Picaria (according to some)
White's pieces are always placed on a1, b1 and c1, and Blue's pieces are always placed on a3, b3 and c3. a1‑b1‑c3 is no longer a winning line for White and a3‑b3‑c3 isn't a winning line for Blue.
Shisima, Tant Fant
Players are not allowed to keep their piece in the centre position for more than two consecutive turns.
Circular Three Men's Morris / Rota
This allows, for example, a move from b1 to a2, which isn't a line on the standard board.
9-Point Picaria
A piece may be picked up and placed anywhere on the board where there is an empty space.
Nine Holes
One variant disallows diagonal moves but grants the pieces the ability to jump over another one.
This version adds four extra positions, one between b1 and a2, and also between a2 and b3, b3 and c2, and c2 and b1.
13-Point Picaria
The winning objective is different for the bigger games. Players have to capture their opponent's pieces by making as many lines of three as possible. The best strategies are also different. Some variants allow moving pieces during the placement phase.
Many different variations
Dara / Dili / Doki (more details), Wali
These have more complex strategies.
Connect 4 (and variants), Score 4, Tic-Stac-Toe, Qubic
Go-moku (and variants: Caro, Omok, Renju, Ninuki-renju / Wu, Pente, Keryo-Pente), Pegity
Connect6
Sometimes children playing Noughts and Crosses decide that a player who forms a Y shape wins the game. In this version the game never ends in a draw.
The diagonal lines are omitted on some boards.
In a non-standard version of Tant Fant only the diagonal lines count as winning lines.
In the variants that use differently shaped boards, the equivalents of the top, bottom, left and right lines don't count as winning lines.
Circular Three Men's Morris / Rota, Shisima
Fangqi (has similarities with go), Harary's generalized tic-tac-toe
If all the pieces are in the same positions and it's the same person's turn to play as a situation that has already occurred twice previously, then the player whose turn it is can claim a draw.
Copied from Chess