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- The American Go Association Rules of Go
-
- This document contains the official rules of go for the AGA and several
- other documents that comment on them.
-
- Fred Hansen
-
-
- ---------------------------------
- Transmittal letter
- ---------------------------------
-
- AMERICAN GO ASSOCIATION
- P.O. Box 397, Old Chelsea Station, New York, NY 10113
-
-
- To: IGF Rules Committee
- From: AGA Rules Committee
- Date: April 1, 1991
- Re: Rules Proposals
-
- The 1990 Intemational Go Federation Rules Committee meeting took a
- significant step in agreeing in principle, at the initiative of the
- Japanese representative, to sanction multiple sets of rules for use in
- international amateur play.
-
- As the Committee knows from our previous presentations, the American Go
- Association has for several years been working toward a "simplified" set
- of rules for use among amateurs--a set of rules at once simple enough to
- be understood by beginners, clear and comprehensive enough to guide
- tournament play among amateurs--when the tournament director (and the
- strongest players present) may not even be of dan level--and acceptable
- to players from all cultural backgrounds.
-
- Our Rules Committee has now adopted a proposed set of AGA Official Rules
- of Go which we believe meets these criteria. These rules are similar to
- those we presented at the 1990 IGF Rules Committee meeting, but have
- benefitted greatly from the discussions we took part in there, both in
- committee and with individual participants, and from further discussions
- with interested parties in the Canadian Go Association, the New Zealand
- Go Association, and various European Go Associations.
-
- The Significance of "Simplified" Rules
-
- We refer to these proposed rules as "simplified" not because they define
- a game which is any less subtle or challenging than the traditional
- rules. Rather, they are simplified in that they avoid the need for
- amateurs to be familiar with "special cases", or to master complex
- confirmation procedures or precedents about the status of certain
- positions. We recognize that the rules in effect in Japan, Korea, and
- China have matured in cultures with millions of amateur players and
- strong, experienced professional associations; they are undoubtedly
- appropriate for play among professionals, or among strong amateurs where
- expert advice is easily accessible. For amateur players in the West,
- where professionals are few and far between, and entire cities and
- regions may lack even dan-level amateur players, however, such rules
- present difficulties. We believe that our "simplified" rules are more
- appropriate for use with amateurs, especially where no very strong
- players are available as arbiters or referees.
-
- The Key Issues
-
- On the key issues under discussion internationally, our rules take the
- following positions:
-
- Super-Ko: A super-ko rule prohibiting full board repetitions is adopted.
- This covers all potential repetitive situations in one stroke, and
- guarantees that every game must have a definite outcome. Situations
- involving multiple kos and/or other potentially infinite repititions are
- rare. When they do arise, the care required to avoid a full-board
- repetition is not so much greater than that required in handling
- ordinary multi-step or multi-stage kos, and seems to form a natural
- strategic component to the game. Most importantly, it is clear in
- principle even to beginners how every such situation is handled. We
- believe this approach is preferable to handling such potential
- repetitions on a case-by-case basis, or causing a game to be annulled.
-
- Use of Pass Stones: Our rules provide that the players must make an
- equal number of moves during the game, and that when a player passes, he
- or she must pass the opponent a "pass" stone (previously referred to as
- a "bookkeeping" stone), which is treated like any other prisoner. The
- requirement that the players make an equal number of moves (i.e., that
- in an even game White must make the last move) serves to guarantee that
- passing is never beneficial before the end of the game. (Without this
- proviso, one can have situations where the players get into rather
- strange "pass fights" over who gets the very last move, as James Davies
- has pointed out.) The use of pass stones keeps the actual number of
- stones played (or exchanged) equal, and thus guarantees that area and
- territory counting give the same result. Finally, offering a pass stone
- to the opponent provides a neat "language free" method for proposing an
- end to the game!
-
- Settling Disputed Status of Groups: The status of disputed groups is to
- be settled by playing out the full-board situation.
