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Ko fight
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A ko (Japanese: コウ, 劫, kō, from the translation of the Sanskrit term kalpa) fight is a tactical and strategic phase that can arise in the game of Go.
Ko threats and ko fights
[edit]The existence of ko fights is implied by the rule of ko, a special rule of the game that prevents immediate repetition of position, by a short 'loop' in which a single stone is captured, and another single stone immediately taken back. The rule states that the immediate recapture is forbidden, for one turn only. This gives rise to the following procedure: the 'banned' player makes a play, which may have no particular good qualities, but which demands an instant reply. Then the ban has come to its end, and recapture is possible. This kind of distracting play is termed a ko threat.[example needed]
If White, say, chooses to play a ko threat, and Black responds to the threat instead of ending the ko in some fashion, then White can recapture the stone that began the ko. This places Black in the same position that White was formerly in: Black can choose to give up the ko, or to find a ko threat. If Black and White alternate making ko threats with recapturing the ko, they are having a ko fight.[example needed]
Outcomes
[edit]Eventually, one of three things will happen.
- One player will decide that winning the ko immediately is more important than responding to their opponent's latest ko threat. The player will move so that their opponent cannot recapture the ko, and his opponent gets to follow up on his last ko threat, effectively making two moves in one area of the board.
- One player will run out of ko threats. That player will be forced to make a play that his opponent does not have to respond to immediately, and his opponent wins the ko immediately.
- One player will decide that playing elsewhere on the board is more important than continuing the ko. The opponent can either win the ko, or play elsewhere on the board.
If three ko fights are happening at the same time, the game can play on indefinitely (e.g. black responds to the first ko, white responds to second, black to third, white to first, black to second, white to third, and so on)
Practical evaluation
[edit]Before deciding to start a ko, it is worthwhile evaluating what threats are available to both players, so that one can decide which side is likely to win the ko fight.[1] Many of the playing skills come together in ko fighting (evaluating the value of moves; reading ahead to find likely moves of the opponent and best responses; choosing the best order of moves), and it is a topic of much discussion among players. This also causes many beginners to be fearful of fighting a ko, since they are not confident of their ability to evaluate threats.
The importance of a ko varies dramatically depending on the positions of the two players. Some kos offer very little gain for either player, such as three points or less. Others control the fate of large portions of the board, sometimes even the whole board, and the outcome of those kos can determine the winner of the game. For this reason, finding and using ko threats well is a very important skill.[2]
Ko threat strategy
[edit]In general, when considering moves take into account the ko threat implications. Favor situations which give you more ko threats and your opponent fewer.[3]
Before the fight
[edit]- Count ko threats.
- In anticipation of an upcoming ko fight, consider creating potential ko threats.
- Or, by the same token, find ways to eliminate ko threats on the part of your opponent
Especially local ko threats,[4] and double ko threats, meaning they work as ko threats for both sides.[3]
During the fight
[edit]- If you have one or more ko threats "big enough" (threatening enough damage), so that your opponent should answer them, play the smallest one.
- If you will win the ko at your next opportunity, and a new ko begins or threatens to come about while the ko threat situation remains the same, you will be glad you only played your smallest effective threat.
- Otherwise, play the biggest one you have.
If you will lose the ko, you want to get the most you can in exchange for it.[3]
- Try to avoid ko threats which lose points—i.e. loss-making threats.
- Try to make ko threats which are moves you would have liked to play anyway.
- Your ko threat needs to be a real threat; otherwise, it's called mukou.
- You should give absolute priority to local ko threats, which threaten to resolve the local situation in your favor regardless of the outcome of the ko, and which your opponent therefore has to answer at the risk of making the ko meaningless.
There may be exceptions to the above advice. Whether to play a ko threat, and if so, which one, can be very subtle questions.[3]
Complex situations involving ko
[edit]One curiosity is the existence of multiple kos on the same board at the same time. A double ko is a situation when two kos are potentially being fought, simultaneously and affecting the same local position. Such positions are uncommon, but do sometimes arise in actual play, affecting life and death or connection issues. Two kos cannot actually form a large loop.

A triple ko is when three kos are being fought simultaneously. In this case a long loop, of period six plays, can occur, not being ruled out by the ko rule: it is possible for the two players to continually take and retake the three kos in a fixed cyclic order. If both players judge this to be the best line of play, then the game could, theoretically, continue forever. When there are three kos on the board, it does not follow that there will be a triple ko: as long as one player can concede two out of three and still be ahead, there is no reason for the loop to persist; and normally that is true. When such a position does occur, the game is called off and the opponents begin a new game. However, this only occurs with the so-called "basic ko rule" that one cannot recapture immediately.
There are other, stronger ko rules, the main class being superko, where repeating positions of any cycle length are impossible within the rules of Go. Such events, however, are extremely uncommon and many go players may play their whole lives without restarting a game due to a triple ko.
Such rule issues, therefore, are more a matter of principle, although considerable attention has been devoted to them.[5]
References
[edit]- ^ Tavernier, Karel (Spring 1998). "Analyzing Ko Struggles Theoretically" (PDF). British Go Journal Nr. 110, Spring 1998, page 11. Retrieved 8 October 2013.
- ^ * Charles Matthews in collaboration with Kim Seong-june 6 dan, series of articles; research carried out for a book on Ko fights and their evaluation
- ^ a b c d "Ko Threat at Sensei's Library". senseis.xmp.net. Retrieved 9 September 2022.
- ^ "An example of removing a local threat at Sensei's Library". senseis.xmp.net.
- ^ "Ko Rules at Sensei's Library". senseis.xmp.net. Retrieved 9 September 2022.
