Rules of go - Biblioteka.sk

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Rules of go
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The rules of Go have seen some variation over time and from place to place. This article discusses those sets of rules broadly similar to the ones currently in use in East Asia. Even among these, there is a degree of variation.

Notably, Chinese and Japanese rules differ in a number of aspects. The most significant of these are the scoring method, together with attendant differences in the manner of ending 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 different sets of rules usually lead to the same game result,[1] so long as the players make minor adjustments near the end of the game. Differences in the rules are said to cause problems in perhaps one in every 10,000 games in competition.[2]

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,[3] themselves close in most essential respects to the Chinese rules. These rules are then discussed at length, in a way that does not assume prior knowledge of Go on the part of the reader. The discussion is for the most part applicable to all sets of rules, with exceptions noted. Later sections of the article address major areas of variation in the rules of go, and individual sets of rules.

Basic rules

A set of rules suitable for beginners is presented here. The rules are studied more fully in § Explanation of the basic rules below.

Two statements of the same basic rules, differing only in wording, are given here. The first is a concise one due to James Davies. The second is a formulation of the basic rules used for expository purposes in this article.

Except 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.[4][5] 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.

Concise statement

These rules appear in "The Rules and Elements of Go" by James Davies.[6] They assume familiarity with the equipment used to play go, for which one may refer to § Elements of the game below.

Notes: The words move and territory are used differently here than elsewhere in this article; play and area, respectively, are used instead. A clarification to rule 5 is added in parentheses.

  1. The board is empty at the onset of the game (unless players agree to place a handicap).
  2. Black makes the first move, after which White and Black alternate.
  3. A move consists of placing one stone of one's own color on an empty intersection on the board.
  4. A player may pass their turn at any time.
  5. 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. (Capture of the enemy takes precedence over self-capture.)
  6. No stone may be played so as to recreate a former board position.
  7. Two consecutive passes end the game.
  8. A player's area consists of all the points the player has either occupied or surrounded.
  9. The player with more area wins.

These rules rely on common sense to make notions such as "connected group" and "surround" precise. What is here called a "solidly connected group of stones" is also called a chain.

Reference statement

The basic rules are formulated here in a more detailed way to ease their presentation in § Explanation of the basic rules below. (Each rule and definition links to a detailed explanation in that section.)

An optional rule prohibiting suicide is included as Rule 7A.

Players and equipment

  • Rule 1.[7] Players: Go is a game between two players, called Black and White.
  • Rule 2.[8] Board: Go is played on a plain grid of 19 horizontal and 19 vertical lines, called a board.
    • Definition.("Intersection", "Adjacent") A point on the board where a horizontal line meets a vertical line is called an intersection. Two intersections are said to be adjacent if they are connected by a horizontal or vertical line with no other intersections between them.[9]
  • Rule 3.[10][11] Stones: Go is played with playing tokens known as stones. Each player has at their disposal an adequate supply (usually 180) of stones of the same color.

Positions

  • Rule 4.[12][13] 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. A position consists of an indication of the state of each intersection.
    • Definition.[14] ("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).
    • Definition. ("Liberty") In a given position, a liberty of a stone is an empty intersection adjacent to that stone or adjacent to a stone which is connected to that stone.[9]

Play

  • Rule 5.[15] Initial position: At the beginning of the game, the board is empty.
  • Rule 6.[16] Turns: Black moves first. The players alternate thereafter.
  • Rule 7.[9] Moving: When it is their turn, a player may either pass (by announcing "pass" and performing no action) or play. A play consists of the following steps (performed in the prescribed order):
    • Step 1. (Playing a stone) Placing a stone of their color on an empty intersection (chosen subject to Rule 8 and, if it is in effect, to Optional Rule 7A). It can never be moved to another intersection after being played.
    • Step 2. (Capture) Removing from the board any stones of their opponent's color that have no liberties.
    • Step 3. (Self-capture) Removing from the board any stones of their own color that have no liberties.
  • Optional Rule 7A.[17] Prohibition of suicide: A play is illegal if one or more stones of that player's color would be removed in Step 3 of that play.
  • Rule 8.[18] Prohibition of repetition: A play is illegal if it would have the effect (after all steps of the play have been completed) of creating a position that has occurred previously in the game.

End

  • Rule 9.[19] End: The game ends when both players have passed consecutively. The final position is the position on the board at the time the players pass consecutively.
    • Definition.[20][21] ("Territory") In the final position, an empty intersection is said to belong to a player's territory if all stones adjacent to it or to an empty intersection connected to it are of that player's color.
    • Definition.[22] ("Area") In the final position, an intersection is said to belong to a player's area if either: 1) it belongs to that player's territory; or 2) it is occupied by a stone of that player's color.
    • Definition.[23] ("Score") A player's score is the number of intersections in their area in the final position.
  • Rule 10.[24] Winner: If one player has a higher score than the other, then that player wins. Otherwise, the game is a draw.

Comparative features of the basic rules

The essential features of these basic rules relative to other rulesets are summarized here. Each of the differences is discussed in greater detail in a later section of the article.

What variation exists among rulesets concerns primarily Rules 7A, 8, 9 and 10.

  • The basic rules use area scoring, as in China and Taiwan, and as in the official rules of many Western countries. The main alternative is territory scoring. Though territory scoring is the system used in Japan and Korea, and is customarily used in the West, it is not possible to use territory scoring unless Rule 9 is replaced by a much more complex end-of-game rule. The goal of these basic rules is to present a simple system first. See § Scoring systems below.
  • The basic rules require the players to "play the game out" entirely. Virtually all rulesets used in practice provide some mechanism that allows players to begin scoring the game before the final position (the one used to score the game) has been reached. In some cases, this is merely a convenience intended to save time. In others, it may be an essential feature of the game. In any case, explaining these rules might obscure the nature of the game somewhat for a person unfamiliar with it. See § Counting phase below.
  • The basic rules allow suicide (or self-capture). This is unusual outside of Taiwan and New Zealand. Inclusion of Optional Rule 7A is in line with practice elsewhere. See § Suicide below.
  • The basic rules apply the rule of positional superko. This, or a similar rule, is common in official Western rulesets, but not in East Asia. See § Repetition below.
  • The basic rules do not contain any special exceptions for territory in a seki. This agrees with most practice outside Japan and Korea. See § Seki below.
  • The basic rules do not have a komi. This is now unusual in even-strength games, but was common practice until the mid-twentieth century. A komi is a number of points, usually five to eight, awarded to White in compensation for moving second. See § Komi below.
  • Zdroj:https://en.wikipedia.org?pojem=Rules_of_go
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