What is Yutnori (윷놀이)?
Yutnori, also written yut nori or yunnori, is Korea's best-loved traditional board game. Players throw four half-round wooden sticks called yut, count how many land flat side up, and race four pieces called mal around a square board with two diagonal shortcuts. The rules fit on a postcard, yet every throw forces a real decision: which piece to move, whether to stack pieces together, and whether to chase an opponent or run for home. That mix of luck, risk and lively table talk is why the game is enjoyed by everyone from small children to grandparents.
Yutnori is above all a holiday game. On Seollal, the Lunar New Year, and on Chuseok, the autumn harvest festival, families gather after the ancestral rites and the big meal, split into teams and play for hours, often for small stakes such as who does the dishes. In many villages the games went on until Daeboreum, the first full moon of the year, sometimes as large contests between neighborhoods. Today yutnori turns up at school festivals, company events and Korean cultural centers around the world, and more and more often on phones and computers, so relatives in different cities can still play together.
The game's exact origins are not documented, but it is clearly very old. It is often traced to the Three Kingdoms period or earlier, to an agrarian society in which harvests and livestock meant everything. The five throws carry animal names: do is the pig, gae the dog, geol the sheep, yut the cow and mo the horse, and one common explanation is that the step counts follow the size or speed of each animal. One popular theory links these names to the ancient kingdom of Buyeo, whose high officials bore livestock titles such as Maga (horse), Uga (cow), Jeoga (pig) and Guga (dog). In classical Sino-Korean writing the game is also called sahui (柶戲), literally the stick game.
Traditionally the board, called malpan, is drawn on paper, cloth or a straw mat, and the pieces can be coins, pebbles or buttons. The sticks are usually carved from birch or bush clover wood, flat on one side and rounded on the other. Variants include bam-yut, in which tiny chestnut-sized sticks are shaken in a small bowl and tossed out, and yut-jeom, a New Year fortune-telling custom in which three throws are read against a list of 64 omens to predict the year ahead. This online version keeps the classic board and rules and adds online multiplayer, AI opponents and fair throws generated on the server.
Yutnori Rules: How to Play Yut Nori
Yutnori is played by 2 to 4 players, each with their own color, or by two teams of two in which partners share one set of pieces and turns alternate between the teams. Every side has four pieces (mal), and the first side to bring all four around the board and home wins. The board has 29 points: 20 around the outer square and 9 on the two diagonals that cross at the center (bang). Pieces start off the board, enter at the bottom-right corner (cham) and travel counter-clockwise, up the right side first.
| Throw | Flat sides up | Steps | Extra throw | Probability |
|---|---|---|---|---|
| Do (도) | 1 – an unmarked stick | +1 | No | 11.52% |
| Gae (개) | 2 | +2 | No | 34.56% |
| Geol (걸) | 3 | +3 | No | 34.56% |
| Yut (윷) | 4 | +4 | Yes – throw again | 12.96% |
| Mo (모) | 0 – all four round sides up | +5 | Yes – throw again | 2.56% |
| Back-Do (빽도) | 1 – the marked stick | -1 | No | 3.84% |
Probabilities assume each stick lands flat side up 60% of the time, independently of the others, which is close to how real half-round yut sticks behave. That makes Gae and Geol by far the most common throws and Mo the rarest. Online throws are generated on the game server with exactly these odds. If Back-Do is switched off in the game settings, the marked stick counts as an ordinary Do.
Turn flow and the throw pool
On your turn you throw the sticks. A Yut or a Mo earns another throw straight away, so you keep throwing until you get a result without a bonus, and every result goes into your throw pool. For example, Yut, then Mo, then Gae gives you three moves to make: 4, 5 and 2 steps.
When you have finished throwing, you spend the results one at a time, in any order you like. Each result can move any of your pieces or bring a new piece onto the board, so a Yut and a Gae can carry one piece six points or be split between two pieces. In this game you tap a throw chip, the legal destinations light up on the board, and then you pick the piece.
Entering and moving pieces
Pieces waiting off the board enter from the start corner: the first step lands on the point just above it, so a Do places a new piece on the 1st point and a Mo puts it straight onto the top-right corner. A piece always moves the full number of steps shown by the throw.
Every throw that can legally be played must be used, even when no option looks good. Only a throw with no legal move at all is discarded.
