GO Game Rules
Go is generally
played on a
19" x 19" game board (grid). Two players (one black & one white)
take turns placing a stone (game piece) on the points (or
intersections). Black moves first. Each stone or game piece must have
liberties (empty adjacent points) to remain on the board.
Stones that are connected by
lines are called chains, and therefore share liberties. When a stone or
a chain of stones is surrounded by opponent stones creating an area of no
liberties, it is captured and must be removed from the board. If a stone has
no liberties as soon as it is played, but simultaneously removes the
last liberty from one or more of the opponent's chains, the opponent's chains
are captured and the played stone is not.
"Ko Rule" means a
stone can't be played on a particular point (or intersection) if that move or
play would recreate the board position that existed after the same player's
previous turn. A player may pass instead of placing a stone. A game
ends and is scored at the time in the game when both players pass
consecutively.
The number of empty points
enclosed by each player's stones plus the number of points occupied by each
player's stones is a player's total points or total score. Of course, the
player with the higher score wins.
This is the sum of intrinsic
properties of the
Game of Go. The possibility and threat to capture opposing stones provides
strategic variations and makes the game interesting. There are other rulesets
which count the score differently, yet almost always produce the same result.
Go allows a person to play not only even games (players of similar
strength), but also handicap games (players of unequal strength).
Although rules of Go can be written very simply, the strategy of the game is
extremely complex. Go is a complete-knowledge, deterministic, strategy game,
in the same class as chess and checkers (draughts) whose depth can seem to
exceed even those games. Go involves a great scope of strategy with its large
board and lack of restrictions. In one part of the board a decision may be
influenced by an apparently unrelated situation in a distant part of the
board. Plays executed early in the game can shape the nature of conflict a
hudred moves later. The importance of balance on multiple levels is emphasized
and has correlating internal tensions. It is good to play moves close together
to secure an area of the board, but a player needs to spread out also to cover
the largest area. Expansionist play is required to ensure a player does not
fall behind. However, playing too broadly leaves weaknesses undefended that
are open to exploitation. Playing too low (close to the edge) secures
insufficient territory, yet playing too high (far from the edge) allows
invasion by the opponent. People are attracted to the game since they feel it
is reflective of polarities also found in life.