A Few Simple Rules
A Few Simple Rules
A Few Simple Rules
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How to Play
Although the normal size of a Go
board is 19 by 19 lines, it is
possible to use smaller sizes. A
quick game can be played on a 13
by 13 board without losing the
essential character of the game.
The following examples all use a 9
by 9 board.
We recommend that beginners
learn the basics on a 9 by 9 board,
moving up to a 13 by 13 board
after a few games and only playing
on a 19 by 19 board if you can
play a complete game within 15
minutes and are comfortable with
some of the strategic concepts.
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 opponent's 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.
Diagram 1
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.
Diagram 1 shows the position at the end of a game on a 9 by 9 board, during which Black
captured one white stone at a.
Black has surrounded 15 points of territory, 10 in the lower right corner and 5 towards the top of
the board. Black's territory includes the point a formerly occupied by the white stone Black has
captured. Adding this prisoner, Black has a total of 16 points.
White's territory is 17 points, so White wins the game by one point.
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 Black's next turn. Each of these white stones is said to be in atari,
Diagram 5
Strings
Stones occupying adjacent points constitute a solidly connected string. Two examples of such
solidly connected 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
Diagram 6
Diagram 7
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.
Capturing strings
As far as capturing is concerned, a string of stones 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.
A player may not self-capture, that is play a stone into a position where it would have no
liberties or form part of a string which would thereby have no liberties, unless, as a result, one
or more of the stones surrounding it is captured.
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 White's prisoners.
Diagram 8
Diagram 9
Diagram 10
In Diagram 11, the black string at the bottom is in danger of being captured. To ensure that
Black's string has two eyes, Black needs to play at o. If White plays at o, the black string will no
longer be able to make two eyes, and cannot avoid eventual capture; White can always fill in the
outside liberties and then play at p and at q. Black plays at p or q would only hasten the string's
death.
The black string at the top left of Diagram 11 is already alive even though there is a White stone
inside one of its eyes. Since White can never capture the black stones, the White stone caught
inside the string cannot be saved.
Diagram 12
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 player's 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
this diagram.
Diagram 13
Diagram 14
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 White's intervening
turn elsewhere, White is then permitted to retake the ko. Similar remarks apply to the other two
positions in these diagrams; the corresponding plays at w and v in Diagram 13 must also be
delayed by one turn.
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.)
Now you know how to play. However there are a few other things you should
know:
The handicap system
As remarked in the introduction, one of the best features of the game of Go is its handicap
system. A weaker player may be given an advantage of anything up to nine stones. These are
placed on the board in lieu of Black's first turn. Once all the handicap stones have been placed in
position it is White's turn to play.
Through the grading system, any two players can easily establish the difference in their strength,
and therefore how many stones the weaker player should take in order to compensate for this
difference. Since a player's grade is measured in terms of stones, the number of stones for the
handicap is simply the difference in grade between the two players.
There is an established pattern for the placement of handicap stones, shown by the dots which
are marked on any Go board. This is shown in Diagram 15 (Black is facing the board from the
bottom).
Diagram 15
Komi
Black has a natural advantage in playing first. 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
White's 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 7.5 points to avoid
draws.
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Last updated Thu Mar 26 2015. If you have any comments, please email
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