-
- Playing out the situation allows players of varying levels to resolve
- complex life-and-death situations according to their abilities, without
- depending on outside authorities or exhaustive analysis, and hence is
- most suitable for amateur play. While the new Nihon Ki-in rules are
- carefully crafted to resolve most of the difficult cases which used to
- require exccptional handling, and are probably very appropriate for
- professional play, they depend on a high level of sophistication in
- analyzing each position based on rules which are slightly different from
- normal play (due to the special handling of kos). In principle,
- resolving such end-of-game disputes requires the players--or some
- competent authority in attendance--to have the capacity to resolve
- life-and-death problems of arbitrary complexity! Rather than attempt to
- resolve each local situation "in principle" in the ideal fashion through
- extensive analysis, playing the position out achieves a fair result (it
- is based on the relative reading strengths of the players themselves) in
- potentially bounded time without the need to appeal to outside
- authorities or make use of special rules.
-
- The following features of the confirmation process are intended to
- insure that it is unambiguous, and that neither player can use the
- opportunity to restart play to gain an artificial advantage:
-
- * After two consecutive passes, the players attempt to agree on which
- remaining groups on the board are dead. A mechanism is suggested for
- this process which should work even if the players share no common
- language. Note that no stones are actually removed until it is clear
- that the players agree on the status of all groups on the board.
-
- * Effectively, it is always the opponent of the player disputing a
- purportedly dead group's status who moves first when the game is
- restarted (although that player may choose to pass).
-
- {{This is no longer true. The opponent of the last person to pass
- moves. -wjh}}
-
- * If play is restarted, the two players must still make the same total
- number of moves. White always makes the very last move (or pass) of the
- game.
-
- * The game ends at any point when the players agree on the status of all
- groups remaining on the board, or when both players pass twice in
- succession, in which case any stones remaining on the board are deemed
- alive. If necessary, White will make an additional pass at this point,
- passing the obligatory stone to Black, to maintain parity in the number
- of moves by the players. (The provision that the game must end after
- both players pass twice in succession is designed to prevent one player
- from maliciously refusing ever to agree on the status of some group,
- prolonging the game indefinitely.)
-
- Points in Seki: The rules count surrounded points in seki, but not the
- "neutral" points (points adjacent to stones of both colors). (This
- allows one to score a game which is ended before all dame are filled--in
- fact, in principle it allows one to score any game position.)
-
- Scoring the Game: The rules allows the use of either "area" or
- "territory" counting, by prior agreement. The use of pass stones and the
- requirement that the two players each make the same number of moves
- insures that the two methods will give the same result in all even
- games. The requirement that Black compensate White for any handicap
- stones given insures the same result in handicap games as well. (This
- could equally well have been achieved by treating White's first n-1
- moves in an n-stone handicap game as passes, requiring White to pass
- Black n-1 pass stones. The results would then be the same, but the value
- of a handicap stone would then change from what we are used to; New
- Zealand effectively uses this system (they only count by area), but most
- other Chinese-style (area counting) rules seem to compensate White as we
- do.)
-
- Self-Capture: Our rules make self-capture illegal. We are aware that
- this is more than a matter of additional ko threats, and that there are
- some (highly artificial) situations where the unconditional
- life-and-death status of a group depends on the rule on self-capture.
- The New Zealand Go Association allows self-capture, and some leading
- European players, including Matthew MacFadyen, have also suggested that
- allowing it might slightly enrich the game. We have chosen to stay with
- the traditional prohibition.
-
- Placement of Handicap Stones: Our rules allow free placement of handicap
- stones, but tacitly favor the Japanese placement of handicap stones by
- describing it as "traditional". Clubs and tournament directors wishing
- to make traditional Japanese placement a requirement can easily do so.
-
- Compensation: Our rules maintain the traditional 5 1/ 2 points of compensation.
-
- Handling of Illegal Moves: Our rules provide that an illegal move should
- not automatically and immediately result in a loss. Instead, an illegal
- move is "punished" by being treated as a "pass"--i.e., the offending
- player is forced to retract the illegal move, giving the opponent a pass
- stone and the move. (In most serious games, this is quite severe
- enough!)
-
- It is also provided that an illegal move must be noted by the opposing
- player before their next move. An illegal move not so noted must stand,
- unless the players agree to restore the game position prior to the
- illegal move. (These rules should be viewed in the context of AGA
- Tournament Regulations governing the handling of "disturbed boards",
- repeated or deliberate violations of the rules, etc.)
-
- The AGA Rules Committee has asked the AGA Executive Committee to
- recommend, these rules to our next National Board meeting this summer,
- where we expect they win be ratified. {{They were. --wjh}}
-
- Standards for Sanction
-
- The issue of criteria for IGF sanction of rules for use in international
- amateur play is on the agenda for the 1991 IGF Rules Committee meeting.