Shortcuts: the corners and the center
The corners and the center are stations. A piece that stops exactly on the top-right corner turns onto the diagonal toward the center on its next move, and a piece that stops exactly on the top-left corner takes the other diagonal. A piece that stops exactly on the center (bang) next heads down the direct diagonal to home, which is the fastest way back.
Passing over a corner or the center does not change direction. A piece that only runs through the top-right corner continues along the outer edge, and a piece that runs straight through the center keeps going along the diagonal it came in on: coming from the top-right it continues to the bottom-left corner, coming from the top-left it continues to home.
Stacking (업기)
If one of your pieces lands on a point where another of your pieces is already standing, they stack (eopgi) and from then on move together as a single unit, shown as x2, x3 or x4. One throw now carries several pieces, which can save many turns.
The catch is that if an opponent lands on the stack, every piece in it goes back to the start at once. In team games both partners move the same four pieces, so either of them can add to a stack.
Capturing (잡기)
Landing exactly on a point occupied by an opponent's piece or stack captures it (japgi): all of those pieces go back to their owner's waiting area and must start over. Passing over an opponent does nothing; only the point where your move ends counts.
Every capture earns one bonus throw. In this game the bonus throw comes after you have used the throws you were already holding, so you can capture with one result, spend the rest, and then throw again.
Back-Do (빽도)
Back-Do moves a piece one point backward along the exact path it took to get there, so a piece that came down a diagonal goes back up that diagonal. Like any other move, it captures or stacks if it ends on an occupied point.
Only a piece that is already on the board can use a Back-Do. If you have no pieces out, the Back-Do is discarded, and if it was your only throw the turn passes to the next player. If you also hold forward throws, bring a piece in with one of them first and the Back-Do becomes playable. Back-Do can be switched off in the game settings.
Finishing pieces and winning
The bottom-right corner (cham) is both the start and the finish. A piece that lands exactly on it is not finished yet: it waits there, and any forward throw you spend on it afterwards takes it home. Any move that would carry a piece past the home corner finishes it straight away, with no exact count needed.
Finished pieces leave the board and are safe. The first player or team to bring all four pieces home wins immediately, even with throws left over.
Yutnori Strategy: Shortcuts, Stacking and Winning Tactics
Luck decides the throws, but experienced players win far more often than chance alone would suggest. These are the ideas that matter most: which route to aim for, when to stack, where it is dangerous to stop, how to turn a Back-Do into an advantage and in which order to spend your throws.
| Route | Path | Steps to the home corner |
|---|---|---|
| Shortcut through the center | Start → top-right corner → center (bang) → home (cham) | 11 |
| Top-right diagonal, long way | Start → top-right corner → through the center → bottom-left corner → home | 16 |
| Top-left diagonal | Start → past the top-right corner → top-left corner → through the center → home | 16 |
| Outer square | Start → top-right corner → top-left corner → bottom-left corner → home | 20 |
The four routes: why the top-right corner and the center matter
Counted from the start to standing on the home corner, the shortcut through the top-right corner and the center takes 11 steps, the two routes that use one full diagonal take 16, and the outer square takes 20. One more forward throw then takes the piece home. A piece on the short route needs only about half as many throws as one on the outer track.
That is why stopping exactly on the top-right corner is the most valuable thing you can do early on. It is 5 steps from the start, so a Mo brings a new piece there directly, as does any pair of throws adding up to 5 on the same piece, such as Do and Yut or Gae and Geol. From the top-right corner a Geol lands exactly on the center, and from the center you are only 3 steps from the home corner.
If you miss the top-right corner, the top-left corner at 10 steps is your second chance at a diagonal. Running past a station is not a disaster, but it commits the piece to a longer path, so whenever your throw pool allows it, aim to stop on stations rather than simply running as far as possible.
When to stack (업기) and when to spread out
Stacking multiplies the value of every throw, and a large stack that reaches the shortcut can win the game in a couple of turns. It also concentrates your risk: a single capture sends every piece in the stack back to the start and hands your opponent a bonus throw.
Stack when the stack is safe: when no enemy piece sits a few points behind it, when your opponents have few pieces left to bring in, or when the stack is already on the home diagonal and close to finishing. Stacking is also a good gamble when you are behind and need a big swing.
Spread out when the board is crowded. Several single pieces give you more options for every throw, act as hunters that threaten enemy pieces from behind, and make sure one capture costs you only one piece. A common plan is to keep one piece back near the start as a hunter while another races for the shortcut.
