This is an in-depth discussion of the rules of Go.
Note: While the basic idea of go, conveyed by the outline rules given first, is not particularly complex, there are numerous subtle points which are not required study when first starting to play.
Go is a game between two players.
Beginners might prefer to play on a small board with 9 horizontal and 9 vertical lines (9 × 9 board). On this board learning tactics is easier and one is not confused by the complex strategies seen on big boards.
After having gained some experience (having played, say, 100 games), one can switch to the regular 19x19 board. Some teachers recommend moving up to a 13 × 13 board as an intermediate step, and this board is adequate for social players.
A point on the grid where a horizontal line meets a vertical line is called an intersection.
There are 361 intersections on the regular 19 × 19 board. In the following diagram, the mark (red circle) indicates one of the 25 intersections of the small 5 × 5 board:
(To save space, most diagrams show small boards. Here we have a 5 × 5 board.)
The player Black uses black stones, the player White uses white stones. There is an unlimited supply of stones. The diagram shows some stones on some intersections of the board:
This is a chain of 6 black stones:
The marked intersections (red circles) are the liberties of the black chain:
| Before | Black plays | After removal |
Before Black plays first, the board is empty. Black makes a first play on one of the intersections. Then White makes a second play somewhere:
| Start | Black plays | White plays |
The game will continue with Black and White alternating.
Normally, the player having the turn makes a play.
The following diagram shows how Black could make a play:
For example, black can't play in the circled place.
White's move at circled place is also prohibited, as it would make its white group with no liberties.
Black can play at the circled place, because it would capture the upper white group, leaving them with 2 liberties.
Note: Some Go rulesets allow suicide. The chain with no liberties is removed from the board.
Rule: If recapturing that stone would recreate the same board position from the previous move, the position is called ko, and the recapturing move is illegal.
This "basic ko rule" is adequate for the simplest kind of ko, which occurs when two single stones could otherwise recapture each other indefinitely. This situation occurs in most games and often has a major or even decisive effect on the result. To prevent endless repetition, the rule of ko forbids plays that would repeat the previous board position. A player may not recapture on their next move and must play elsewhere (or pass). After a new move, the board position will be different, and the stone may then be recaptured.
Other positions which could lead to an endlessly repeating position are rare enough that many frequent players never encounter them; their treatment depends on what ruleset is being used. Under some rulesets, such games may be considered drawn if neither player opts to escape the loop by playing elsewhere (as a player with an overwhelming lead might be inclined to do). The AGA and New Zealand rule sets have a "superko" rule forbidding any move that repeats any previous board position. The Ing rules feature a complicated distinction between "fighting" and "disturbing" ko.
The word ko (Japanese: 劫 kō; usually written with katakana コウ) means "eternity" in Japanese *, and is pronounced with a double length "o" sound.
Note: Some Go rulesets use other rules to end alternate play.
When both players have passed, the game has ended. Dead stones (those that remain on the board but cannot avoid capture) are now removed as if they were captured. Most rule sets allow disputes over the status of chains and loosely-connected groups of chains to be resolved simply by continuing play until both players are agreed. The Japanese rules settle questions of life or death by hypothetical play under different ko rules than those used during regular play.
Area Scoring Rule: When alternate play has ended, each player's score is the number of his stones on the board plus the number of empty intersections surrounded only by his stones. This method is also called "Chinese scoring".
Traditional Territory Scoring Rule: When regular alternate play has ended, each player's score is the number of empty intersections surrounded only by his stones (called "territory"), minus the number of prisoners taken from him. (Customarily, the prisoners are used to fill in some of the territory of the player they were taken from, just before counting the territory.) Before the numbers of empty intersections surrounded only by his stones are determined, any opposing stones that could be captured by strategically perfect hypothetical alternate play are called "dead" and are removed without approaching their liberties. The prisoners are the stones captured during regular alternate play or removed as dead after the end of regular alternate play. Also called "Japanese scoring", this method typically differs from the other two by at most one point.
Territory Scoring Rule with Pass Stones: Whenever a player passes, instead of playing on the board he pays one of his own stones. Alternate play ends with two passes, after which players try to agree on which stones are "dead"; if they cannot agree, they resume play. The agreement process is terminated by either complete agreement on all groups, or four consecutive passes; then, if the last pass was by Black, White must pass one more time to equalize the number of stones played by each. Finally, each player's score is his "territory" minus the number of prisoners taken from him (again, the subtraction can be done by filling in prisoners). Prisoners are the stones captured during alternate play, removed as dead, or paid for passing. This is part of the American Go Association rules; the extra complications serve to make this method give results precisely equivalent to area scoring.
Whichever method is used, the player with the higher score is the winner.
When Black is only one rank weaker (also known as one stone weaker, due to the close relationship between ranks and the handicap system) he or she is given the advantage of playing Black, but without any mandatory White passes. For rank differences from two through nine stones, the appropriate number of handicap stones are used. Beyond nine stones, the difference in strength between the players is usually considered great enough that the game is more a lesson, with White teaching Black, so nine stones is the nominal upper limit on handicap stones regardless of the difference in rank (though higher numbers of stones, up to 41 stones in some cases, can be given if the teacher wants more of a challenge).
Also see Go handicap.
If the game ends with both players having passed the same number of times, then the difference between the territory score and the area score will be identical (ignoring aspects of tradition where there is further difference between the major rulesets in this regard). If the game ends with both players having the same number of groups, then the difference between the stone score and the area score will be identical (ignoring aspects of tradition where there is further difference between the major rulesets in this regard).
The tradition of dead stone removal (where certain outcomes can be agreed upon without being played out) is notably more complicated under Japanese-style rulesets where stones are removed and territory counted (or not) even though such an outcome could not be reached under normal play.
Rule sets include AGA (American Go Association), Chinese, Japanese, Korean, French, New Zealand, and various modifications such as those for simple games, IGS (Internet Game Server), Ing Chang-Ki's rules, etc.
Further detailed information may be found at the following external links. Note that no one link has a complete list of all commonly used rule sets, and most of these links do not have complete information on any one rule set. However, full information can be found by traversing links located at these Web sites.
Go-Regeln | Ses Reguloj de Goo | Spelregels van Go | 囲碁のルール | Zasady go | กติกาหมากล้อม
This article is licensed under the GNU Free Documentation License.
It uses material from the
"Rules of Go".
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