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Rules of Go
Rules of Go
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The rules of Go govern the play of the game of Go, a two-player board game. The rules have seen some variation over time and from place to place. This article discusses those sets of rules broadly similar to the ones currently in use in East Asia. Even among these, there is a degree of variation.

Notably, Chinese and Japanese rules differ in a number of aspects. The most significant of these are the scoring method, together with attendant differences in the manner of ending the game.

While differences between sets of rules may have moderate strategic consequences on occasion, they do not change the character of the game. The different sets of rules usually lead to the same game result,[1] so long as the players make minor adjustments near the end of the game. Differences in the rules are said to cause problems in perhaps one in every 10,000 games in competition.[2]

This article first presents a simple set of rules which are, except for wording, identical to those usually referred to as the Tromp–Taylor Rules,[3] themselves close in most essential respects to the Chinese rules. These rules are then discussed at length, in a way that does not assume prior knowledge of Go on the part of the reader. The discussion is for the most part applicable to all sets of rules, with exceptions noted. Later sections of the article address major areas of variation in the rules of Go, and individual sets of rules.

Basic rules

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A set of rules suitable for beginners is presented here. The rules are studied more fully in § Explanation of the basic rules below.

Two statements of the same basic rules, differing only in wording, are given here. The first is a concise one due to James Davies. The second is a formulation of the basic rules used for expository purposes in this article.

Except for terminology, the basic rules are identical to the Logical Rules first proposed in their current form in September 1996 by John Tromp and Bill Taylor.[4][5] They are also quite close to the Simplified Ing Rules of the European Go Federation, the only exception being the method of ending the game.

Concise statement

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These rules appear in "The Rules and Elements of Go" by James Davies.[6] They assume familiarity with the equipment used to play Go, for which one may refer to § Elements of the game below.

Notes: The words move and territory are used differently here than elsewhere in this article; play and area, respectively, are used instead. A clarification to rule 5 is added in parentheses.

  1. The board is empty at the onset of the game (unless players agree to place a handicap).
  2. Black makes the first move, after which White and Black alternate.
  3. A move consists of placing one stone of one's own color on an empty intersection on the board.
  4. A player may pass their turn at any time.
  5. A stone or solidly connected group of stones of one color is captured and removed from the board when all the intersections directly adjacent to it are occupied by the enemy. (Capture of the enemy takes precedence over self-capture.)
  6. If a stone or solidly connected group of stones of one color is enclosed and will eventually be captured, they are removed as captured at the end of the game.
  7. No stone may be played so as to recreate a former board position.
  8. Two consecutive passes end the game.
  9. A player's area consists of all the points the player has either occupied or surrounded.
  10. The player with more area wins.

These rules rely on common sense to make notions such as "connected group" and "surround" precise. What is here called a "solidly connected group of stones" is also called a chain.

Reference statement

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The basic rules are formulated here in a more detailed way to ease their presentation in § Explanation of the basic rules below. (Each rule and definition links to a detailed explanation in that section.)

An optional rule prohibiting suicide is included as Rule 7A.

Players and equipment

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  • Rule 1.[7] Players: Go is a game between two players, called Black and White.
  • Rule 2.[8] Board: Go is played on a plain grid of 19 horizontal and 19 vertical lines, called a board.
    • Definition. ("Intersection") A point on the board where a horizontal line meets a vertical line is called an intersection.
  • Rule 3.[9][10] Stones: Go is played with playing tokens known as stones. Each player has at their disposal an adequate supply (usually 180) of stones of the same color.

Positions

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  • Rule 4.[11][12] Positions: At any time in the game, each intersection on the board is in one and only one of the following three states: 1) empty; 2) occupied by a black stone; or 3) occupied by a white stone. A position consists of an indication of the state of each intersection.
    • Definition. ("Adjacent") Two intersections are said to be adjacent if they are connected by a horizontal or vertical line with no other intersections between them.[13] Note that intersections which are one away from each other diagonally, i.e., intersections that are connected by one horizontal and one vertical line, are not considered adjacent.
    • Definition.[14] ("Connected") In a given position, two placed stones of the same color (or two empty intersections) are said to be connected if it is possible to draw a path from one intersection to the other by passing through only adjacent intersections of the same state (empty, occupied by white, or occupied by black).
    • Definition. ("Liberty") In a given position, a liberty of a placed stone is an empty intersection adjacent to that stone or adjacent to a stone which is connected to that stone.[13]

Play

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  • Rule 5.[15] Initial position: At the beginning of the game, the board is empty.
  • Rule 6.[16] Turns: Black moves first. The players alternate thereafter.
  • Rule 7.[13] Moving: When it is their turn, a player may either pass (by announcing "pass" and performing no action) or play. A play consists of the following steps (performed in the prescribed order):
    • Step 1. (Playing a stone) Placing a stone of their color on an empty intersection (chosen subject to Rule 8 and, if it is in effect, to Optional Rule 7A). It can never be moved to another intersection after being played.
    • Step 2. (Capture) Removing from the board any stones of their opponent's color that have no liberties.
    • Step 3. (Self-capture) Removing from the board any stones of their own color that have no liberties.
  • Optional Rule 7A.[17] Prohibition of suicide: A play is illegal if one or more stones of that player's color would be removed in Step 3 of that play.
  • Rule 8.[18] Prohibition of repetition: A play is illegal if it would have the effect (after all steps of the play have been completed) of creating a position that has occurred previously in the game.

End

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  • Rule 9.[19] End: The game ends when both players have passed consecutively. The final position is the position on the board at the time the players pass consecutively.
    • Definition.[20][21] ("Territory") In the final position, an empty intersection is said to belong to a player's territory if all stones adjacent to it or to an empty intersection connected to it are of that player's color.
    • Definition.[22] ("Area") In the final position, an intersection is said to belong to a player's area if either: 1) it belongs to that player's territory; or 2) it is occupied by a stone of that player's color.
    • Definition.[23] ("Score") A player's score is the number of intersections in their area in the final position.
  • Rule 10.[24] Winner: If one player has a higher score than the other, then that player wins. Otherwise, the game is a draw.

Comparative features of the basic rules

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The essential features of these basic rules relative to other rulesets are summarized here. Each of the differences is discussed in greater detail in a later section of the article.

What variation exists among rulesets concerns primarily Rules 7A, 8, 9 and 10.

  • The basic rules use area scoring, as in China and Taiwan, and as in the official rules of many Western countries. The main alternative is territory scoring. Though territory scoring is the system used in Japan and Korea, and is customarily used in the West, it is not possible to use territory scoring unless Rule 9 is replaced by a much more complex end-of-game rule. The goal of these basic rules is to present a simple system first. See § Scoring systems below.
  • The basic rules require the players to "play the game out" entirely. Virtually all rulesets used in practice provide some mechanism that allows players to begin scoring the game before the final position (the one used to score the game) has been reached. In some cases, this is merely a convenience intended to save time. In others, it may be an essential feature of the game. In any case, explaining these rules might obscure the nature of the game somewhat for a person unfamiliar with it. See § Counting phase below.
  • The basic rules allow suicide (or self-capture). This is unusual outside of Taiwan and New Zealand. Inclusion of Optional Rule 7A is in line with practice elsewhere. See § Suicide below.
  • The basic rules apply the rule of positional superko. This, or a similar rule, is common in official Western rulesets, but not in East Asia. See § Repetition below.
  • The basic rules do not contain any special exceptions for territory in a seki. This agrees with most practice outside Japan and Korea. See § Seki below.
  • The basic rules do not have a komi. This is now unusual in even-strength games, but was common practice until the mid-twentieth century. A komi is a number of points, usually five to eight, awarded to White in compensation for moving second. See § Komi below.
  • The basic rules make no provision for the use of handicap stones. See § Handicap below.
  • The basic rules do not specify a counting system. A counting system is a conventional method for calculating the difference in score between the players (hence determining the winner). It may incorporate various devices, such as filling in one's territory after the game, or shifting stones on the board into patterns, which allow quicker calculation of the difference in scores.

Explanation of the basic rules

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The object of the game of go is, in rough terms, to control more territory at the end of the game than one's opponent does.

Elements of the game

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Players

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Rule 1. Go is a game between two players, called Black and White.

The choice of black or white is traditionally done by chance between players of even strength. The method of selection is called nigiri. One player (A) takes a handful of white stones; the other player (B) then places either one or two black stones on the board, indicating "even" or "odd". Player A counts the number stones in their hand to determine whether there is an odd or even number. If the number of stones matches the other player's selection of "even" or "odd", Player B will play the black stones; if not, they will take the white stones.

When players are of different strengths, the weaker player takes black. Black may also pre-place several handicap stones before play begins, to compensate for the difference in strength—see below.

Board

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The board, or "goban"

Rule 2. Go is played on a plane grid of 19 horizontal and 19 vertical lines, called a board.

Definition: A point on the board where a horizontal line meets a vertical line is called an intersection. Two intersections are said to be adjacent if they are distinct and connected by a horizontal or vertical line with no other intersections between them.

The condition that the intersections be "distinct" is included to ensure that an intersection is not considered to be adjacent to itself.

Intersections are also called points.

There are 361 points on a regular 19 × 19 board.

For simplicity, the rules will be illustrated mostly using 5 × 5 boards.

Each of the following diagrams shows two points on a 5 × 5 board:

  
  
  
Adjacent points    Adjacent points    Non-adjacent points    Non-adjacent points

In the first two diagrams, the points are adjacent; in the third and fourth, they are not.

Though 19 × 19 boards are standard, go can be played on another size board. Particularly common sizes for quick games are 9 × 9 and 13 × 13. (See also "Board size" below.)

Beginners might prefer to play on a 9 × 9 board to start. The nature of the game remains similar enough to make this worthwhile, yet the games are shorter. For beginners, playing longer games is less important than playing a greater number of games.

Stones

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Rule 3. Go is played with playing tokens known as stones. Each player has at their disposal an adequate supply of stones of their color.

Traditionally, Black is given 181 stones, and White, 180, to start the game. This is almost always sufficient, but if it turns out to be insufficient, extra stones will be used.

Positions

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Rule 4. At any time in the game, each intersection on the board is in one and only one of the following three states: 1) empty; 2) occupied by a black stone; or 3) occupied by a white stone. A position consists of an indication of the state of each intersection.

Specifying a position involves only the current state of the board. It requires no indication of whose turn it is, nor any information relating to previous moves or states of the board. This definition of "position" is used in Rule 8 ("positional superko").

