home *** CD-ROM | disk | FTP | other *** search
- From: niekd@cs.kun.nl (Niek van Diepen)
-
- What follows is a translation of the Dutch Go Association rules for
- lightning go. It is also applied to rapidgo (anything without byoyomi,
- but usually up to 45 minutes).
-
- Disclaimer: I am one of the people originally responsible for these
- rules, but not in my current position as Secretary of the European Go
- Federation, so these are not EGF rules.
-
- Hope it helps,
-
- Niek van Diepen, Secretary EGF
-
-
-
- RULES CONCERNING LIGHTNING GO TOURNAMENTS.
-
- 1 : LIGHTNING GO
- A lightning go tournament is a tournament that has been
- announced as such and consists of games with no more than
- 15 minutes thinking time for each player without byo-yomi.
-
- 2 : GENERAL RULES
- The gamerules and the tournament regulations are the same as
- for a normal game of go, unless stated differently here.
-
- 3 : TIMEKEEPING
- The thinkingtime is measured with a so called chess clock.
- Before the beginning of a game it is set to the time that
- holds for the tournament. It is then checked by both players
- and/or by the tournament director. Next 'the white-player'
- -from now on called white- may determine whether the clock
- will be at the left or the right side of the board. If
- white is not present at the beginning of the game black
- may choose. The game starts when both players have indicated
- to be ready or when the tournament director orders them
- to start. In games with at most one stone handicap white
- may start with pushing the clock (this is not mandatory).
- In games with two or more stones handicap black places the
- handicap stones outside the official time, and then he
- may push the clock (not mandatory). Pushing the clock is
- a right. It is never mandatory and it is lost after the
- opponent has made his move.
-
- 4 : MOVES
- A move is fixed once a stone has been placed on the
- board and has been released. Its position must be clear
- (cf. point 9). A move has been completed only when killed
- stones have been remove from the board.
- After this the player who has made the move may push the
- clock with the same hand with which he touched the stone
- last. He loses this right once his opponent has answered
- the move.
- It is always allowed to pass. The pass has to be announced
- clearly. After this the player who has passed may push the
- clock with either hand if his opponent hasn't answered yet.
- A pass counts as a move. When a player has passed before his
- oppponent has pushed the clock the latter is not allowed to
- push the clock anymore before he makes another move.
- Dropping a stone doesn't count as a move. A droppped stone
- must be removed as soon as possible by the player who dropped
- it. During this he should hinder his opponent as little as
- possible. Even if the player who dropped the stone wants to
- move where the stone lies he will have to touch it in this
- position, before the move has been completed and he may push
- the clock.
-
- 5 : REMOVAL OF STONES
- Removal of more than two killed stones may happen in
- neutralized time. One or two killed stones must be removed
- in the time of the player killing them.
-
- 6 : REPAIRING ILLEGAL POSITIONS
- If a player notes that he made an illegal move before he
- has pushed the clock, and before his opponent has answered
- this illegal move, he must take it back immediately. After
- this he is allowed to make another move. (Apologies should
- be made in the time of the offender).
- When the clock has been pushed already and the opponent notes
- that the move is illegal before he has answered it section 7
- applies.
- If an illegal move has been answered it counts as legal.
- This also applies to suicide moves. Stones that are found
- dead on the board should be removed in neutralized time.
- After this the game continues normally.
- The tournament director must be called when it isn't clear
- whether a white or a black group should be removed.
- The director will try to determine which stones are dead.
- For this he may use witnesses. When no final conclusion can
- be reached this way he decides either to remove the most
- obvious group, to remove both groups, or to replay the game.
- The clock may be neutralized for this arbitration.
-
- 7 : ILLEGAL MOVE WITH PUSHING THE CLOCK
- If a move is illegal and the player who made this move has
- pushed the clock and his opponent has not yet answered it
- the opponent may take the following action.
- a) Stating "illegal move", "not allowed" or some such formula
- he restarts the clock of his opponent.
- b) The player who made the illegal move has to remove this
- stone in his own time. Next he must pass after which he
- may push the clock again.
- c) After this the game proceeds as usual.
- It could be that the player who made the "illegal" move
- doesn't agree with the claim of illegality (this can happen
- when the players disagree who may take a ko). In that case
- he neutralizes the clock and asks the director for arbitration.
- If it is possible for the director to decide who is wrong
- he fines this person with the loss of one minute thinking
- time for improper conduct. On top of this he gives this
- person an official warning. Subsequent warnings may result
- in expulsion from the tournament.
- If the director cannot decide who is wrong - even after
- consulting with possible witnesses - he will ask each player
- if he wants to continue the game after a decision against him
- (now without time penalty and warning). If both players are
- prepared to accept such a decision the director makes an
- ad hoc decision, after which the game continues. If only
- one player is willing to accept a decision against him the
- director may take this decision (without time penalty and
- warning). If neither player is willing to accept a decision
- against him the director may either arbitrate the game, have
- it arbitrated, or have it replayed.
