Basic rules
* Two players, Black and White, take turns placing a stone
(game piece) on a vacant point (intersection) of a 19 by 19
board (grid). Black moves first. Other board sizes such as
13x13 and 9x9 may be used for teaching or quick games, but
19x19 is the standard size. Once played, a stone may not be
moved to a different point.
* A vacant point adjacent to a stone is a liberty for that
stone.
* Adjacent stones of the same color form a chain (also called
a group) that shares its liberties in common, cannot subsequently
be subdivided, and in effect becomes a single larger stone.
Only stones connected to one another by the lines on the board
create a chain.
* Chains may be expanded by playing additional stones of the
same color on their liberties, or amalgamated by playing a
stone on a mutual liberty of two or more chains of the same
color.
* A chain must have at least one liberty to remain on the
board. When a chain is surrounded by opposing stones so that
it has no liberties, it is captured and removed from the board.
* If a stone is played where it has no liberties, but it occupies
the last liberty of one or more opposing chains, then such
chains are captured first, leaving the newly played stone
at least one liberty.
* "Ko rule": A stone cannot be played on a particular
point, if doing so would recreate the board position that
existed after the same player's previous turn.
* A player may pass instead of placing a stone, indicating
that he sees no way to increase his territory or reduce his
opponent's territory. When both players pass consecutively,
the game ends and is then scored.
A player's score is the number of empty points enclosed by
his stones plus the number of opposing stones which he has
captured. Points which are occupied by stones do not count
for scoring purposes. The player with the higher score wins.
(Note that there are other rule sets that count the score
differently, yet almost always produce the same result.) For
a more detailed treatment, see Rules of Go.
This is the essence of the game of Go. The risk of capture
means that stones must work together to control territory,
which makes the gameplay very complex and interesting.
If white plays at A, the black chain loses its last liberty,
and is captured and removed from the board.
If white plays at A, the black chain loses its last liberty,
and is captured and removed from the board.
Go allows one to play not only even games (games between
players of roughly equal strength) but also handicap games
(games between players of unequal strength). Without a handicap,
even a slight difference in strength will generally be decisive.

Optional rules
Optional Go rules may set the following:
* compensation points, almost always for the second player,
see komi;
* compensation stones placed on the board before alternate
play, allowing players of different strengths to play competitively
(see Go handicap for more information);
* "superko": the ko rule (a move must not recreate
the previous position) is extended to disallow any previous
position. This prevents complex repetitive situations ("triple
ko", "eternal life", etc.) from cycling indefinitely. |