The diagram shows a possible position:

Naturally, two stones are said to be adjacent if they occupy adjacent intersections. Similarly, a stone and an intersection are adjacent if the stone occupies an intersection adjacent to that intersection.

Connected stones and points

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Definition. Two placed stones of the same color (or two empty intersections) are said to be connected if it is possible to draw a path from one to the other by passing only through adjacent intersections of the same state (empty, occupied by white, or occupied by black).

The concept of connected stones is used to describe (via the concept of liberties, defined below) the conditions in which stones are captured by a move. The concept of connected empty points is used only at the end of the game, to define a player's score.

In the following position, the stones 1 and 7 are connected by the sequence of black stones 1, 2, ..., 7, in which each stone (other than 1) is adjacent to the stone before it. The empty points a and k are connected by the sequence of empty points a, b, ..., k, in which each point (other than a) is adjacent to the one before it. In fact, it is easy to see in this position that all the black stones are connected to each other and that all the empty points are connected to each other.

The following position can be used as an example for when stones and empty points are connected.

In the diagram, stones and empty points are marked with the same number or letter, respectively, whenever they are connected to each other.

A chain is a set of one or more stones (necessarily of the same color) that are all connected to each other and that are not connected to any other stones. Although it is not necessary to define the word chain in order to state the rules, the concept is important for an understanding of the game.

For example, Black and White each have four chains in the diagram above. Black has one three-stone chain, one two-stone chain, and two one-stone chains. White has one four-stone chain and three one-stone chains.

It follows from the definitions that any stone on the board belongs to exactly one chain. Furthermore, saying that two distinct stones of the same color are connected is equivalent to saying that they belong to the same chain.

Liberties

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In a given position, a liberty of a stone is an empty intersection adjacent to that stone or adjacent to a stone which is connected to that stone.

For example:

In the above position, the points a, b, c, d, e, are the liberties of the black stone at 1.

  • a is a liberty of Black 1 because it is adjacent to Black 1 itself.
  • b is a liberty of Black 1 because it is adjacent to Black 2, which is connected to Black 1. Alternatively, b is adjacent to Black 3.
  • c is a liberty of Black 1 because it is adjacent to Black 3, which is connected to Black 1.
  • d is a liberty of Black 1 because it is adjacent to Black 4, which is connected to Black 1.
  • e is a liberty of Black 1 because it is adjacent to Black 5, which is connected to Black 1. Alternatively, e is adjacent to Black 4.

The results are the same when determining the liberties of Black 2, or of any other stone belonging to the black chain.

In this position:

  • The black stones marked 1 have the liberties c, d and h.
  • The black stones marked 2 have the liberties d, e, f, g and h.
  • The black stone marked 3 has the liberties g and h.
  • The white stones marked 4 have the liberties a, b and c.
  • The white stone marked 5 has the single liberty c.
  • The white stone marked 6 has the liberties d and h.
  • The white stone marked 7 has the liberties e and f.

Since the liberties of any two stones belonging to the same chain are identical, they are often called the liberties of that chain. For example, in the first diagram, the points a, b, c, d and e are the liberties of the lone black chain. In the second diagram, the liberties of the black chain in the lower right are c, d and h.

Play

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Initial position

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Rule 5. At the beginning of the game, the board is empty.

Alternation of turns

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Rule 6. Black moves first. The players alternate thereafter.

What players may do when they move is the object of Rules 7 and 8.

Moving

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Rule 7. On their turn, a player may either pass (by announcing "pass" and performing no action) or play. A play consists of the following steps (performed in the prescribed order):

  • Step 1. Placing a stone of their color on an empty intersection (chosen subject to Rule 8 and, if it is in effect, to Optional Rule 7A).
  • Step 2. Removing from the board any stones of their opponent's color that have no liberties.
  • Step 3. Removing from the board any stones of their own color that have no liberties.

A move is defined as a play or a pass. Thus, on each turn a player moves once.

A player may pass on any move. Usually, passing is beneficial only at the end of the game, when all territory has been claimed and further moves would be useless, or even harmful to a player's position.

The following three sections discuss the successive steps of a play in greater detail, bearing in mind that, in view of Steps 2 and 3, all stones remaining on the board after any move must have at least one liberty.

Placing a stone on the board

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Step 1 of a play. The player places a stone of their color on an empty intersection (chosen subject to Rule 8 and, if it is in effect, to Optional Rule 7A).

As indicated by the reference to Rules 8 and 7A (respectively the superko rule and prohibition of suicide, to be discussed later), there are some restrictions on the choice of point at which to play.

The following diagrams show a possible sequence of moves at the beginning of the game:

  
  
Start    Black plays    White plays

The following diagrams show how Black might play later in the same game:

  
  
Before    After

Numbers are often used, as here, to indicate new moves in printed diagrams.

Once a stone has been played, it remains on the board in the same location, until the end of the game or until it is captured (removed from the board as part of Step 2 or Step 3 of a play).

Capture

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Step 2 of a play. (After playing their stone) a player removes from the board any stones of their opponent's color that have no liberties.

The stones removed from the board are said to have been captured by the player moving.

The diagrams below show the capture of a white stone by Black. To begin with, the white stone has a single liberty at a. By playing a stone at a, Black removes the last remaining liberty of the white stone. It is subsequently removed from the board.

  
  
Before    Black plays    After removal

At the edge of the board and especially in the corners, stones have fewer liberties to start with and are more easily captured.

  
  
Before    Black plays    After removal

Next, White captures a chain of four black stones by playing at a.

  
  
Before    White plays    After removal

Black captures the white chain by playing at a. The black stone is not captured, because the white stones are removed first, providing it with two liberties.

  
  
Before    Black plays    After removal

Black captures the marked white chain at the edge of the board by playing at a. Then White captures the black stone in the corner by playing at b.

  
  
  
  
Before    Black plays    After capture    White plays    After capture

Here, White captures the three marked black chains by playing at a.

  
  
Before    White plays    After capture

Self-capture

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Step 3 of a play. (After playing their stone and capturing any opposing stones) a player removes from the board any stones of their own color that have no liberties.

Optional Rule 7A. A play is illegal if one or more stones would be removed in Step 3 of that play.

The removal of one or more stones in Step 3 is called self-capture, or suicide. Most rulesets give effect to Optional Rule 7A, which prohibits it. This means that, in those rulesets, any play which under the basic rules would require a self-capture to be performed is illegal. For further information, see § Suicide below.

First an example which, it is emphasized, does not involve self-capture. When Black plays at a, the capture of the marked white stones results in the black chain at the bottom right acquiring liberties. This move is legal (with the same result) whatever the rules.

  
  
Before    Black plays    After capture

The previous example shows that it is important that Step 2 of a play (capture) precedes Step 3 (self-capture). If the order were reversed, then self-capture would occur here.

Self capture will never occur following a play that caused the capture of opposing stones, because the removal of opposing stone ensures that the newly placed stone has a liberty; any same-color chains that lost a liberty when it was placed include the new stone, and so also have the new liberty.

Now some examples of plays in which self-capture occurs. These moves would be illegal under the optional rule prohibiting suicide.

In this example, if Black plays at a, then the stone played by them is removed immediately. This move has the same effect on the position as a pass, though it would not allow White to end the game by passing next (Rule 9). The move is in any event illegal by Rule 8. (This is the positional superko rule. This move might be legal under other versions of the superko rule. See § Repetition below.)

  
  
Before    Black plays    After self-capture; violates Rule 8

In the next example, Black plays at a, resulting in the self-capture of the marked black stones.

  
  
Before    Black plays    After self-capture

Ko and Superko

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Rule 8. A play is illegal if it would have the effect (after all steps of the play have been completed) of creating a position that has occurred previously in the game.

Though a pass is a kind of "move", it is not a "play". Therefore, Rule 8 never bars a player from passing. One consequence of Rule 8 is the so-called ko rule:

Consequence (ko rule). One may not play in such a way as to recreate the board position following one's previous move.

Whereas Rule 8 prohibits repetition of any previous position, the ko rule prohibits only immediate repetition.

The word ko, pronounced with a long "o", is taken from Japanese (, ; usually written with katakana: コウ) and can mean both "threat" and "aeon" (from the Buddhist kalpa).[25]

Rule 8 is known as the positional superko rule. The word "positional" is used to distinguish it from slightly different superko rules that are sometimes used. While the ko rule is observed in all forms of go, not all rulesets have a superko rule. The practical effects of the ko rule and the superko rule are similar; situations governed by the superko rule but not by the ko rule arise relatively infrequently. For further information, see § Repetition below.

The superko rule is designed to ensure the game eventually comes to an end, by preventing indefinite repetition of the same positions. While its purpose is similar to that of the threefold repetition rule of Western chess, it differs from it significantly in nature; the superko rule bans moves that would cause repetition, whereas Western chess allows such moves as one method of forcing a draw. It is more similar to the prohibition of moves which would repeat the position in Chinese Chess (Xiangqi). The ko rule has important strategic consequences in go.

Some examples follow in which Rule 8 applies. These examples cover only the most important case, namely the ko rule.

The first diagram shows the board immediately after White has played at 1, and it is Black's turn. Black captures the marked white stone by playing at a. If White responds by capturing at b with 3, the board position is identical to that immediately following White 1. White 3 is therefore prohibited by the ko rule.

  
  
Black to move    Black captures    Illegal recapture

Another example of ko follows. Here, Black 3 is illegal by the ko rule.

  
  
White to move    White captures    Illegal recapture

As noted in the section "Self-capture", Rule 8 prohibits the suicide of a single stone. This is something of a triviality since such a move would not be strategically useful. Taking it for granted that no suicide of a single stone has occurred, the ko rule can be engaged in only one situation:

Restatement of the ko rule: One may not capture just one stone if that stone was played on the previous move and that move also captured just one stone.

Furthermore, this can occur only when one plays in the location at which one's stone was captured in the previous move. The two points where consecutive captures might occur, but for the ko rule, are said to be in ko. For example, in the first two diagrams above, the points a and b are in ko.

The next two examples involve capture and immediate recapture, but the ko rule is not engaged, because either the first or second capture takes more than one stone.

In the first diagram below, White must prevent Black from playing at a, and does this with 1 in the second diagram. Black can capture the three stones in White 1's group by playing at b. Black does this with Black 2 in the third diagram. White may recapture Black 2 by playing at a again, because the resulting position, shown in the fourth diagram, has not occurred previously. It differs from the position after White 1 by the absence of the two marked white stones.

  
  
  
White to move    White sacrifices    Black captures    Recapture legal

In the first diagram below, it is White's turn. White must prevent Black from connecting the marked stones to the others by playing at a. The second diagram shows White's move. White is threatening to capture the marked black stones by playing at b. In the third diagram, Black plays at b to prevent this, capturing White 1. However, by playing at a again, White can capture Black 2's group. This is not barred by the ko rule because the resulting position, shown in the fourth diagram, differs from the one after White 1 by the absence of the marked black stones. This kind of capture is called a snapback.

  
  
  
White to move    White sacrifices    Black captures    White snaps back
Ko threats
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The next example is typical of real games. It shows how the ko rule can sometimes be circumvented by first playing elsewhere on the board.

The first diagram below shows the position after Black 1. White can capture the marked black stone by playing at a. The second diagram shows the resulting position. Black cannot immediately recapture at b because of the ko rule. So Black instead plays 3 in the third diagram. For reasons that will become clear, Black 3 is called a "ko threat".

  
  
White to move    White captures    Black plays away from the ko

At this point, White could choose to connect at b, as shown in the first diagram below. However, this would be strategically unsound, because Black 5 would guarantee that Black could eventually capture the white group altogether, no matter how White played.

  
White 4 is an error    Black takes advantage

Instead, White responds correctly to Black 3 with 4 in the first diagram below. Now, contrary to the situation after White 2, Black can legally play at b, because the resulting position, shown in the second diagram, has not occurred previously. It differs from the position after Black 1 because of the presence of Black 3 and White 4 on the board. Now White is prohibited from recapturing at a by the ko rule. White has no moves elsewhere on the board requiring an immediate reply from Black (ko threats), so White plays the less urgent move 6, capturing the black stone at 3, which could not have evaded capture even if White had waited. In the next diagram, Black connects at a before White has a chance to recapture. Both players pass and the game ends in this position.

  
  
  
White replies to threat    Black recaptures legally    Ko bars recapture at a    Black connects

End

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Rule 9. The game ends when both players have passed consecutively. The final position (the position later used to score the game) is the position on the board at the time the players pass consecutively.

Since the position on the board at the time of the first two consecutive passes is the one used to score the game, Rule 9 can be said to require the players to "play the game out".

Under Rule 9, players must for example capture enemy stones even when it may be obvious to both players that they cannot evade capture. Otherwise the stones are not considered to have been captured. Because Rule 9 differs significantly from the various systems for ending the game used in practice, a word must be said about them.

These systems, which are discussed more fully in § Counting phase below, generally allow the game to end as soon as it is clear to the players which stones would remain on the board if the game continued. The precise means of achieving this varies widely by ruleset, and in some cases has strategic implications. These systems often use passing in a way that is incompatible with Rule 9. For players, knowing the conventions surrounding the manner of ending the game in a particular ruleset can therefore have practical importance.

Under Chinese rules, and more generally under any using the area scoring system, a player who played the game out as if Rule 9 were in effect would not be committing any strategic errors by doing so. They would, however, likely be viewed as unsportsmanlike for prolonging the game unnecessarily. On the other hand, under a territory scoring system like that of the Japanese rules, playing the game out in this way would in most cases be a strategic mistake.

Territory

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Definition. In the final position, an empty intersection is said to belong to a player's territory if all stones adjacent to it or to an empty intersection connected to it are of that player's color.

Note: Unless the entire board is empty, the second condition – that there be at least one stone of the kind required – is always satisfied and can be ignored.

A point can never belong to both players' territories.

On the other hand, it may well happen that an empty intersection belongs to neither player's territory. In that case the point is said to be neutral territory.[26] There are rarely any more than a handful of neutral points at the end of a game; in the majority of cases, there are none at all.

Japanese and Korean rules count some points as neutral where the basic rules, like Chinese rules, would not. For more on this, see § Seki.

In order to understand the definition of territory, it is instructive to apply it first to a position of a kind that might arise before the end of a game.[27]

The point a is adjacent to a black stone. Therefore, a does not belong to White's territory. However, a is connected to b (by the path shown in the diagram, among others), which is adjacent to a white stone. Therefore, a does not belong to Black's territory either. In conclusion, a is neutral territory.

The point c is connected to d, which is adjacent to a white stone. But c is also connected to e, which is adjacent to a black stone. Therefore, c is neutral territory.

Similarly, the points f and g are neutral territory.

On the other hand, h is adjacent only to black stones and is not connected to any other points. Therefore, h is black territory. For the same reason, i and j are black territory, and k is white territory.

It is because there is so much territory left to be claimed that skilled players would not end the game in the previous position. The game might continue with White playing 1 in the next diagram. If the game ended in this new position, the marked intersections would become White's territory, since they would no longer be connected to an empty intersection adjacent to a black stone.

The game might end with the moves shown below. In the final position, the points marked a are black territory and the points marked b are white territory. The point marked c is the only neutral territory left.

In Japanese and Korean rules, the point in the lower right corner and the point marked a on the right side of the board would fall under the seki exception, in which they would be considered neutral territory. (See § Seki below.)

Area

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Definition. In the final position, an intersection is said to belong to a player's area if either: 1) it belongs to that player's territory; or 2) it is occupied by a stone of that player's color.

Consider once again the final position shown in the last diagram of the section "Territory". The following diagram illustrates the area of each player in that position. Points in a player's area are occupied by a stone of the corresponding color. The lone neutral point does not belong to either player's area.

Score

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Definition. A player's score is the number of intersections in their area in the final position.[dubiousdiscuss]

For example, if a game ended as in the last diagram in the section "Territory", the score would be: Black 44, White 36. The players' scores add to 80. The difference between this and the 81 intersections on a 9 × 9 board is accounted for by the one point of neutral territory.

The scoring system described here is known as area scoring, and is the one used in the Chinese rules. Different scoring systems exist. These determine the same winner in most instances. See the Scoring systems section below.

Winner

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Rule 10. If one player has a higher score than the other, then that player wins. Otherwise, the game is drawn.

In the previous example, Black wins by eight points.

Margin of victory does not matter; winning by one point is as good as winning by 100 points.

Scoring systems

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The most prominent difference between rulesets is the scoring method. There are two main scoring systems: territory scoring (the Japanese method) and area scoring (the Chinese method). A third system (stone scoring) is rarely used today but was used in the past and has historical and theoretical interest.

Care should be taken to distinguish between scoring systems and counting methods. Only two scoring systems are in wide use, but there are two ways of counting using "area" scoring.

Territory scoring

[edit]

In territory scoring (including Japanese and Korean rules) a player's score is determined by the number of empty locations that player has surrounded minus the number of stones their opponent has captured.

Furthermore, Japanese and Korean rules have special provisions in cases of seki, though this is not a necessary part of a territory scoring system. (See "Seki" below.)

Typically, counting is done by having each player place the prisoners they have taken into the opponent's territory and rearranging the remaining territory into easy-to-count shapes.

Territory scoring was how very old Chinese Go games were scored; Chinese style gradually switched to area scoring during the Yuan dynasty and Ming dynasty of the 13th–16th centuries.[28]

Area scoring

[edit]

In area scoring (including Chinese rules), a player's score is determined by the number of stones that player has on the board plus the empty area surrounded by that player's stones.

There are several common ways in which to count the score (all these ways will always result in the same winner):

  • The oldest counting method is as follows: At the end of the game, all white stones are removed from the board, and the players use black stones to fill the entirety of the black territory. Score is determined by counting the black stones. Since the board contains 361 intersections, black must have 181 or more stones to win. This method is still widely used in Mainland China.
  • Around 1975, Taiwanese player and industrialist Ing Chang-ki invented a method of counting now known as Ing counting. Each player begins the game with exactly 180 stones (Ing also invented special stone containers that count each player's stones). At the end, all stones are placed on the board. One vacant intersection will remain, appearing in the winner's area; the number of stones of one color in the other color's area will indicate the margin of victory.

Stone scoring

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In stone scoring, a player's score is the number of stones that player has on the board. Territory and prisoners are not counted. Play typically continues until both players have nearly filled their territories, leaving only the two eyes necessary to prevent capture.

Stone scoring was likely the original method of Go scoring. It was described in a manuscript from Dunhuang from the Northern Zhou Dynasty (557–581), which is the oldest known Go manual.[29] When Go reached Japan about 700 AD, the scoring system had been already streamlined—stone scoring had been replaced by territory scoring using the so-called group tax.[30] Stone scoring survived in some regions of China until the beginning of the 20th century.[31]

Group tax

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Group tax means deducting one point for every eye needed for a group to survive.[32] It equals two points for living groups and one point for groups in seki with one eye.[32]

Group tax was a relic of stone scoring. Stone scoring includes it automatically since every (living) group needs two eyes and hence they cannot all be filled.[33] Group tax was used with territory scoring both in Japan and in China.[32] In Japan it was abandoned because it made territory scoring convoluted.[34] In China during the Ming Dynasty a new scoring system was devised: area scoring with group tax.[35] The new system was equivalent to stone scoring. The group tax is likely the reason why eyes in seki aren't scored in the Japanese Rules.[32]

Attempts at reconciling the scoring systems

[edit]

If the game ends with both players having played the same number of stones, then the result will be identical in territory and area scoring: indeed, the difference of stones on the board will equal the difference of prisoners and hence the difference of score will be the same.

AGA rules call for a player to give the opponent a stone ("passing stone") when passing, and for White to play last (passing a third time if necessary).[36] Because of passing stones, when one player passes and the second makes a move the difference of prisoners changes exactly the same way as the difference of stones on the board.

White's second pass is crucial when Black takes last dame. Since Black takes the last dame he made 1 move more than White. By taking the last dame Black gets 1 point under area scoring, but 0 points under territory scoring. To make territory and area scoring equal we need to give Black 1 additional point in territory scoring. Hence White's second pass. Thus, in AGA rules, the result using a territory system is always the same as it would be using an area scoring system.[37][38]

The results for stone and area scoring are identical if both sides have the same number of groups. As mentioned above, the "group tax" used in some older rulesets of two points per group gave identical results to both territory and stone scoring.

Counting phase

[edit]

Customarily, when players agree that there are no useful moves left (most often by passing in succession), they attempt to agree which groups are alive and which are dead. If disagreement arises, then under Chinese rules the players simply play on.

However, under Japanese rules, the game is already considered to have ended. The players attempt to ascertain which groups of stones would remain if both players played perfectly from that point on. (These groups are said to be alive.) In addition, this play is done under rules in which kos are treated differently from ordinary play. If the players reach an incorrect conclusion, then they both lose.

The Japanese rules are accompanied by a lengthy commentary with examples of when groups are considered alive and when they are dead.[39] These examples do not cover every situation that may arise. Some difficult cases not entirely determined by the rules and existing precedent must be adjudicated by a go tribunal.[citation needed]

The need for the Japanese rules to address the definition of life and death follows from the fact that in the Japanese rules, scores are calculated by territory rather than by area. The rules cannot simply require a player to play on in order to prove that an opponent's group is dead, since playing in their own territory to do this would reduce their score. Therefore, the game is divided into a phase of ordinary play, and a phase of determination of life and death (which according to the Japanese rules is not technically part of the game).

Optional rules

[edit]

Compensation

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To allow players of different skills to compete fairly, handicaps and komi are used. These are considered a part of the game and, unlike in many other games, they do not distort the nature of the game. Players at all levels employ handicaps to make the game more balanced.

Komi

[edit]

In an "even", or non-handicap game, Black's initial advantage of moving first can be offset by komi (compensation points): a fixed number of points, agreed before the game, added to White's score at the end of the game. The correct value of komi (to properly compensate for Black's advantage) is controversial, but common values are 5.5, 6.5, or 7.5; the fractional value avoids a tied game. In a handicap game, komi is usually set to 0.5 (i.e., White wins if the game is tied). A handicap game with a handicap of 1 starts like an even game, but White receives only 0.5 komi (i.e., a White player who is stronger by one rank is handicapped only by Black's first-move advantage).

Before the 20th century, there was no komi system. When the great Shusaku was once asked how an important game came out, he said simply, "I had Black", implying that victory was inevitable. As more people became aware of the significance of Black having the first move, komi was introduced. The amount of komi has been increased periodically based on analysis of game results indicating >50% wins for Black; each time, after a period of adjustment Black has again begun winning >50% of games. When it was introduced in Japanese Professional games, it was 4.5 points. However, Black still had a better chance to win, so komi was increased to 5.5 points in 1974. In 2002, the Japanese Go Association again increased the komi value to 6.5.

Handicap

[edit]

Handicaps are given by allowing the weaker player to take Black and declaring White's first few moves as mandatory "pass" moves. In practice, this means that Black's first move is to place a certain number of stones (usually the number is equal to the difference in the players' ranks) on the board before allowing White to play. Traditionally, the hoshi ("star points") – strategically important intersections marked with small dots—are used to place these handicap stones. On the 19 × 19 board, there are nine star points: at the four 4–4 points in the corners, at the four 4–10 points along the sides, and one at the 10–10 point (the centre of the board, or tengen in Japanese). Smaller boards such as the 13 × 13 and 9 × 9 also have star points. The 13 × 13 has 9 at the 4–4 points, 4–7 points, and the center. The 9 × 9 board has only 5 points: the 3–3 points and the center.

When Black is only one rank weaker (also known as one stone weaker, due to the close relationship between ranks and the handicap system), Black is given the advantage of playing Black, perhaps without komi, 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 where White teaches Black than a competition. Thus, nine stones is the nominal upper limit on handicap stones regardless of the difference in rank (although higher numbers of stones, up to 41 stones in some cases, may be given if the teacher wants a greater challenge).

Thinking times

[edit]

Variations

[edit]

Go was already an ancient game before its rules were codified, and therefore, although the basic rules and strategy are universal, there are regional variations in some aspects of the rules.

Seki

[edit]

For defining this notion, it is useful to introduce some additional terminology:

Terminology
  • An eye is a connected group of one (or more) empty intersections entirely surrounded by a chain or chains of stones of one color.
  • A chain of one color is independently alive if it is (or can be made to be) adjacent to two eyes.

These definitions are given only loosely, since a number of complications arise when attempts are made to formalize the notion of life and death.

A group of stones of one color is said to be alive by seki (or in seki) if it is not independently alive, yet cannot be captured by the opponent.

For example, in the diagram above, the black and white groups each have only one eye. Hence they are not independently alive. However, if either Black or White were to play at the circled point, the other side would then capture their group by playing in its eye. In this case both the black and white groups are alive by seki.

In the diagram above, the circled point is not surrounded by stones of a single color, and accordingly is not counted as territory for either side (irrespective of ruleset). In more complex cases, as here,[40]

a vacant point may be surrounded by a group of a single color which is in seki. According to Japanese and Korean rules, such a point is nonetheless treated as neutral territory for scoring purposes. Generally, the Japanese and Korean rules only count a vacant point as territory for one color if it is surrounded by a group or groups of that color that are independently alive.

Repetition

[edit]

The major division in rules to prevent repetition is between the simple ko rule and the super ko rule: the simple ko rule (typically part of the Japanese ruleset) prevents repetition of the last previous board position, while the superko rule (typically part of Chinese derived rulesets, including those of the AGA and the New Zealand Go Society) prevents repetition of any previous position. In both cases, the rule does not, however, prohibit passing.

The super ko rule is differentiated into situational super ko (SSK, in which the "position" that cannot be recreated includes knowledge of whose turn it is) and positional super ko (PSK, which ignores whose turn it is). Natural situational super ko (NSSK) is a variant in which what matters is not whose turn it is, but who created the position (i. e., who made the last move other than a pass.)

The Ing rules feature a complicated distinction between "fighting" and "disturbing" ko.

Situations other than ko 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. The simple ko rule generally requires the inclusion of additional rules to handle other undesirable repetitions (e.g. long cycles which can lead to no result where the game must be replayed).

The first position below is an example of a triple ko, taken, with minor changes, from Ikeda Toshio's On the Rules of Go.[41]

  
  
Triple ko; Black kills group (PSK, SSK)    Result if White moves first (NSSK)    White wins here with first move. (NSSK)

Without a superko rule, this position would lead to an endless cycle, and hence "no result", a draw, or some other outcome determined by the rules.

For simplicity, when discussing this position using the superko rule, it is assumed that the last move placed a stone in a position unoccupied since the beginning of the game, and away from the ko. Under positional and situational super ko, Black captures the white group. This is also the case with natural situational super ko if it is Black's turn. If it is White's turn however, then NSSK exhibits odd behavior. White can get a seki by passing, but only at the cost of allowing Black unlimited moves away from the ko. If White insists on saving their group, the final position might look like the second diagram. On the other hand, with the first move (which should be a pass), White wins by two points in the third position using NSSK (assuming area scoring). Black's best response, in terms of maximizing their score, is a pass.

Suicide

[edit]

Currently, most major rulesets forbid playing such that a play results in that player's own stones being removed from the board. Some rulesets (notably, New Zealand derived rules and Ing rules) allow suicide of more than one stone. Suicide of more than one stone rarely occurs in real games, but in certain circumstances, a suicidal move may threaten the opponent's eye shape, yielding a ko threat.[42]

Compensation

[edit]

The major rulesets differ in how handicap stones are placed on the board: free placement (Chinese), where stones can be placed anywhere (as if the player's turn repeated); and fixed placement (Japanese), where tradition dictates the stone placement (according to the handicap). Area scoring rules and territory scoring rules also differ in the compensation given for each handicap stone (since each handicap stone would count under area scoring). Komi (compensation for going second) also varies, ranging from several fixed values (commonly 5.5, 6.5, or 7.5) to various meta-games to determine a value (notably Auction Komi).

Board sizes

[edit]

Most Go is played on a 19 × 19 board, but 13 × 13 and 9 × 9 are also popular sizes. Historically other board sizes were commonly used (notably 17 × 17, a predecessor of the 19 × 19 board in ancient China). Go is also sometimes played on various novelty sized boards as small as 5 × 5 and larger than 19 × 19. All board sizes have an odd number of lines to ensure that there is a center point, possibly to make mirror Go a less attractive strategy. Generally all rules apply to all board sizes, with the exception of handicaps and compensation (whose placement and values vary according to board size).

Scoring

[edit]

Historically in China a scoring system was used that penalized the player who had the greatest number of unconnected live groups of stones. On the basis that every group needs two eyes to be alive, and that the two eyes could not be filled in, two points were deducted from the score for each live group at the end of the game. This was known as the "cutting penalty" in Chinese, and is sometimes referred to as the "group tax" in English.[43] This rule is not applied in modern Chinese scoring.

Issues

[edit]

In general, there are three closely related issues which have to be addressed by each variation of the rules.

First, how to ensure that the game comes to an end. Players must be able to settle unsettled situations rather than going around in circles. And neither player should be able to drag the game out indefinitely either to avoid losing or to irritate the other player. Possible methods include: the super-ko rule, time control, or placing an upper bound on the number of moves. This is also affected by the scoring method used since territory scoring penalizes extended play after the boundaries of the territories have been settled.

Second, how to decide which player won the game; and whether draws (jigo) should be allowed. Possible terms to include in the score are: komi, prisoners captured during the game, stones in dead groups on the board at the end of the game, points of territory controlled by a player but not occupied by their stones, their living stones, the number of passes, and the number of disjoint living groups on the board.

Third, how to determine whether a group of stones is alive or dead at the end of the game, and whether protective plays are necessary; e.g., connecting a group which could be captured if all neutral territory were filled. If the players are unable to agree, some rules provide for arbitration using virtual attempts to capture the group. Others allow play to resume until the group is captured or clearly immortal.

Rulesets

[edit]

There are many official rulesets for playing Go. These vary in significant ways, such as the method used to count the final score, and in very small ways, such as whether the two kinds of "bent four in the corner" positions result in removal of the dead stones automatically at the end of the game or whether the position must be played out, and whether the players must start the game with a fixed number of stones or with an unbounded number.

Rulesets include Japanese,[39] Chinese,[44] Korean,[45] the American Go Association,[46] Ing,[47] and New Zealand.[13]

Comparison Table

[edit]
Japanese/Korean AGA Chinese Ing New Zealand
Scoring Territory Territory or Area (score is always equal with either method due to AGA provisions) Area Area (counting is done with a fill-in method using "Ing bowls") Area
Komi 6.5 7.5 7.5 8 7
Superko No result unless one side breaks the loop Repetitions are forbidden Repetitions are forbidden in theory, but the referee may declare a draw[48] Repetitions are restricted by special ko rule[49] Repetitions are forbidden
Points in a seki Not counted Counted Counted Counted Counted
Suicide Illegal Illegal Illegal Legal Legal
Ending the game 2 passes 2 or 3 passes, with white being the last to pass. Opponent receives one prisoner for each pass. 2 passes 2 passes 2 passes
Resolution of disputes at end Hypothetical play and then restoring the board to the end position Game resumption Over the board: tournament moderator; Online: game resumption Game resumption Game resumption
Placement of handicap stones Fixed Fixed Free Free Free
Compensation for handicap stones None n-1 points if counting by area n points n points None

Japanese rules

[edit]

These are rules used in Japan and, with some minor differences, in Korea.[39][50] They are in wide use throughout the West, sometimes known as "territory" rules. The scoring is based on territory and captured stones. At the end of the game, prisoners are placed in the opponent's territory and players rearrange the board so that territories are easy to count, leaving a visual image resembling the game, which some players find aesthetically pleasing. There is no superko (the triple ko leads to an undecided game). Suicide is always forbidden. Komi is 6.5.

Disagreements about whether certain groups are alive or dead, and about the counting of territory, are resolved in a notoriously complex manner (see § Counting phase above).

Japanese rules count vacant points in a seki as neutral, even if they are entirely surrounded by stones of a single color.

World Amateur Go Championship Rules

[edit]

The rules of the World Amateur Go Championship are based on the Japanese rules, with some differences.[51] These rules are sanctioned by the International Go Federation.

Chinese rules

[edit]

This is the other major set of rules in widespread use, also known as "area" rules. At the end, one player (usually Black) fills in all of their captured territory, and the other (White) stones are removed from the board. Prisoners do not count. Black stones are then arranged in groups of ten—eighteen such groups, plus half the komi, plus at least one additional stone = victory for Black. So for example with a komi of 7.5 points, under Chinese rules Black needs at least 184.5 (but usually 185 since half points are not that common) stones on the board at the end to win. Komi is usually 7.5 points.[citation needed]

In the Chinese rules, there is no penalty for playing within one's territory at the end of the game, for example to kill and remove dead enemy groups. Thus passing to signal that one believes that there are no more useful moves may be conceived as simply being a convenient device to accelerate the end of the game – assuming one is not mistaken. The result will always be the same as if the game had been played out entirely.[citation needed]

The fact that disagreements can be resolved by playing on means that Chinese-style rules can be implemented easily without the need for the rules to define what is meant by "living" and "dead" groups.[citation needed]

World Mind Sports Games Rules

[edit]

The rules of the First World Mind Sports Games, held in Beijing in October 2008, are based on the Chinese rules, but are simpler, and represent a compromise with the Japanese and Korean rules.[52] [53] [54] These rules are sanctioned by the International Go Federation.

These rules use area scoring, and have a komi of 6.5. Black has one further point deducted in the event that White was the first player to pass in the game. This last feature is a compromise with Japanese and Korean rules in that it is similar, in terms of its strategic consequences, to territory scoring. Unlike the Chinese rules, this rule will generally impose a penalty for an additional move at the end of the game within one's territory. In particular, the result of the game may differ by up to a point from what it would have been had both players played it out.

The game normally ends after two consecutive passes, but in the event of disagreement about the score, play resumes in the original order. Once this resumption has occurred, then when two consecutive passes do eventually occur again, play stops and all stones left on the board are deemed alive. Thus after a single disagreement, the players are required to play the game out entirely. (By this point in the game, there is no longer any penalty for making "useless" plays within one's territory to kill dead enemy groups, since the one-point advantage for passing first has already been attributed to one player or the other by the first set of consecutive passes.)

Suicide is forbidden in these rules. Unlike the Japanese rules, the WMSG rules apply superko (specifically, positional superko).

AGA rules

[edit]

These are used by the American Go Association. Some special rules (like giving the opponent a prisoner when passing) are added, which make the area scoring and territory scoring equal.

The Federation Française de Go also uses AGA rules. The British Go Association also adopted the AGA rules, with some minor departures, in April 2008.[55]

Ing rules

[edit]

Ing rules were developed by the Taiwanese industrialist Ing Chang-Ki and are currently supported by the Ing Foundation, which sponsors the prestigious Ing Cup, where it has used these rules since 1977. The current version of the rules dates from 1996.[56][57]

The scoring is basically the same as area scoring, but is done with a special technique involving "Ing bowls". Both players must start with exactly 180 stones; the Ing Foundation makes special bowls that allow players to count their stones easily. Prisoners come back to the owner. After the game finishes, both players fill their empty territory with their stones. The one that gets rid of all of them is the winner. Black pays White eight points (komi) by allowing four white stones in Black's territory to be placed at the beginning of the counting phase. As Black wins ties it is 7.5 in effect. The ko rule makes a distinction between "fighting" and "disturbing" ko. Multi-stone suicide is allowed.

New Zealand rules

[edit]

Area scoring is used. Multi-stone suicide is allowed. A stone may not be played such that the resulting board position repeats the whole board position as it was after any of that player's previous moves. (Some people call this a "superko" rule.) Komi is 7 points (so draws with equal scores are possible).

Differences

[edit]

In most cases the differences between the rulesets are negligible. The choice of ruleset rarely results in a difference in score of more than one point, and the strategy and tactics of the game are mostly unaffected by the ruleset used. Differences come from passing moves (if white and black did not pass the same number of times) and from seki scoring.

See also

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References

[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
The rules of Go, also known as weiqi in China and baduk in Korea, govern a two-player abstract strategy originating in ancient , where players alternate placing black or white stones on the intersections of a square grid—typically 19×19 lines forming 361 points—to surround and capture the opponent's stones while securing empty territory. The game begins with an empty board, Black moving first, and each player aims to control more board space than the opponent by the end, with captures occurring when an opponent's group of connected stones loses all its adjacent empty points, known as liberties. To prevent endless repetition, the ko rule prohibits immediately recapturing a single stone in a way that recreates the exact previous board position, requiring the player to make an intervening move elsewhere. Suicide moves—placing a stone that immediately leaves one's own group without liberties—are illegal, except when capturing an opponent's stones in the process, ensuring fair play and . The game concludes when both players consecutively pass their turns, after which scoring is calculated either by (empty points surrounded by one player's stones, plus captured opponent stones) or area (a player's live stones plus their surrounded empty points), with Black often compensating White by adding komi, typically 6.5 points under Japanese rules or 7.5 under Chinese and other rulesets, to White's score in even games to balance Black's first-move advantage. Handicap games allow the weaker player (Black) to start with 2–9 stones placed on key star points, adjusting the komi accordingly to maintain equity. These rules, formalized by organizations like the American Go Association (AGA), emphasize simplicity in mechanics while allowing immense complexity in strategy, with variants like 9×9 or 13×13 boards used for quicker play or teaching. Dead groups—those without secure "eyes" (internal empty points that prevent capture)—are removed before scoring if both players agree, or play resumes to resolve disputes, underscoring the game's reliance on mutual consent for a fair outcome.

Core Elements

Players

Go is a strategic board game played by two human participants, traditionally referred to as Black and White, who compete individually without teams or external aids. assumes the role of the first mover, placing the initial stone on an empty board, while responds as the second mover, alternating thereafter to build positions strategically. Each player's primary responsibilities include making deliberate decisions on stone placement to enclose territory and capture opponent stones, fostering a contest of spatial control and foresight. Historically, Go has been a strictly two-player since its origins in ancient approximately 3,000 to 4,000 years ago, where it was known as Weiqi and valued as one of the essential skills for scholars and nobility. The game's structure emphasized direct rivalry between opponents, evolving through formalized professional systems in by the , where rival Go houses competed under imperial patronage, and later in and Korea with national tournaments. This traditional format persists in contemporary play, underscoring Go's enduring emphasis on personal skill and adversarial balance. In modern Go, players are identified by a standardized system comprising kyu and dan levels, which denote relative strength and facilitate fair matchmaking in and circles. Kyu ranks, ranging from 30 kyu (beginner) to 1 kyu, apply to novices and intermediate players, while dan ranks from 1-dan to 9-dan mark advanced amateurs; professionals hold pro-dan designations up to 9-dan pro, earned through rigorous qualification processes by bodies like the European Go Federation. As of 2025, these ranks integrate with Elo-based ratings, where approximately 100 rating points equate to one rank difference, ensuring precise player categorization across global competitions.

Equipment

The standard equipment for the game of Go consists of a board, known as a goban in Japanese, and playing stones. The board features a grid of 19 horizontal and 19 vertical lines, forming 361 points where stones are placed, with nine marked star points for handicap placement. Traditional gobans are constructed from a single piece of kaya wood (), valued for its durability, light golden color, and resonant "click" when stones land on it; high-quality examples can weigh 10 to 30 kg and measure approximately 454 mm in height, 424 mm in width, and 152 mm in thickness, with line widths of about 1 mm. These dimensions ensure the grid is slightly rectangular rather than square, optimizing play . Go stones come in two colors: , typically made from polished for their dense weight and smooth texture, and , crafted from clamshell (Tridacna gigas) or synthetic shell substitutes to provide contrast. Both are biconvex (double convex, lens-shaped) with a of about 22 mm and thickness of 8–9 mm, producing a satisfying snap against the board. A complete set includes 181 black stones and 180 white stones—enough to fill the entire 19×19 board—reflecting black's first-move advantage under most rulesets. Players also use wooden bowls, called go-ke, to hold and dispense stones, often paired and placed beside the board for easy access during turns. Additional accessories include markers, such as small stones or flags, to denote handicap points, neutral points, or komi adjustments on the board. In modern variations, portable sets employ folding boards made from lightweight woods like or synthetic materials, allowing compact travel without sacrificing play quality. By 2025, electronic aids have become commonplace, including apps like BadukPop for mobile play and tutorials, and SmartGo for AI opponents and game analysis; dedicated digital boards, such as the IZIS AI Go Set, integrate sensors for real-time online connectivity and interactive learning while mimicking traditional stone placement.

Board Positions

Initial Setup

The game of Go commences with a completely empty board, featuring a grid of 19 horizontal and 19 vertical lines that intersect to form 361 vacant points available for stone placement. This standard 19×19 configuration ensures a symmetrical starting position that emphasizes strategic balance across the four corners and edges. Black, designated as the first player, normally initiates the game by placing a single on any unoccupied , though passing is allowed but atypical at this stage. White responds on the subsequent turn by placing a white stone on another empty point, and players continue alternating from this initial configuration. Common opening moves often target the nine marked star points (hoshi in Japanese), particularly the four corner hoshi at intersections like 4-4, due to their optimal balance of territorial control and influence projection. Historically, this empty-board setup has been the traditional norm since the game's ancient origins in over 2,500 years ago, distinguishing it from handicap variants where Black pre-places 2 to 9 stones on hoshi points to equalize play; such adjustments are addressed in separate rules for fairness. Smaller boards, such as 13×13 or 9×9, may be used for quicker games or teaching, but retain the same empty starting principle.

Liberties and Connections

In the game of Go, liberties refer to the empty intersections immediately adjacent to a stone or group of stones, connected horizontally or vertically but not diagonally. Each stone or connected formation relies on these unoccupied points for its positional security, with the number of liberties determining its vulnerability during play. A single isolated stone in the center of the board possesses four liberties, one in each , while a stone on the edge has three and one in the corner has two. Stones of the same color that are orthogonally adjacent form , creating chains or groups that function as a single unit by sharing liberties. These connected stones merge their adjacent empty points into a collective set of liberties, reducing redundancy and enhancing overall stability; for instance, two orthogonally adjacent stones together have six liberties, as opposed to the eight that two isolated stones would have separately. Diagonally adjacent stones do not connect in this manner and are treated as distinct units. Such groups can expand through additional placements, with liberties counted uniquely for the entire formation. Within larger groups, eye spaces emerge as critical internal structures—single or double empty intersections fully enclosed by the group's stones, serving as prerequisite elements for long-term viability by preventing complete enclosure. A single eye space is a lone empty point surrounded on all sides, while a double eye consists of two such adjacent points; configurations with two or more eyes allow groups to maintain at least one liberty indefinitely against opponent pressure, whereas a single eye provides only temporary security. Loss of all liberties for a group leads to capture, underscoring the strategic importance of these concepts.

Playing the Game

Turn Sequence

The game of Go follows a strict alternating turn sequence between the two players, designated as Black and White. Black initiates the game by making the first move, after which the players continue to alternate turns until the game concludes based on established end conditions. Each turn permits only a single action by the active player: placing one stone of their color on an unoccupied intersection of the board or electing to pass without placing a stone. This limitation ensures that gameplay advances methodically, with no provision for simultaneous moves by either player. The sequential structure underscores the game's emphasis on thoughtful, unilateral decision-making, where each move directly influences the opponent's subsequent options and the overall board position. The fundamental turn sequence traces its roots to ancient Chinese weiqi, where alternating stone placements formed the core rhythm of play as early as the Zhou dynasty (circa 1046–256 BCE), with minimal evolution in this aspect across subsequent historical variants.

Placing Stones

In Go, a player places a single stone of their color on any empty intersection of the board during their turn, adhering to the alternating sequence of play. This placement occupies the chosen point permanently unless the stone is later captured, establishing the player's presence on the board and potentially influencing control over surrounding areas. Upon placement, the stone immediately acquires liberties, which are the adjacent empty intersections connected horizontally or vertically (not diagonally). A newly placed stone in the open center of the board can have up to four liberties, while one near the edge has three and in a corner has two; these liberties represent the stone's breathing space and are shared if the new stone connects to an existing group of the player's own stones. The act of placement does not result in the immediate removal of the stone itself, though an opponent's subsequent move may lead to capture if liberties are filled. For instance, a player might place a stone deep within the opponent's emerging territory to invade and disrupt its development, aiming to create weaknesses or secure an advantageous position, though such moves require careful assessment of potential responses.

Capturing Stones

In the game of Go, capturing occurs when a player surrounds an opponent's stone or group of stones, depriving it of all liberties—empty adjacent intersections connected horizontally or vertically. This surrounding is achieved by placing one's own stones to occupy all such liberties, often through a sequence of moves that progressively reduces the opponent's options. Upon capturing, the affected opponent's stones or group are immediately removed from the board and placed into the capturing player's prisoner bowl, completing the turn. A group, defined as one or more connected stones of the same color sharing liberties, is captured as a whole if it has zero liberties after the opponent's move. This applies to multi-stone groups; for instance, a chain of three connected white stones surrounded on all sides by black would be entirely removed upon black filling the final liberty. Multi-stone captures emphasize the importance of connections between stones, as isolated or weakly linked groups are more vulnerable to being enclosed and removed en masse. Players must strategically build secure groups with shared to avoid such losses. A specific type of capture known as snapback happens when a player places a stone that simultaneously fills the last liberty of an opponent's group while creating a new liberty for their own adjacent stone, allowing immediate recapture if needed. This tactic counters attempts to capture by turning the tables, but it must comply with rules prohibiting immediate repetition of the board position.

Prohibited and Special Moves

Suicide Rule

The suicide rule in Go prohibits a player from placing a stone on a board such that it, or the group it connects to, is immediately left with zero unless the move captures one or more opposing stones. This ensures that no group of a player's stones can exist on the board without at least one , as defined in standard rulesets. For a single stone, suicide occurs when it is placed entirely surrounded by the opponent's stones, resulting in no adjacent empty points; such a move is illegal because it fails to capture and would be removed immediately. In contrast, placing a stone in a position that fills the last of an opponent's group is permitted, even if the new stone temporarily has no liberties, as the capture process restores liberties to the player's stones. The rule extends to multi-stone groups, forbidding any placement that deprives the entire group of its final liberty without effecting a capture; for instance, attempting to play inside one's own surrounded territory without capturing is prohibited. This applies uniformly across major rulesets such as Japanese, Chinese, and AGA, though it is permitted in certain variant rulesets like and Ing rules, preventing self-destructive plays that could otherwise stall the game in standard play. The serves to eliminate pointless moves and promote , as allowing unrestricted could enable endless self-captures that disrupt scoring and endgame progression.

Ko Rule

The ko rule is a fundamental in Go that prevents a player from immediately recapturing a single opponent's stone in a manner that would repeat the previous board position, thereby avoiding infinite loops of mutual capture. This rule applies specifically to simple ko situations, where one player captures an isolated opponent's stone, leaving an empty point that the opponent cannot fill right away without recreating the exact prior configuration with the same player to move. In essence, after such a capture, the opponent must play elsewhere on the board (or pass) before attempting to retake the ko point, ensuring progressive play rather than stagnation. A classic example of simple ko occurs when two groups of stones approach each other closely, creating a shape where mutual capture is possible but restricted. In a standard simple ko, one player captures an isolated opponent's stone, opening the ko point, but the opponent cannot immediately recapture there. To resolve the ko, the player wishing to recapture often plays a "ko threat"—a move elsewhere that forces the opponent to respond, such as attacking a weak group or securing territory—thereby altering the board position and allowing the ko to be taken on the subsequent turn. The primary purpose of the ko rule is to guarantee that the game remains finite and dynamic, as unchecked immediate recaptures could lead to perpetual repetition without advancing the overall position. This basic form of the rule builds directly on the capturing mechanics, where a stone or group is removed only when surrounded, but adds the safeguard against cyclic simplicity in single-stone exchanges.

Superko Rule

The superko rule in Go is an advanced prohibition designed to prevent the indefinite repetition of board positions, extending beyond the basic ko rule to address complex cycles that could otherwise stall the game. It ensures that play progresses toward a conclusion by disallowing moves that recreate prior configurations under specified conditions. This rule is particularly relevant in situations involving multiple ko fights or long cycles, where without it, players might loop eternally without resolution. Positional superko forbids any move that repeats a previous full-board position, irrespective of whose turn it is to play or how the position was reached previously. Adopted in rulesets such as the Chinese rules () and the Tromp-Taylor rules, it focuses solely on the static of stones on the board, treating the position as a grid coloring that must not recur. This approach is favored for its simplicity and effectiveness in preventing all forms of repetition, including rare scenarios where situational variants might allow play to continue. In practice, Chinese rules often apply a more limited version known as Chinese superko, which primarily targets basic ko recaptures and certain multi-ko cycles like "sending two, returning one," as clarified by the sixth International Go Rules Forum. Situational superko, in contrast, prohibits repeating a board position only if the same player is to move as in the prior occurrence, taking into account the turn sequence. This variant is used in rulesets like the American Go Association (AGA) rules and New Zealand rules, where it balances prevention of cycles with allowance for positions that arise under different player turns. While it handles most repetitions similarly to positional superko, differences emerge only in extraordinarily rare cases, making it functionally equivalent in nearly all games but slightly more permissive. A notable application of superko arises in triple ko situations, where three separate ko fights interconnect to form a repeating cycle that could lead to a or no result under traditional rules. Under positional or situational superko, such cycles are broken by disallowing the repeating move, forcing one player to pass or make an alternative play elsewhere, thus resolving the game without replay. For instance, in AGA rules, situational superko explicitly prevents the cycle from continuing indefinitely, treating it as an illegal repetition. Historically, triple ko was considered unlucky and often resulted in a no-result replay in Japanese and Korean rulesets, but modern superko implementations in professional and amateur play ensure progression. In professional tournaments, superko enforcement relies on referees who monitor board positions, though actual violations are exceedingly rare due to the strategic depth of Go. Digital tools for verification have advanced by 2025, with online platforms and analysis software incorporating automated checks; for example, implementations in Haskell-based Go engines, such as those developed by John Tromp, allow precise simulation and detection of superko violations on standard 19x19 boards. These computational aids assist in post-game reviews and server-based play, ensuring compliance without manual oversight in digital formats.

Ending the Game

End Conditions

In modern Go, the game concludes primarily through the pass rule, where both players consecutively pass their turns, signaling that neither believes further moves will benefit their position. This standard is codified in the Nihon Ki-in rules, which state that "when a player passes his move and his opponent passes in succession, the game stops." Similarly, the American Go Association (AGA) rules specify that the game ends "when both players pass twice in succession," with any unresolved groups on the board deemed alive unless otherwise agreed. Following consecutive passes, players typically confirm the status of all groups before proceeding to scoring. Players may also end the game by mutual agreement if they concur that no further play is beneficial, even without consecutive passes; this allows termination at any point once the board's status is settled. In the AGA framework, such agreement can occur "at any point when the players agree on the status of all groups remaining on the board." Tournament rules often require this agreement to avoid disputes, with unresolved issues potentially resolved by continuing play under supervised conditions. A rarer end condition arises when no legal moves remain, such as when the board is completely filled without opportunities for capture; however, this is uncommon in practice due to the pass option and is not emphasized in major rule sets. Historically, Go's end conditions evolved from ancient practices where games concluded upon filling the board ("overflowing") or achieving equal territories ("stop road"), as described in the Go Classic from 557–581 CE. By the around 850 CE, rules in texts like Game for a Gold-Petalled introduced territory-based endings without requiring full board occupancy, implying early forms of agreement on final positions. The pass rule emerged more formally in later centuries, with modern tournament standards—such as those from the Nihon Ki-in (established 1924) and AGA (adopted 1987)—standardizing consecutive passes to ensure fair and efficient conclusions across international play. These developments lead directly into the evaluation of territory for scoring.

