GO GO In The West BADUK In Korea IGO In Japan WEIQI In China © Craig R. Hutchinson, 17 June 2007 A Contest of Life, Liberty and the Pursuit of Happiness INTRODUCTION Go is one of the oldest board games on this planet. It originated in Asia over 3000 years ago and is played by millions of people today. Two players, one using black stones and the other white stones, alternately place a stone on an intersection point of a 19x19 line grid. Black plays first. To remain on the grid (Life), a stone or stone string must have a vacant adjacent intersection point on a line extending from the stone or stone string (Liberty). The player with the greater total of stones and liberties on the grid wins the contest (Happiness). On a 19x19 line grid, black needs more than 184 and white needs more than 176.5 too win with 7.5 white offset points for white playing second. Grid sizes between 5x5 and 21x21 are also used. A 7x7 line grid facilitates learning to play. Here are five simple rules sprinkled with a set of definitions and concepts to tickle your fancy. RULES/DEFINITIONS 1. OBJECTIVE: To establish the greater total of stones and liberties on the grid. String: Same color stones on adjacent points of a line. Connection: A play that creates a string. Shape: A stone, string, and point array. Vital Point: A good/effective shape point. Link: A shape for connection. Group: A set of linked stones and strings. Peep: A play assaulting a link. Cut: A play destroying a link. Key Point: A connect, peep, or cut point. 2. LIBERTY: A vacant adjacent point on a line from a stone or string, marked Δ. Eye: A shape for a secure liberty. Base: A shape for life, i.e., two eyes. Prime Point: A base preserve/assail point. Wall: A shape for influence. Main Point: A wall build/fortify point. 3. CAPTURE: A string, or a stone not part of a string, with no liberty is captured. Check: A string or stone with one liberty. Frame: A shape for territory. Border: A frame's rim. Pivot Point: A frame expand/reduce point. Chief Point: A maneuver point. 4. PLAY OR PASS: A play consists of the following three steps: 1) Place a stone on a vacant point; 2) Remove foe's captured stones or strings; 3) Remove own captured stones or strings. A player may pass (not make a play). Aim: To Analyze/Prepare/Threaten/Succeed to: Organize/Coordinate/Incur/Control Create/Endanger/Expand/Reduce Assemble/Assault/Solidify/Subdue Defend/Attack/Secure/Destroy Shapes. Target Point: A point for an aim. 5. REPEAT: Cannot repeat a grid position. Strength: Walls for contentions. Potential: Walls for engagements. Able jobs inset. Power: Walls for controls. Pressure: Walls for compulsions. Force: Walls for leverages. Urgent Point: A vital, key, or prime point. Big Point: A main, pivot, or chief point. Follow-up Point: A target point. Deployment: Urgent/Big/Follow-up point. Maneuver: Corner - - Side - - Center EXAMPLE GAME 1 1. START: A game begins on an empty grid. Black plays first. The players alternately place a stone on the grid. The weaker player is assigned black and can make N Handicap plays before white plays. The handicap changes by one after three consecutive wins. 2. BEGINNING STAGE: The players play stones maneuvering to establish: 1) Connection: Multiple and secure links. 2) Life: Stones and strings with liberties. 3) Influence: Strength, potential, power, pressure, and/or force for connection, life, influence, and/or territory. 4) Territory: Points which the foe's stones cannot permanently occupy. 3. MIDDLE STAGE: The players continue to maneuver for connection, life, influence, and/or territory by: 1) Attacking and assaulting their foe's connection, life, influence, and/or territory. 2) Creating and defending their own connection, life, influence, and/or territory. 3) Creating borders for connection, life, influence, and/or territory. 4. END STAGE: The players complete their borders. The results of the player's aims to: Analyze/Prepare/Threaten/Succeed to: Organize/Coordinate/Incur/Control Create/Endanger/Expand/Reduce Assemble/Assault/Solidify/Subdue Defend/Attack/Secure/Destroy the Connection/Life/Influence/Territory Link/Base/Wall/Frame Shapes are evident. 5. FINAL and SCORE: The game ends after consecutive black and white passes. The score is the sum of the player's stones and liberties on the grid. (A shared liberty counts ½.) The player with the higher score wins. (White's score receives 7.5 offset points for playing second. White receives a .5 offset point in a handicap game.) White's score is 27.5 (20 + 7.5) and black's score is 29 in this non-handicap game. HINT: Learn rules 1 through 5 and start playing before getting saturated with the set of definitions and concepts of Go elements sprinkled in between. QUESTIONS 1. OBJECTIVE: What is the objective of the game? In order to have the greater total of stones and liberties on the grid, what must one obtain, control, and/or occupy? 2. LIBERTIES: How many liberties does each stone and string have? 3a. CAPTURE: What is the result if black plays on one of the liberties marked Δ? What is the result if white plays on one of the liberties marked Δ? 3b. CAPTURE: How are strings constructed in order to prevent their capture? Construct a string with secure liberties that cannot be occupied. 4. PLAY OR PASS: Which stones or strings are in check? Which black stones or strings can white capture? Which white stones or strings can black capture? Can a player pass, i.e., not make a play? 5. REPEAT: If white plays on a Δ liberty and captures a Ο stone, can black immediately follow white's play by playing on the point previously occupied by the Ο stone? EXAMPLE GAME 2 1. START: Who plays first? If a handicap of 3 is given black, how many stones does black play on the grid before white plays? 2. BEGINNING STAGE: What takes place in the beginning stage? 3. MIDDLE STAGE: What takes place in the middle stage? 4. END STAGE: What takes place in the end stage? 5a. FINAL and SCORE: Who can get the greater total of stones and liberties on the grid? What is the score? 5b. FINAL and SCORE: If black plays at Δ who can get the greater total of stones and liberties on the grid? What is the score? HINTS: A stone or string with: Four Insecure Liberties is Weak; Three Insecure Liberties is in Trouble; Two Insecure Liberties is in Danger; One Liberty is in Check; Zero Liberties is Captured; Defend Your Links, Bases, Walls and Frames; Attack Foe's Links, Bases, Walls and Frames; Find a Scheme or Maneuver with Multiple Aims. MORE INFORMATION There are slightly different rules for Go, Baduk, Igo, and WeiQi: American, Chinese, Japanese, Korean, New Zealand, Taiwanese, Tibetan, etc. The differences are in offset points, counting the score, forbidding a repeating grid position, permitting own capture, and permitting a pass play. With these rules you can learn to play Go, Baduk, Igo, or WeiQi and be prepared to adapt to the differences. For more information about Go, Baduk, Igo, or WeiQi players and clubs in your area, or on the Internet, contact: The American Go Association PO Box 397, Old Chelsea Station New York City, NY 10113-0397 E-mail: membership@usgo.org Net: www.usgo.org or contact Hutch Phone: 703-698-9811 E-mail: crhutch@erols.com Net: http://users.erols.com/crhutch/go.html To obtain books and equipment, contact: Ishi Press Phone: 800-859-2086 E-mail: IshiPress@aol.com Net: http://www.ishigames.com Kiseido Phone: 800-988-6463 E-mail: kiseido@yk.rim Net: www.kiseido.com Samarkand Phone: 800-600-4373 E-mail: info@samarkand.net Net: www.samarkand.net Slate & Shell Phone: 800-653-7640 E-mail: bcobb@slateandshell.com Net: www.slateandshell.com Yutopian Enterprises Phone: 800-988-6463 E-mail: sales@yutopian.com Net: www.yutopian.com |