rec.games.go

Rules FAQ


Title: Rules FAQ
Author: Robert Jasiek <jasiek_at_snafu.de>
Frequency: monthly
Last Update: 2009-02-12; First Day: 1999-04-12
Distribution: rec.games.go
Copyright: free non-commercial usage for promotion
0 CONTENTS
1 Purpose of this Paper
2 Information for Beginners
3 Important Concepts
4 Particular Rules
5 Troublesome Details
6 Tournament Rules
7 Links
1 PURPOSE OF THIS PAPER
This paper is a basic reference for important rules terms,
rules, and tournament rules. Beginners should read
especially chapters 2 and 3, players chapters 3 to 5,
tournament players and organizers chapter 6.
2 INFORMATION FOR BEGINNERS
2.1 What Must I Know as a Beginner?
The game is played on a grid board. Typically it has 19x19
intersections, but 9x9 are also fine. Two players compete.
The first player uses black stones, the other white.
The players alternate. A player may play or pass. Playing
is putting one's own stone on an empty intersection and
removing any surrounded opposing stones. To avoid
cycles, a play may not recreate any prior configuration of
all stones on the board.
Two successive passes end the game. Then the player with
more intersections wins. Intersections are his if only his
stones occupy or surround them.
2.2 Which Rules do I Need as a Beginner?
You can play with short rules as in 2.1. Other rules may
be different, but the game is the same, i. e. strategy,
tactics, and the score do not change. Extremely rare
exceptions confirm this rule.
The winner can be determined by area or by territory.
Either includes empty intersections surrounded only by own
stones. While area adds intersections occupied by own
stones, territory adds opposing prisoners instead.
All rules, except short rules, have further phases after
alternation and before scoring. Towards a game end it is
often clear which stones will be removed. The additional
phases allow the players to agree on which stones shall be
removed. Thereby final removals do not require alternation.
Whether you score by area or by territory or whether you
remove by alternation or by agreement should mainly depend
on which rules are used by people you play with.
2.3 Which Rules Should I Teach?
One possibility is to use a board with 9x9 intersections,
short rules as in 2.1, and count each player's score by
using a finger to scan the board for his intersections.
3 IMPORTANT CONCEPTS
While strategy and tactics virtually remain the same,
concepts vary in different rules. However, the following
gives a comprehensive overview on standard terms.
3.1 Stone, String
The physical device that colours one intersection in a
play is a STONE. Two intersections of the board are
ADJACENT if they have a line but no intersection between
them. Two intersections with either black, white, or no
stones on them are CONNECTED if they are adjacent or if
there is a chain of adjacent intersections of their type
between them. A REGION consists of an intersection and
any intersections connected to it. A black or white
region is called a STRING.
3.2 Surrounded
An intersection of one colour is SURROUNDED by another
colour if each leaving path reaches the other colour first
after the one colour. Hereby it can only be surrounded
black by white, white by black, empty by black, or empty
by white. A region can be surrounded. For strings there is
an alternative notion of no liberty (or breath). A LIBERTY
of a string is an empty intersection adjacent to it. Thus
a string is surrounded if and only if it has no liberty.
3.3 Removal, Suicide
A removal empties the intersections of surrounded stones
if there are any. Hereby removal of opposing stones is
executed first, if necessary. Rules may either require or
forbid removal of own stones. This is called suicide or no
suicide. In practice, suicide might be used for so called ko
fights or in capturing races.
3.4 Capture, Prisoner
Rules that score territory call a removal a capture
because all removed stones are seriously kept as prisoners.
3.5 Move, Play, Pass
The players have alternate turns. On each turn a player makes
a move that is either a play or a pass. A play places one's
own stone on an empty intersection. It can then include
removal of surrounded stones, if any. A pass merely continues
alternation by giving the opponent the next turn.
3.6 Compensation
The first move advantage by black can be compensated by
compensation points (komi) that are added to the white score
after the game end. Komi can be adjusted by 0.5 to avoid
ties. Today integer values for komi for 19x19 boards
typically range between 5 and 7. For 13x13 boards one should
use 8, for 9x9 boards 6; however, there is no real consensus
for small board komi values yet. -
A weaker player (black) can get the right to place an agreed
number of compensation stones (handicap) before white's first
play. Rules may allow free or fixed handicap. Free handicap
does not apply any restriction. Fixed handicap requires
traditional placement on set intersections.
3.7 Phases
Normally, a game consists of the phases alternation,
agreement, scoring. A game stop is between alternation and
agreement, the game end is between agreement and scoring,
and after scoring both players accept the counted score as
the result. The main part of the game is the alternation
phase. Special rules are invoked after it. Typically, two
successive passes in alternation are the game stop and start
the agreement phase. In it the players may agree on strings
to be removed. If they agree, then they remove those strings
from the board; this ends the game. Sometimes they might
disagree, then no strings are removed but alternation is
resumed as if the last game stop did not occur.
3.8 Recreation
The position is the pattern of black and white stones on the
board. Without extra rule a position might be repeated
infinitely. The easiest rule to prohibit this says: A play
may not recreate a position. This refers to positions after
completion of plays, i.e. after possible removals. The rule
is called "superko". -
Some rules use concepts different from superko. They combine
a "2-play rule" with a "long cycle rule". The first says:
Two successive plays may not recreate a position. The second
says: If a position is recreated after more than two moves,
then the game ends either immediately or, as a variant, as
soon as the players agree, with the result "without result".
In practice the 2-play rule is sufficient for almost all
cases. It handles the relevant standard pattern of two
adjacent intersections. For superko this is just a special
application.
3.9 Scoring
The score is the result after the game end as defined by
the rules. There are two different scoring methods: area
scoring and territory scoring. Rules use one of them. Both
give the same result in almost all cases and both evaluate
the difference of the black and the white scores. A player's
AREA score is the sum of intersections with own stones and
of empty intersections surrounded only by own stones. Simply
speaking, a player's TERRITORY score is the sum of empty
intersections surrounded only by own stones and of prisoners
of opposing colour. With both scoring methods empty
intersections that are not surrounded by either black or
white are neutral.
3.10 Counting
A score must be determined by some mechanical procedure in
practice; this is called counting



Written by Robert Jasiek 14/12/2011 6.54.51
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25/05/2012 17.23.43