- While we have not had extensive discussion of this question, we propose
- that the following might constitute minimal standards for IGF sanction
- of a set of rules:
-
- * The statement of the rules must be clear, consistent, and complete.
- That is, they must specify unambiguously what constitutes a legal move
- at each stage of the game; how the end of the game is determined; how
- disputes over the status of groups are to be resolved; and how the game
- is to be scored.
-
- * The rules must have been adopted as the official rules of at least one
- IGF member country or territory for some span of time to be determined
- by the committee. This will discourage frivolous rules proposals.
-
- We are aware that our own "simplified" rules have not yet met the second
- criterion proposed here; we are not asking IGF sanction for these rules
- at this time. We propose to keep the IGF Rules Committee and other
- interested parties informed of our experiences promoting these rules in
- the United States, with the aim of laying the groundwork for their
- eventual sanction for use in international amateur play.
-
- Tournament Regulations
-
- We understand that the issue of tournament regulations is also on the
- agenda for the 1991 IGF Rules Committee meeting. The AGA would like to
- submit its official Tournament Regulations (drafted by AGA Tournaments
- Coordinator Ken Koester), as adopted at our 1990 National Board meeting
- in Colorado, for consideration by the committee.
-
-
- Thank you for your kind consideration of our proposals.
-
-
-
- The AGA Rulcs Committee
-
-
-
- ---------------------------------
- The Rules
- ---------------------------------
-
-
- AGA Rules Committee
- April 1, 1991
-
-
-
- Official AGA Rules of Go
-
-
- {The following are the American Go Association Rules of Go for amateur
- play. Unless specifically stated otherwise, these rules are in effect at
- all AGA sanctioned events. The rules themselves are given in plain text;
- commentary is surrounded with curly braces. Illustrative figures are
- given at the end.}
-
- {A concise statement of the rules, suitable for distribution to
- beginners, posting at tournaments and clubs, etc., is also given.} Any
- paraphrase of these rules which is identical in content is acceptable as
- a statement of the AGA Rules of Go so long as it makes reference to the
- more complete Official Rules given below. {By "identical in content" we
- mean that the result of applying these paraphrased rules should give the
- same result as would the Official Rules in every situation.}
-
- {These rules are supplemented by the AGA Tournament Regulations
- governing time control, player conduct, the role of monitors, etc.}
-
- 1) The Board and Stones: Go is a game of strategy between two sides
- usually played on a 19xl9 grid (the board). The game may also be played
- on smaller boards, 13xl3 and 9x9 being the two most common variants. The
- board is initially vacant, unless a handicap is given (see Rule 4). The
- two sides, known as Black a nd White, are each provided with an adequate
- supply of playing tokens, known as stones , of the appropriate color.
-
- {For recording purposes, the horizontal lines on the board are
- designated 1,2,3,...,19, starting from the bottom as seen by Black. The
- vertical lines are designated A,B,C,...,T (skipping 'I'), starting from
- the left as seen by Black. Points on the board are identified by their
- coordinates, c.g. A-1, C-3, T-19, etc.}
-
- 2) Play: The players alternate in moving, with Black playing first. In
- handicap games, White moves first after Black has placed his or her
- handicap stones. A move consists in playing a stone of one's color on an
- empty intersection (including edges and corners), or in passing. Certain
- moves are illegal (Rules 5 and 6), but a pass is always legal (Rule 7).
- Points are awarded for controlling space in a manner described below
- (Rule 12). The object of the game is to end with the greater total
- number of points.
-
- 3) Compensation: In an even (non-handicap) game, Black gives White a
- compensation of 5 1/2 points for the advantage of the first move. This
- compensation is added to White's score at the end of the game. In
- handicap games, Black gives White 1/2 point compensation. This avoids
- draws.
-
- 4) Handicaps: The game may be played with a handicap to compensate for
- differences in player strengths. The weaker player takes Black, and
- either moves first, giving only 1/2 point compensation to White, as in
- Rule 3 (this is known as a "one stone handicap"), or places from 2 to 9
- stones on the board before the first White move.
-
- {The nine intersections corresponding to the horizontal lines 4, 10, and
- 16 and the vertical lines D, K, and Q are called star points, and are
- ordered as follows: (See Figure 1.)