External links
[edit]Ko fight
View on GrokipediaFundamentals of Ko
Ko Shape and Immediate Recapture
In the game of Go, a ko shape arises when a single opponent's stone is captured, resulting in a board position where the capturing stone occupies an empty intersection that is almost entirely surrounded by the opponent's stones, leaving it with exactly one liberty—the ko point—adjacent to those surrounding stones.[5] This configuration typically forms from a mutual capture setup, such as two adjacent stones of opposite colors with diagonal supports, allowing the capture to create the vulnerable single-stone position.[3] The process of capturing in a ko begins when a player places a stone on the final liberty of an isolated opponent stone, removing that stone from the board as a prisoner. For example, if Black places a stone at the liberty of a lone White stone, Black captures it, filling the intersection and leaving Black's new stone exposed at that point, now surrounded on three sides by White stones and sharing its sole liberty with an adjacent White group.[6] This removal must occur immediately after the placement to complete the turn, as per standard capture rules.[6] An attempt at immediate recapture occurs if the opponent then places a stone on the capturing stone's single liberty, which would remove it and restore the prior board position exactly. However, this leads to repetition without territorial gain, as the sequence could cycle indefinitely (e.g., Black captures at point A, White recaptures at A, Black recaptures at A), stalling the game.[5] To prevent this, the ko rule prohibits such immediate recapture, requiring the opponent to play elsewhere first before returning to the ko point.[6] A simple textual representation of a basic ko shape after initial capture (Black has just captured White's stone at the marked point, denoted as *; surrounding White stones as W, Black's capturing stone as B, and the ko liberty as empty): W
W * B
W
W
W * B
W
Ko Rule and Its Purpose
The basic ko rule in Go prohibits a player from immediately recapturing a single stone in a ko shape, as this would recreate the exact board position from the opponent's previous move with the same player to move.[7] This rule applies specifically to simple ko situations where a single stone is captured, leaving a vacant intersection adjacent to opposing stones with exactly one liberty, and immediate recapture would repeat the prior configuration.[8] The primary purpose of the ko rule is to guarantee a finite game length by breaking potential cycles of repetition, thereby encouraging players to make meaningful moves elsewhere on the board—often through ko threats—before resolving the ko, which fosters deeper strategic planning rather than mechanical back-and-forth.[7] This promotes the game's emphasis on territory control and long-term positioning over short-term tactical loops. While the basic ko rule is consistent across major rule sets, variations exist in handling complex repetitions involving multiple kos. In Japanese rules, immediate recapture is forbidden, but scenarios like triple ko result in a "no result" and potential replay to avoid draws.[9] Chinese rules similarly ban immediate recapture but treat persistent multi-ko repetitions as draws if neither player concedes, aligning with their area-scoring system.[9]Ko Threats
Defining Ko Threats
In the context of a ko fight in Go, a ko threat is defined as a move that, if left unanswered, would yield a significant advantage to the player making it, thereby compelling the opponent to respond elsewhere on the board rather than immediately recapturing the ko. This forces the opponent to address the threat, temporarily lifting the ko ban and allowing the player to recapture the ko shape. Such threats are essential for gaining control in ko fights, as they exploit the ko rule's prohibition on immediate recapture to shift the initiative.[10][11] Ko threats can be categorized as local or global. Local threats occur in the immediate vicinity of the ko, often involving direct attacks on nearby stones or groups that gain value specifically in the context of the fight, such as probing weak connections adjacent to the ko shape. In contrast, global threats—sometimes called big threats—arise elsewhere on the board and have broader strategic implications, like securing territory or capturing distant groups far from the ko. This distinction highlights how threats can leverage the board's overall position to influence the ko's resolution.[11][10] Simple examples of ko threats include an atari on a single opponent stone, which, if ignored, allows its immediate capture and a subsequent gain in points or liberties, or initiating a ladder that could capture a larger group if not interrupted. These moves are playable as threats because they create an urgent situation that the opponent must resolve to avoid loss. For a threat to be effective, it must be both urgent—requiring an immediate response to prevent damage—and sufficiently valuable, typically outweighing the benefit of recapturing the ko itself; otherwise, the opponent can safely ignore it and reclaim the ko. In a basic ko configuration, where one player has just captured the ko stone, an effective threat ensures the opponent cannot simply recapture without consequence.[11][10]Types and Relative Values
Ko threats are categorized by their potential impact on the score, typically classified as small, medium, or big based on the territory, influence, or captures they threaten. This classification helps players assess whether a threat is sufficient to force an opponent's response during a ko fight. Small threats generally involve minor local gains, such as capturing one or two isolated stones or simple endgame splits, and are valued at approximately 5-10 points due to their limited board-wide effect.[12] Medium threats target securing a weak group or gaining moderate influence in a semi-open area, often worth 10-20 points as they can stabilize positions without drastically altering the global balance.[13] Big threats, conversely, involve high-stakes actions like severing large territories or resolving life-and-death situations for major groups, with values exceeding 30 points and the potential to swing the game's outcome.[14] The relative value of a ko threat is not fixed but influenced by several factors, including the current board position, the stage of the game, and the players' respective holdings of threats. In the opening or middle game, big threats carry greater weight because unresolved issues like weak groups can cascade into larger losses, whereas in the endgame, even small threats become viable if the ko itself is minor.[12] A player's overall stock of threats also matters; one with multiple big threats can afford to ignore smaller ones from the opponent, effectively multiplying the relative value of their own arsenal.[13] The following table summarizes the types of ko threats with representative examples of their point gains, based on standard strategic evaluations:| Type | Description | Example Point Gain |
|---|---|---|
| Small | Capturing isolated stones or endgame dame | 5-10 points |
| Medium | Securing a semi-weak group or local connection | 10-20 points |
| Big | Cutting a large territory or killing a group | 30+ points |