-
- 8 : PERTURBING THE BOARD
- If one of the players brings the position on the board in
- disarray he has to put the stones back in order in his own
- time. When the players disagree about the thus created
- position they can ask the director for a settlement in
- neutralized time.
-
- 9 : UNCLEAR MOVES
- If the position of a stone just placed on the board is
- unclear the oppponent may restart the clock of the player
- who made this move, asking him to clarify the position of this
- stone in his own time. Abuse of this rule can lead to
- intervention of the director and an official warning.
-
- 10 : HINDERING
- It is not allowed to intentionally hinder one's opponent.
- Intentional hindering can lead to a warning by the director
- and a time penalty.
-
- 11 : ENDING THE GAME
- A game has been finished after one of the following
- conditions has been met.
- a) One of the players resigns.
- b) Four consecutive passes have occured (two per player).
- This we call a natural ending. After this the clock may be
- neutralized.
- c) One of the players has used up all his time (indicated by
- the falling of the "flag") and his opponent announces this.
- If both flags have fallen the player who first claims
- that his opponent exceeded his time limit is the victor.
- In case of doubt the result is a jigo unless the
- tournament doesn't allow for jigo. In that case the game
- has to be replayed. If this is impossible (due to time)
- the game has to be arbitrated.
- d) The director declares one of the players victorious.
-
- The players must agree about the outcome of the game. If this
- is not the case they must ask the director to intervene.
- In case of disagreement with a decision of the director
- a player may bring his case to the appeals committee (if the
- tournament has one), or the rules committee of the
- organization under whose auspices the tournament was
- organized. In the latter case the tournament continues as if
- the decision of the director is final.
-
- 12 : COUNTING
- When the game has a natural ending counting is according to
- the normal rules. When the dame points are filled and one
- of the players "finds a point" it is for the finder.
- He will make the corresponding move and push the clock to
- allow his opponent to answer it. The game continues now
- until one of the four conditions concerning the ending of
- the game has been met again. This rule does not apply to the
- killing of stones that are put in atari during the filling
- of the dame points, unless the filling of the dame happens
- with the clock running and the game has not ended yet.
-
- 13 : UNCOUNTABLE POSITIONS
- If the result of a game cannot be counted because it has not
- been finished properly the following rules apply:
- 1) If both players have more than one minute thinking time
- left they continue play as if the 4 passes have not
- occured. The player who passed first may move and his
- clock is restarted. If it isn't clear who should move
- (the players may have forgotten it) the director should
- try to determine this. If this proves to be impossible
- he may either decide in favour of one of the players,
- have the game arbitrated, or have the game replayed.
- 2) If at least one of the players is in time trouble (less
- than one minute thinking time left) the director should
- be called. He should decide for one of the following
- actions:
- a) Continue play as in point 13.1 above (only if there are
- very few moves left to be played).
- b) Add one or two minutes to the remaining time of each
- player. Continue now as under point 13.1.
- c) Arbitrate the game or have it arbitrated. This should
- only be done if the result is rather obvious and the
- time left for each player is about equal.
- d) Have the game replayed.
- e) Declare both players losers. If the tournament allows
- for it he may declare a jigo.
-
- 14 : THE PUBLIC
- Under no condition are bystanders allowed to influence the
- outcome of a game. The only exception occurs when the
- director asks for witness accounts in case of a dispute.
- It is rigorously FORBIDDEN to let one of the players know
- that he may push the clock or that his opponent has run out
- of time. If one of the bystanders violates this rule the
- director should have him removed from the playing room at once.
- If this concerns a participant of the tournament he will be
- confined to his own table for the rest of the tournament
- and be issued an official warning.
- The director will determine whether the game that was
- interfered with can still be finished, if necessary with a
- time correction or other actions. If this is not the case
- the game has to replayed or arbitrated.
-
- 15 : THE TOURNAMENT DIRECTOR
- Also the director is not allowed to influence the outcome of
- a game, unless one of the players asks for his intervention.
- If on the other hand the director notices a systematic
- deviation from the rules of go in a game he may decide that
- this game shouldn't count for a go tournament. E.g. a game of
- five in a row cannot count for a go tournament.
-
- 16 : REMARKS
- It is neither illegal nor unethical to try to use the time
- trouble of one's opponent to one's advantage. A player who
- experiences time trouble is wise to protect his groups and
- his territory in such a way that they are tinker proof.
-
- The director and the tournament organization will make their
- tasks much lighter when they insist that everybody in the
- playing room has read the above rules.
-
- 17 : CONCLUDING REMARK
- The director decides what action to take when these rules
- don't apply.
-
-