-
- 1st star point Q-16 5th star point Q-10
- 2nd star point D-4 6th star point D-10
- 3rd star point Q-4 7th star point K-16
- 4th star point D-16 8th star point K-4
- 9th star point K-10 (center point)
-
- {The handicap stones are traditionally played as follows:
-
- 2 stones on the 1st and 2nd star points
- 3 stones on the 1st through 3rd star points
- 4 stones on the 1st through 4th star points
- 5 stones on the 1st through 4th star points and the center point
- 6 stones on the 1st through 6th star points
- 7 stones on the 1st through 6th star points and the center point
- 8 stones on the 1st through 8th star points
- 9 stones on the 1st through 9th star points
-
- Handicaps greater than nine stones and handicaps on boards with fewer
- than 19 lines are not standardized.}
-
- If the players have agreed to use area counting to score the game (Rule
- 12), White receives an additional point of compensation for each Black
- handicap stone after the first. {Black would otherwise gain an
- additional point of area for each handicap stone.}
-
- 5) Capture: Stones of the same color are said to be connected if they
- are adjacent along horizontal or vertical--not diagonal--lines on the
- board. A string of connected stones consists of those stones which can
- be reached from a given stone by moving only to adjacent stones of the
- same color. A string of connected stones is surrounded by stones of the
- opposite color if it has no empty points horizontally or vertically--not
- diagonally--adjacent to any of its member stones. (Such adjacent empty
- points are known as liberties of the string.)
-
- After a player moves, any stone or string of stones belonging to the
- opponent which is completely surrounded by the player's own stones is
- captured, and removed from the board. Such stones become prisoners of
- the capturing player. It is illegal for a player to move so as to create
- a string of his or her own stones which is completely surrounded
- (without liberties) after any surrounded opposing stones are captured.
-
- {This means that it is possible to fill an empty space within an
- opponent's group and capture even if the player's own stone or stones
- would momentarily be surrounded by the group being captured. See Figure
- 2. But self-capture is illegal.}
-
- 6) Repeated Board Position (Ko): It is illegal to play in such a way as
- to recreate a previous board position from the game, with the same
- player to play.
-
- {The most typical example is a situation where the players can each
- alternatcly capture and recapture a single stone. This is known as "ko"
- (See Figure 3). After the first capture, the player moving next may not
- capture immediately, as this would repeat the board position; instead,
- that player must play elsewhere on the board (or pass). The player who
- first captured may then "fill" the ko (or otherwise resolve it), or play
- elsewhere as well (often in response to the other player's previous
- move.) If the board position has changed, and the ko has not yet been
- resolved, the opponent is then free to capture, and it is the original
- player who may not then immediately recapture. This process is known as
- a ko fight, and the moves played away from the ko itself are known as ko
- threats.
-
- {Rarely, multiple kos or other repetitive situations will arise; the
- principle for handling them is always the same: the players must avoid
- repeating the full-board position, so they are periodically, and
- alternately, forced to play away from the repetitive situation before
- responding.}
-
- 7) Passing: On his or her turn, a player may pass by handing the
- opponent a stone, referred to as a pass stone, rather than playing a
- stone on the board.
-
- {Normally neither player would choose to pass if there were any
- worthwhile moves to be made on the board (even if they did not have to
- give up a pass stone). Thus, the exchange of a pass stone with the
- opponent also serves as a signal that the player passing believes that
- the game is over. Of course, the opponent is free to continue to play if
- he or she believes that there are worthwhile moves left to make, and the
- player who passed is free to respond.}
-
- 8) Illegal Moves: An illegal move is one violating the rules. If a
- player makes an illegal move--such as moving twice in a row (i.e.,
- before the opponent has made a response), attempting to play on an
- occupied intersection, self-capture, or retaking a ko so as to repeat
- the full board position, the player must take back his or her move (both
- moves, if he or she moved twice in succession), it shall be treated as a
- pass, and a pass stone exchanged.
-
- An illegal move must be noted as such by the opponent before he or she
- makes his or her move. When a player moves, he or she is tacitly
- accepting the opponent's previous move as valid. In particular, if it is
- discovered that an earlier move by one of the players was illegal, the
- game must nevertheless be continued as it stands unless both players
- agree to restore the earlier board position and proceed from that point.
-
- 9) