Play Go Game
Play Go Game
Play Go Game
GO
IS UNIQUE
Why is Go special?
As an intellectual challenge Go is extraordinary. The rules are very simple, yet it resists
all attempts to program computers to play
Go at the top level. Even the best programs,
the results of many years development,
are still beaten by experienced players.
Go offers major attractions to anyone who
enjoys games of skill:
There is great scope for intuition and
experiment in a game of Go, especially
in the opening.
Like Chess, Go
has its opening strategies and tactics,
but players can become quite strong
knowing just a few basic patterns.
A great advantage of Go is the very
effective handicapping system. This
enables players of widely differing
strengths to play each other on equal
terms without distorting the character
of the game.
A brief history
Go is one of the oldest board games in the
world. In the absence of facts about the
origin of the game there are various myths:
for example that the legendary Emperor
Yao invented Go to enlighten his son, Dan
Zhu.
Although it originated in Central Asia
and there are references to the game by
Confucius, historically it was in Japan that
the game really flourished. Introduced into
Japan probably well before the 8th century,
Go soon gained popularity at the imperial
court and, from this auspicious beginning,
took root in Japanese culture.
In 1612 the Shogun awarded stipends to
the four strongest Go players. Later these
stipends were extended to the players
heirs (often the strongest student) and
so the four great Go schools, Honinbo,
Hayashi, Inoue and Yasue, were founded.
Over the next 250 years, the intense rivalry
among these schools brought about a great
improvement in the standard of play. A
ranking system was set up, classifying
professional players into 9 grades or dans,
of which the highest was Meijin, meaning
expert. This title could be held by only
Go in Europe
Go in Britain
The European Youth Championship in Bognor Regis attracted players from all
parts of Europe
Go on the Internet
Pair Go
Pair Go at the World Mind Sports Games [Great Britain (left) vs Italy]
H OW
TO
P LAY
The rules
A game of Go starts with an empty board.
Each player has an effectively unlimited
supply of pieces (called stones), one taking
the black stones, the other taking white.
The main object of the game is to use your
stones to form territories by surrounding
vacant areas of the board.
It is also
possible to capture your opponents stones
by completely surrounding them.
Players take turns, placing one of their
stones on a vacant point at each turn, with
Black playing first. Note that stones are
placed on the intersections of the lines
rather than in the squares and once played
stones are not moved. However they
may be captured, in which case they are
removed from the board, and kept by the
capturing player as prisoners.
At the end of the game the players
count one point for each vacant point inside
their own territory, and one point for every
stone they have captured. The player with
the larger total of territory plus prisoners is
the winner.
a
Diagram 1
x
x
x
x
xx
x
x
Diagram 2
Diagram 3
Diagram 4
Diagram 2 shows three isolated White stones with their liberties marked by crosses.
Stones which are on the edge of the board have fewer liberties than those in the centre
of the board. A single stone on the side has three liberties, and a stone in the corner has
only two liberties.
Diagram 3 shows the same three stones of Diagram 2 each with only one liberty left
and therefore subject to capture on Blacks next turn. Each of these White stones is said to
be in atari, meaning they are about to be captured.
Diagram 4 shows the position which would arise if Black went on to play at b in
Diagram 3. Black has taken the captured stone from the board, and in a real game would
keep it as a prisoner. The same remarks would apply to the other two White stones,
should Black play at c or d in Diagram 4.
Strings
Stones occupying adjacent points constitute a solidly
connected string. Four examples of such strings of
stones are shown in Diagram 5. It is important to
remember that only stones which are horizontally or
vertically adjacent are solidly connected; diagonals do
not count as connections. Thus, for example, the two
marked Black stones in the top left of Diagram 5 are
two separate strings, not a single one.
Several strings close together, which belong to the
same player, are often described as a group. So these
two strings form a group.
Diagram 5
Capturing strings
As far as capturing is concerned, a string is treated
as a single unit. As with isolated stones, a string
is captured when all of its liberties are occupied by
enemy stones.