Danger zones: where not to stop
A piece is in danger when it stops a short distance in front of an enemy piece. Gae and Geol each come up 34.56% of the time, so stopping 2 or 3 points ahead of an opponent is the riskiest place on the board. One point ahead is less likely to be hit (Do is 11.52%), and 4 or 5 points ahead is safer still, because Yut and Mo are rarer. Standing one point behind an enemy carries a small risk too, since a Back-Do can step back onto you.
Pieces still waiting in an opponent's hand are threats as well: they enter onto points 1 to 5, so a lone piece on the 2nd or 3rd point is exposed whenever your opponent has pieces left to bring in. On the diagonals, watch for enemies on the top-right or top-left corner or on the same diagonal behind you, and remember that the center can be reached from both diagonals.
Whenever you can, stop behind your opponents rather than just in front of them, so that you are the hunter rather than the hunted. The tactical AI in this game weighs exactly these risks when it chooses a move.
Back-Do tactics
Back-Do looks like bad luck, but it hides the game's most famous trick. A piece on the 1st point (the Do spot) that throws Back-Do steps backward onto the home corner (cham), and from there any forward throw finishes it. In other words, Do, then Back-Do, then any throw brings a piece home in three moves, far faster than even the 11-step shortcut.
Back-Do can also fix a piece that ran one point past a station: a piece just past the top-right corner can step back onto the corner and take the diagonal next time, and a piece just past the center can step back onto the center and head straight for home. It can capture as well, so an enemy standing one point behind your piece is a target.
The downside is that a Back-Do must be used if any of your pieces can take it, which costs a step on a piece that is making good progress. When you have a choice, give it to the piece where moving back helps or hurts least.
Ordering your throw pool
When you hold several throws, the order matters. Take a Mo and a Geol on a new piece: Mo first puts it on the top-right corner and Geol then carries it onto the center, 3 steps from the home corner. Geol first stops it on the 3rd point, and Mo then carries it past the corner to the 8th point on the slow outer track. Same throws, very different results.
Before you commit, look at every combination: which throw lands which piece exactly on a station, which one captures (the capture gives you another throw once the rest are spent), which one stacks, and which one leaves a piece in a danger zone. Use small throws to fine-tune positions and big throws to cover distance.
Finally, think about where your pieces will stand when your turn ends, because your opponents throw next. Spending your last throw to move a piece out of a danger zone is often worth more than a few extra steps.
Yutnori FAQ
Is Yutnori Online free to play?
Yes. Every mode is completely free, with no sign-up, no download and no in-game purchases. The site is supported by ads.
Can I play yutnori online with my friends?
Yes. Choose Play with Friends to create a private room and share its link (yutnori.teamgugu.com/?room= followed by the room code). Up to 4 players can join, empty seats can be filled with AI players, and you can play free-for-all or 2v2 teams, with reactions and a rematch button.
How does the AI work, and how strong is it?
The AI scores every combination of throw and piece for captures, landing on corners and the center, finishing or safely stacking pieces, and avoiding spots just in front of enemies. Easy makes frequent mistakes, Normal picks the best-looking move each time, and Master plans the order of all its pending throws together. The AI never controls the sticks: its throws are just as random as yours.
What happens if I throw Back-Do with no pieces on the board?
A Back-Do can only move a piece that is already on the board. With no pieces out it is discarded, and if it was your only throw your turn passes. If you also hold forward throws, use one to bring a piece in first and the Back-Do becomes playable.
Does landing exactly on the home corner finish a piece?
Not yet. A piece that stops exactly on the home corner (cham) waits there, and any forward throw spent on it afterwards takes it home. Any move that carries a piece past the home corner finishes it immediately.
How long does a game of yutnori take?
A typical game lasts about 10 to 20 minutes. Games with 3 or 4 players, or with lots of captures, can run a little longer.
What happens if I go idle or lose my connection?
In online games each action has a 25-second limit. If you don't throw or move in time, the server plays for you automatically so the match never stalls, and if you disconnect it keeps playing your turns until you rejoin the room from the same browser.
Can I play yutnori on my phone?
Yes. The game runs in any modern mobile or desktop browser with touch and mouse controls, and there is nothing to install. Pass & Play even lets 2 to 4 people share a single phone or tablet.