Territory and Area

In the game of Go, refers to the empty points on the board that are completely surrounded by the live stones of a single player, forming secure enclosures that contribute to that player's control at . These enclosed areas, often protected by eyes—single or multiple empty points vital to a group's —ensure the stones bordering them cannot be captured, as filling the would allow recapture. Under Japanese rules, consists specifically of eye points belonging to independent groups of live stones, excluding any shared or contested spaces. Area, in contrast, encompasses a broader measure of control by including both the (empty enclosed points) and all the player's live stones remaining on the board. This concept is central to rulesets like the Chinese and American Go Association (AGA) variants, where the total area reflects the player's overall territorial dominance plus their occupied positions. Live stones are those that cannot be captured, determined by their ability to maintain at least two separate eyes or other unassailable configurations. Dame, or neutral points, are empty intersections at the game's conclusion that neither player fully surrounds or controls, such as spaces between opposing live groups where filling them would not expand for either side. These points are ignored in territory-based scoring but may be filled alternately during to clarify boundaries without affecting the outcome. In area scoring, dame remain uncounted as they do not belong to any player's enclosed space. The distinction between true and false eyes plays a critical role in assessing of groups, as false eyes appear as secure empty points but can be invaded or forced to be filled, potentially leading to capture. A false eye occurs when surrounding stones can be placed in , compelling the owner to respond in a way that eliminates the eye's protective function, thus rendering the enclosure open or vulnerable rather than truly enclosed. This basic evaluation helps determine whether an area qualifies as or remains contested, emphasizing the need for genuine separation in vital spaces to achieve .

Scoring Systems

Territory Scoring

Territory scoring, also known as Japanese scoring, is the traditional method used in Go games in , where a player's score consists of the empty points they enclose as plus the number of opponent stones captured during the game. This system emphasizes surrounding empty intersections on the board with live groups of stones, treating captured stones (referred to as prisoners) as additional points added to the capturer's total. The formula for a player's final score is thus the number of points in their plus the number of captured opponent stones. To compensate for Black's first-move advantage, White receives komi, a predetermined number of points added to their score at the end of the game; in modern Japanese play, this value is set at points, ensuring no ties and balancing the game. Komi is applied after territory and captures are tallied, with the fractional component preventing exact draws. The process begins once both players pass consecutively, signaling the game's end, at which point they must agree on the status of all groups as alive, dead, or in seki. Dead stones are removed from the board, and they are counted as prisoners for the player who surrounds them (the opponent of the stone's owner). Neutral points known as —empty intersections not enclosed by either player—are filled with arbitrary stones that do not contribute to any score. The remaining empty points fully surrounded by a single player's live stones are then summed as that player's territory, with prisoners filled into the opponent's territory to adjust the final totals. This method is particularly straightforward for human players, as it avoids counting a player's own stones on the board and instead rewards efficient enclosure of empty space, though it can lead to disputes over group liveliness, especially in complex endgame positions. By 2025, AI analysis tools such as have become integral in resolving these issues, providing precise territory estimates and life/death assessments to facilitate accurate scoring in both amateur and professional settings.

Area Scoring

Area scoring, also known as Chinese scoring, calculates a player's score by summing the number of their own living stones on the board at the end of the game with the empty points they surround, without separately counting captured stones as prisoners. This method treats area as the combination of (enclosed empty points) plus the points occupied by the player's stones. The for a player's score is thus: number of living stones + number of empty intersections surrounded exclusively by that player's stones; in seki positions, each player's live stones count toward their area score, but shared empty points do not contribute to either player's . To compensate for Black's first-move advantage, White receives a komi of 7.5 points added to their score in even games under current Chinese rules. On a standard 19x19 board with intersections, the player whose total area exceeds 180.5 points (half the board plus komi adjustment) wins, while equality results in a draw, though draws are rare due to the half-point komi. One key advantage of area scoring is reduced potential for disputes over captures, as all dead stones are removed from the board by mutual agreement before scoring begins, ensuring only living stones and undisputed contribute to the count. This preemptive resolution simplifies the endgame process compared to systems relying on post-game capture tallies. Originating from the official rules promulgated by the Chinese Weiqi Association in 1988 (with updates in 2002), area scoring has become the standard in Chinese professional play and is widely adopted in international tournaments, often via variants like the rules that emphasize its clarity for global competition.

Alternative Methods

Stone scoring represents a historical approach to evaluating Go games, primarily associated with ancient Chinese practices. In this method, a player's score is determined by the number of their stones remaining on the board at the end of play, after both players pass consecutively and no further moves are possible without risking group capture. This system originated during the and persisted in some regions into the , emphasizing the total stones placed minus those captured, rather than enclosed areas. A variant of stone scoring incorporates a group tax, which imposes a penalty for inefficient group formation by deducting one point per eye required to secure a group's life. Historically used in conjunction with territory scoring in both Chinese and Japanese rulesets, the group tax—known as kirichin or "cutting fee" in Japanese—aimed to account for the strategic cost of maintaining multiple groups, as each typically requires two eyes for security. This adjustment aligns stone counts more closely with territorial outcomes, particularly in seki positions where eyes do not contribute to but still demand defensive ; for instance, in a seki configuration, each affected group incurs a one-point deduction per eye under this rule. Although rare in modern play, the group tax appears in specialized rulesets like James Ing's proposals, which employ a fill-in method equivalent to stone scoring by requiring players to use exactly 180 stones each to occupy their territories, effectively penalizing unsecured or multi-group defenses. Mathematical reconciliations demonstrate the equivalence between territory and area scoring systems under standard conditions, such as no handicaps, no plays after mutual passes, and resolution of all dame points. Under these conditions, a player's score (enclosed empty points plus captured opponent stones) equals the total board points minus the opponent's area score, with komi adjustments (6.5 for territory and 7.5 for area) ensuring the same outcome in determining the winner. These proofs, derived from algebraic board analysis, underscore why the systems are interchangeable in practice despite superficial differences.

Optional Rules

Compensation Mechanisms

Compensation mechanisms in the rules of Go address the inherent advantage of the first player () and differences in player strength to promote fairness, particularly in even-strength games where no handicap is given. These mechanisms ensure that the second player () receives equitable compensation, allowing for competitive play without undue bias toward the initiator. Komi is the primary compensation for the first-move advantage, consisting of additional points awarded to 's score at the end of the game. Historically, komi evolved from zero in ancient and early modern Go, where no such adjustment existed, to its introduction in professional Japanese play during as a gradual innovation to balance win rates. In , komi progressed from 4.5 points in tournaments like the Honinbo in 1939, to 5.5 points by the 1970s, and finally to 6.5 points in 2002 under Nihon Ki-in rules, based on statistical analysis showing Black's win rate exceeding 50% under lower values. By 2025, 7.5 points has become the standard komi in most professional play, particularly under Chinese rules where it was adopted in the early 2000s to reflect AI-influenced evaluations of the first-move advantage, while Japanese professional games retain 6.5 points. This fractional value prevents ties by ensuring scores differ by at least 0.5 points. Handicap stones provide compensation for disparities in player skill, allowing the weaker player to start with extra stones placed on the board before the game begins. Typically ranging from 2 to 9 stones, these are positioned on the star points (hoshi), which are marked intersections optimal for early territorial influence, following a standardized pattern: corners first, then sides, and finally the center for 9 stones. The weaker player places the stones as and forgoes komi, with moving first to maintain balance; in rare cases of extreme differences, handicaps may alternate colors or use reverse komi (negative points for the stronger player) instead of stones. For uneven numbers like 3 or 5 stones, the placement follows the same star-point convention without additional adjustments in standard rules, though some amateur variants employ minor tweaks to avoid . These mechanisms collectively aim to equalize opportunities in even games through komi and extend fairness to uneven matchups via handicaps, fostering and enjoyment across skill levels.

Time Controls

Time controls in competitive Go ensure games conclude within reasonable durations, preventing excessive deliberation while accommodating the game's . These mechanisms typically involve a main time allotment followed by periods, enforced via specialized clocks that alternate between players' turns. In and play, exceeding allotted time results in loss by time, promoting efficient decision-making without rushing early phases. Historically, Go timekeeping evolved from analog mechanical clocks, common until the late , to digital electronic models that offer precise tracking and multiple overtime formats. Analog clocks, similar to those in chess, relied on manual flag falls and were prone to disputes over exact timing; by the , digital innovations in board games facilitated more reliable systems, with Go adopting them widely by the 1990s for accuracy in overtime enforcement. In 2025, digital clocks are standard in major tournaments, featuring auto-pause functions that halt a player's time during the opponent's , reducing errors and enabling seamless integration with byo-yomi or other . Byo-yomi, the traditional Japanese overtime system, activates after a player's main time—often 60 to 120 minutes—expires, granting multiple short periods for batches of moves. For instance, a common setup provides three renewable 30-second periods, where a player must complete one move within each period; failing to do so consumes the period, and exhausting all leads to time loss. Variations include longer main times like 90 minutes followed by 60-second byo-yomi, tailored to levels, ensuring players balance speed and in endgame phases. Canadian overtime, popular in North American and some international events, offers a flexible alternative with repeating fixed periods for a set number of moves after main time depletion. Under this system, a player receives, say, 5 minutes for 5 moves; upon completing the batch, the clock resets for another 5-minute period, continuing until the game ends or time runs out on a move. This format, detailed in procedures from Go organizations, encourages steady pacing across the game while accommodating variable move counts, and is often paired with digital clocks for automated resets.