In Diagram 6 the strings of Diagram 5 have both
been reduced to just one liberty. Note that the Black
string in the top right is not yet captured because of
the internal liberty at f. The two stones at the top left
of Diagram 6 can each be captured independently at g
or h.
In Diagram 7 we see the position which would
result if Black captured at e and White captured
at f and at g. The remaining Black stone could be
captured at h. As with the capture of a single stone,
the points formerly occupied by the Black string have
become White territory, and vice versa.
g
h
Diagram 6
Diagram 7
Diagrams 8 and 9 illustrate the rule governing self-capture. In Diagram 8, White may not
play at i or j, since either of these plays would be self-capture; the stones would then have
no liberties. However, if the outside liberties have been filled, as shown in Diagram 9, then
the plays at i and j become legal; they fill the last Black liberty in each case, and result in
the Black stones being captured and removed from the board as Whites prisoners, leaving
the White stone just played with some liberties.
Diagram 8
Diagram 9
Diagram 10
p
o
q
Diagram 11
In the course of a real game, players are not obliged to complete the capture of an isolated
dead string once it is clear to both players that the string is dead. We call this a hopeless
string. In Diagram 11, once White has played at o, the situation may be left as it is until
the end of the game. Then, the hopeless strings are simply removed from the board and
counted together with the capturing players other prisoners.
The ko rule
At the top of Diagram 12, Black can capture a stone
by playing at r. This results in the situation at the top
of Diagram 13. However, this stone is itself vulnerable
to capture by a White play at u in Diagram 13. If
White were allowed to recapture immediately at u, the
position would revert to that in Diagram 12, and there
would be nothing to prevent this capture and recapture
continuing indefinitely. This pattern of stones is called ko
a Japanese term meaning eternity. Two other possible
shapes for a ko, on the edge of the board and in the corner,
are also shown in Diagram 12.
The ko rule removes this possibility of indefinite
repetition by forbidding the recapture of the ko, in this
case a play at u in Diagram 13, until White has made at
least one play elsewhere. Black may then fill the ko, but
if Black chooses not to do so, instead answering Whites
intervening turn elsewhere, White is then permitted to
retake the ko. Similar remarks apply to the other two
positions in these diagrams; the corresponding turns at
w and v in Diagram 13 must also be delayed by one turn.
r
t
s
Diagram 12
Diagram 13
y
z
Diagram 14
When you think you cant gain any more territory, reduce your opponents territory or
capture more strings, instead of playing a stone on the board you pass and hand a stone
to your opponent as a prisoner. A Black pass followed by a White pass ends the game
(since Black played first, White must play last).
Any hopeless strings are removed and become prisoners. If you cannot agree whether
a string is dead or not, then continue playing; you can then complete the capture of the
disputed strings or confirm they are alive. (Playing after such a continuation does not
change the score as each pass gives up a prisoner.)
Komi
Black has a natural advantage in playing the first move. So in games between players of
the same strength, it is usual to compensate White for the disadvantage of playing second
by adding points to Whites score. These points are called komi. From experience the
value of playing first is about 7 points, so this is the normal size of komi. In tournaments,
komi is often set at 7 21 points to avoid draws.
10
AN
EXAMPLE GAME
The example game shown here is played on a 9 by 9 board, and illustrates most of the
rules in action. It is a game played between two professionals. Try to see how the players
use the threat of capture to develop their positions. Notice also how they try to connect
their own stones and separate those of the opponent.
Most games of Go start fairly peacefully, with each player loosely mapping out
territory in different parts of the board. In this example on a small board, Black plays first
in the centre. On a larger size board play usually starts in the corners near the handicap
points.
The numbers in the figures show the order in which the stones are played. In later
figures, stones which have already been played are not numbered.
With
and
in Figure 1, Black exerts influence over
the right side of the board; while with
and , White
lays claim to the top left corner. With , Black aims to
exclude White from the bottom half of the board. White
leans against the lone Black stone with , reducing it to
two liberties. With , Black strengthens the stone at
by
extending to , and now the string has four liberties.
