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("Connected") 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 adjacent intersections of the same state (empty, occupied by white, or occupied by black). A position consists of an indication of the state of each intersection. 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. Each player has at their disposal an adequate supply (usually 180) of stones of the same color. Stones: Go is played with playing tokens known as stones. Two intersections are said to be adjacent if they are connected by a horizontal or vertical line with no other intersections between them. ("Intersection", "Adjacent") A point on the board where a horizontal line meets a vertical line is called an intersection. Board: Go is played on a plain grid of 19 horizontal and 19 vertical lines, called a board. Players: Go is a game between two players, called Black and White. (Each rule and definition links to a detailed explanation in that section.)Īn optional rule prohibiting suicide is included as Rule 7A. The basic rules are formulated here in a more detailed way to ease their presentation in § Explanation of the basic rules below. What is here called a "solidly connected group of stones" is also called a chain. These rules rely on common sense to make notions such as "connected group" and "surround" precise. A player's area consists of all the points the player has either occupied or surrounded.No stone may be played so as to recreate a former board position.( Capture of the enemy takes precedence over self-capture.) 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.A player may pass their turn at any time.A move consists of placing one stone of one's own color on an empty intersection on the board.Black makes the first move, after which White and Black alternate.The board is empty at the onset of the game (unless players agree to place a handicap).A clarification to rule 5 is added in parentheses. Notes: The words move and territory are used differently here than elsewhere in this article play and area, respectively, are used instead. They assume familiarity with the equipment used to play go, for which one may refer to § Elements of the game below. These rules appear in "The Rules and Elements of Go" by James Davies. 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. The second is a formulation of the basic rules used for expository purposes in this article.Įxcept 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. The first is a concise one due to James Davies. Two statements of the same basic rules, differing only in wording, are given here. The rules are studied more fully in § Explanation of the basic rules below.
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6.1.1 World Amateur Go Championship RulesĪ set of rules suitable for beginners is presented here.3.4 Attempts at reconciling the scoring systems.1.3 Comparative features of the basic rules.Later sections of the article address major areas of variation in the rules of go, and individual sets of rules. The discussion is for the most part applicable to all sets of rules, with exceptions noted.
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These rules are then discussed at length, in a way that does not assume prior knowledge of Go on the part of the reader. 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, themselves close in most essential respects to the Chinese rules. Differences in the rules are said to cause problems in perhaps one in every 10,000 games in competition. The different sets of rules usually lead to the same game result, so long as the players make minor adjustments near the end of 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 most significant of these are the scoring method, together with attendant differences in the manner of ending the game. Notably, Chinese and Japanese rules differ in a number of aspects. Even among these, there is a degree of variation. This article discusses those sets of rules broadly similar to the ones currently in use in East Asia. The rules of Go have seen some variation over time and from place to place.