Variations

Seki Positions

Seki, or mutual life, arises in the game of Go when two opposing groups of stones are interlocked in such a way that neither player can capture the other without suffering a greater loss, often due to shared liberties that prevent safe occupation. This situation allows both groups to survive indefinitely without either forming the traditional two eyes required for unconditional life, as any attempt to fill the shared spaces would lead to the attacker's own capture. Seki relates to the core concepts of liberties and captures, where groups with insufficient separate eyes depend on mutual restraint to avoid mutual destruction. There are two primary types of seki: simple seki and one-sided seki. In simple seki, neither player benefits from initiating a capture, as both sides lack the structure to safely respond, resulting in a stable stalemate where passing is the optimal move. One-sided seki, by contrast, involves a dynamic where one player might provoke the opponent into capturing, but the response maintains the balance, ensuring survival for both—often seen when the defender can recapture or secure additional liberties after the initial play. Under territory scoring, the vacant points within a seki position do not count toward either player's , treating them as neutral dame that can be filled after the game without affecting the score, though the stones themselves remain alive and secure. This neutrality preserves the groups' existence but denies enclosed points, making seki a outcome rather than a territorial gain. Strategically, seki serves as a valuable endgame tool, allowing players to force a draw-like resolution in contested areas and prevent total loss of . For instance, in a simple seki, might surround a group in a seven-point eye space, but white's inability to fill it safely—due to black's capturing response—results in both groups coexisting without points awarded, as any white play inside leads to capture and loss of the surrounding . In one-sided seki, white could play into black's potential to create the position, compelling black to either accept the seki (neutralizing the points) or risk overextension, thus turning a defensive into a tactical equalizer. These positions demand precise reading, as misjudging the balance can shift the outcome from mutual life to a decisive capture.

Board Size Differences

The game of Go is traditionally played on a 19×19 grid board, featuring 361 intersections where stones can be placed, though smaller boards are commonly used for various purposes. A 9×9 board has 81 intersections and serves primarily as a tool for beginners to learn basic rules and tactics without the complexity of a full game. Similarly, the 13×13 board, with 169 intersections, accommodates quicker matches that typically last 30 to 60 minutes, making it suitable for casual play or time-limited sessions. These non-standard sizes maintain the core mechanics of placement, capture, and connection but result in shorter games where strategic depth is reduced, emphasizing immediate tactical decisions over long-term influence and framework building. Historically, Go boards in ancient were smaller than the modern standard, often 17×17 or even less, as evidenced by archaeological findings and early texts describing gameplay with fewer stones and grids. The transition to larger boards, culminating in the 19×19 size by around the 11th century in , allowed for more intricate strategies, though smaller variants persisted in regional traditions like Tibetan Go. In contemporary as of 2025, 9×9 and 13×13 boards remain staples for introducing the game to juniors and novices, facilitating faster learning cycles and reducing intimidation from the vast 19×19 expanse. They are also employed in AI training datasets to accelerate computation and model development, as smaller grids enable efficient simulation of millions of positions without the resource demands of full-sized boards. While the fundamental rules—such as stone placement on empty intersections, capture by surrounding liberties, and prohibitions on —apply uniformly across board sizes, certain aspects scale with the grid. Liberty counts, defined as adjacent empty points supporting a stone or group, naturally diminish on smaller boards due to limited space, leading to more frequent captures and aggressive playstyles. However, ko and superko rules, which prevent immediate recapture or positional repetition to avoid infinite cycles, remain unchanged and operate identically regardless of board dimensions, ensuring fair play without adjustments. for these variants scales proportionally, with boards and stones sized smaller for portability, though professional sets prioritize the 19×19 standard.

Multi-Stone and Repetition Rules

In Go, multi-stone ko situations arise when multiple ko fights interact, potentially creating cycles that allow a group to achieve eternal life, where it survives indefinitely without being captured. This occurs in configurations such as a false eye combined with a bulky five-point formation, where one player sacrifices stones to force the opponent into a repeating sequence that recreates the board position. Under superko rules, such eternal life typically results in a or no result, as the repetition violates positional prohibitions, preventing infinite loops and requiring a replay in professional play. Repetition cycles extend beyond simple superko by involving extended sequences, such as snapping back tactics in multi-stone captures, where a player recaptures a ko by first filling an adjacent liberty, altering the board state to avoid immediate repetition. These cycles can form longer loops, like round-robin kos across multiple sites, where players alternate captures in a manner that cycles through several positions without resolving. Situational superko variants address these by tracking the player to move, declaring a repeat illegal if the same player faces the identical position, thus breaking the cycle and allowing progress.

Major Rulesets

Japanese Rules

The Japanese ruleset, formalized by the Nihon Ki-in and Kansai Ki-in in 1989 as a revision of the 1949 laws, governs professional play in Japan and emphasizes territory scoring, where a player's score consists of empty points completely surrounded by their live stones plus any captured opponent stones. Under these rules, the game proceeds on a standard 19×19 grid (or smaller boards like 13×13 or 9×9 by agreement), with players alternating placement of black and white stones on intersections to surround and capture opponent groups by filling their liberties. Live stones are those that cannot be captured or that enable the player to make uncapturable plays, determined during a post-game confirmation phase where ko threats are resolved by requiring passes. A key feature is the strict ko rule, prohibiting immediate recapture of a single-stone ko position, with recapture allowed only after an intervening move elsewhere or a pass; longer cycles that repeat board positions without progress result in a "no result" declaration rather than a full superko prohibition during play. moves—placing a stone or group with no liberties while the opponent retains liberties—are illegal, ensuring captures occur only through surrounding rather than self-removal. To compensate for Black's first-move advantage, White receives a komi of 6.5 points in and most play, added to White's territory score at the end. The Tromp-Taylor rules, proposed in 1996 by John Tromp and Bill Taylor, provide a concise, logical formalization aligned with Japanese conventions, incorporating no-suicide, scoring, and positional superko to prevent any exact board position repetition regardless of whose turn it is. These rules are widely used in implementations and casual play for their clarity and unambiguity. The Japanese ruleset has been adopted for the World Amateur Go Championship (WAGC) since its inception in 1979, using scoring with komi of 6.5 points (increased from 5.5 in 2002) on even games to determine the annual world amateur champion among national representatives. Historically, Japanese rules dominated global Go practice and tournaments before the , influencing Western adoption through Japan's cultural and organizational leadership in the , though area scoring was never native to this system, which strictly counts only enclosed empty points as .

Chinese Rules

The Chinese ruleset for Go, formalized by the Chinese Weiqi Association, emphasizes simplicity and directness in and scoring, making it particularly accessible for while accommodating advanced . Unlike territory-based systems, it employs area scoring as the standard method, where a player's score comprises the number of their living stones on the board plus the empty intersections they surround. The total board has points, with a neutral baseline of 180.5; the player exceeding this threshold after komi adjustment wins. This approach counts all occupied and enclosed points without separate consideration for captures, promoting fluid endgame decisions as stones placed in one's own do not penalize the score. A key feature is the positional superko rule, which prohibits any move that recreates a previous board position from earlier in the game, ensuring progress and preventing infinite loops. This positional superko variant applies broadly, including to ko fights, where immediate recapture is invalid, and extends to multi-stone ko situations, which are permitted provided they do not repeat a prior configuration; however, complex cases like triple or eternal ko may result in a draw or replay at the referee's discretion. Suicide moves are allowed only if they capture opponent stones by filling their last ; otherwise, such plays are illegal. Komi is set at 7.5 points, compensating White for Black's first-move advantage by adding this fractional value to White's score or deducting it from Black's, which helps avoid ties and aligns with area scoring's granularity. The Chinese ruleset serves as the basis for official variants in international competitions, such as the , where adaptations maintain core principles like area scoring and superko while specifying tournament procedures like stone counts (180 per color) and komi application. These rules have become dominant in since the 2010s, particularly in and surrounding regions, due to their alignment with local teaching methods and professional play; by 2025, their adoption has grown internationally, influencing hybrid formats in global tournaments and online platforms for their straightforward counting.

Western and Other Rulesets

The American Go Association (AGA) ruleset, widely used in North American tournaments, employs area scoring where a player's score consists of their stones on the board plus enclosed empty points, with komi set at 7.5 points for even games to compensate White. Unlike traditional territory scoring, this method ensures equivalence between counting systems through provisions like pass stones added to prisoners, avoiding discrepancies in handicap games where komi is 0.5 points. The rules incorporate situational superko, prohibiting any repetition of a prior board position with the same player to move, which resolves triple ko situations by making the repeating move illegal; if the ko is decisive and balanced, the game typically ends in a draw upon passes. Suicide moves are forbidden, treating them as passes with penalties. Ing's rules, developed by Chang-Ki Ing to emphasize strategic depth and variation, utilize area scoring based on filling the board with exactly 180 stones per player, counting live stones and enclosed spaces while shared areas score zero. Although earlier Chinese variants included a group tax deducting points for inefficient groups (one point per eye needed for ), modern Ing rules abolish this, focusing instead on stone scoring elements where all live stones contribute fully without penalties for disconnection. Komi is 8 points, and the unique Situational Superko with Time (SST) ko rule restricts recaptures after an intervening pass or board play, preventing eternal cycles like triple ko by classifying kos as "fighting" or "disturbing" and limiting the latter after one cycle. is permitted if it creates variation, allowing multi-stone self-captures in certain tactical scenarios. New Zealand rules prioritize simplicity and fairness, using area scoring to tally a player's stones and territory, with komi at 7 points for even games and none for handicaps. Situational superko forbids repeating any previous board position under the same player's turn, effectively handling triple ko by rendering the repeating capture illegal, often resulting in a draw if neither player can profitably deviate. Unlike most rulesets, is fully allowed without restriction, enabling plays like filling one's own eyes if tactically beneficial, though such moves rarely occur in practice. Korean rules, as standardized by the Korean Baduk Association for professional play in 2016 and unchanged through 2025, follow scoring where only enclosed empty points count, excluding points in seki positions, with komi at 6.5 points. The basic ko rule prohibits immediate recapture without an intervening move elsewhere, while broader repetitions like triple ko lead to a draw if the cycle persists without resolution. is illegal unless the move captures opponent stones, aligning with local judgment of during scoring. This ruleset, similar to the Japanese ruleset in using scoring, ensures clear outcomes in settings by requiring territory filling with prisoners before final count.
RulesetScoring MethodKomi (Even Game)Ko/Superko RuleSuicide AllowedTriple Ko Outcome
AGAArea7.5Situational superko (forbids repetition)NoDraw (repetition illegal)
Ing (SST)Area (fill-in)8SST ko (restricts cycles after intervention)YesRestricted (no eternal cycle)
Area7Situational superko (forbids repetition)YesDraw (repetition illegal)
Korean6.5Basic ko; draw on repetitionNo (unless capturing)Draw

References

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