If Figure 2 seems somewhat alarming, you may find
it easier to look back at Figure 1 and imagine adding the
stones one at a time. Better still, play the game out on a
board.
After the
exchange, White pushes towards the
bottom with . Rather than defending the bottom left
corner, Black changes direction with , and now tries to
fence off the top right. Again White leans against the Black
stone, and again Black strengthens this stone by extending
to . White pushes into the gap with
and Black blocks
at .
If Black succeeds in surrounding all of the area to
the right and bottom of the board, Black will have more
territory than White has in the top left. Accordingly, White
cuts Black into two with , aiming to destroy the Black
area at the bottom in the course of this attack. Note that
the three Black stones to the left of
now have only two
liberties.
Figure 1: 17
11
Figure 2: 816
Figure 3: 1721
"
'
Figure 4: 2226
&
'
12
#%
&
Figure 5: 2739
Before looking at the
next figure, try to
decide for youself
where it is most
profitable for White to
play.
* -
Figure 6: 4045
2
1
1
2
13
Figure 7: 4650
Figure 8: 5152
Figure 9
Figure 10
Figure 11
The result
At the end of the game, any hopeless strings are removed from the board. This results in
the position shown in Figure 9.
There are 18 vacant intersections inside Blacks territory, and Black has taken 8
prisoners altogether, including one when White passed, making a total of 26 points.
Whites total is only 21, made up of 19 points of territory, and 2 prisoners including one
when Black passed, so Black has won the game on the board by 5 points. The process of
counting is usually simplified as shown in Figures 10 and 11.
1. Any neutral points, that is unoccupied
points which lie between Black stones and
White stones, are filled by either player. In
this game there are no neutral points to fill.
2. Each player puts the prisoners they have
captured into their opponents territory.
This produces the position shown in
Figure 10. The players territories are
reduced by one point for every stone they
have had captured.
3. The territories may be re-arranged to
facilitate counting. This produces Figure
11, in which we see that Black has 16 points
and White has 11 points.
The scores in Figure 11 are the result of
each player subtracting from the value of the
opponents territory the number of prisoners
they have captured, rather than adding them
to their own total, but the end result is the
same: Black wins by 5 points. If komi were 7
points then White would win the game by 2
points.
14
P ROBLEMS
Have a go at the following! In each problem, Black plays first. The solutions are on the
next page.
Problem 1
Problem 2
Problem 3
Problem 4
15
S OLUTIONS
Have you been successful?
Problem 1
Problem 2
If Black plays at
, White cannot
escape. In the sequence every Black
play puts Whites string into atari.
Problem 3
Problem 4
Blacks play at
chases White to the
edge of the board, and the stones
cannot escape.
For more information about Go see our website: www.britgo.org or try the
interactive Learn to Play Go site www.playgo.to/index-e.html.
16
B RITISH G O A SSOCIATION
We are a voluntary organisation
promoting the game of Go in the United
Kingdom. Membership is open to all on
payment of an annual subscription and
we support players of all standards. We:
support the playing and teaching of
Go in the UK and abroad, with other
international Go organisations.
make available a selection of books
and equipment to members at
moderate prices at tournaments and
also offer a discount at selected mailorder retailers.
produce the British Go Journal, a
magazine of news, comment, instructional articles and game commentaries.
provide an electronic newsletter for
members.
help to attract more players to the
game through various promotional
activities and material
provide a comprehensive web site
www.britgo.org
run
regular
teaching
events
throughout the UK, as well as the
Online Study Group with strong
players as teachers
encourage strong players to visit
clubs to give teaching and simultaneous games through subsidies.
arrange teaching visits by professional players from other countries.
support an extensive programme of
tournaments during the year and
maintain a UK tournament schedule.
Several tournaments, including an
inter-club league, are played over
the internet. Other tournaments are
organised by clubs, supported by us.
Most tournaments are organised in
such a way as to allow players of all
strengths to take part.
organise tournaments aimed specifically at younger players, including
the British Youth Championships and
the UK Go Challenge.
For stronger players we:
c
British
Go Association - August 2014