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Home > Go rules


 

This is an in-depth discussion of the rules of go (board game).

NB While the basic idea of go, conveyed by the outline rules given first, is not particularly complex, there are numerous subtle points which are not required study when first starting to play.

1 Rules introduction

[The following is under construction.]

1.1 Two players

Rule: There are the two players, called Black and White.

Go is a game between two players.

1.2 The board

Rule: Go is played on a board. The board is a grid of 19 horizontal and 19 vertical lines.

This is how the board looks like:


Beginners might prefer to play on a small board with 9 horizontal and 9 vertical lines (9 × 9 board). Thereby learning tactics is easier and one is not confused by the complex strategies on big boards.

After having gained some experience (having played, say, 100 games), one can switch to the regular 19x19 board. Some teachers recommend moving up to a 13 × 13 board as an intermediate step, and adequate for social players.

1.3 Intersection

Definition: An intersection is a point on the grid where a horizontal line meets a vertical line.

There are 361 intersections on the regular 19 × 19 board. In the following diagram, the mark (red circle) indicates one of the 25 intersections of the small 5 × 5 board:


(To save space, most diagrams show small boards. Here we have a 5 × 5 board.)

1.4 Stones

Rule: There are black and white stones.

The player Black uses black stones, the player White uses white stones. There is an arbitrary number of stones, i.e. the supply is unlimited. The diagram shows some stones on some intersections of the board:


1.5 Alternate play

Rule: The players alternate. Black starts.

Before Black plays first, the board is empty:


Black makes a first play on one of the intersections:


Then White makes a second play somewhere:


The game will continue with Black and White alternating.

1.6 Play or pass

Rule: On his turn, a player makes either a play or a pass.

Normally, the player having the turn makes a play. The player may also make a pass instead.

1.7 Play

Rule: When a player makes a play, he puts one stone of his colour on an empty intersection.

The following diagram shows how Black makes some play:


1.8 Chain of connected stones

Definition: A chain consists of one stone or of several stones that are of the same colour and mutually connected via lines of the grid.

This is a chain of 6 black stones:


1.9 Liberty

Definition: A liberty of a chain is an empty intersection adjacent to it.

The marked intersections (red circles) are the liberties of the black chain:


1.10 Removal

Rule: A play removes any opposing chains without liberty.

Before the play:


The play:


After the play:


In most cases, a play does not remove any chain. In other cases, a play might also remove a bigger chain, which consists of several stones. In yet other cases, a play might also remove two, three, or four opposing chains, if it takes away the last liberty of each of them.

1.11 No Suicide

Rule: It is prohibited to place a stone where it would have no liberties (or be a part of a larger chain with no liberties). The exception is when the stone completes a capture of an opponent's chain.

[to be added: example with 1-stone suicide]

Note: Some Go rulesets allow suicide. The chain with no liberties is removed from the board.

[to be added: link]


1.12 Pass

Rule: When a player makes a pass, he does nothing. Alternation continues with his opponent.

[to be added: diagram]

1.13 End

Rule: Alternate play ends when a player makes a pass and then his opponent immediately makes a pass.

[to be added: diagram]

Note: Some Go rulesets use other rules to end alternate play.

[to be added: link]



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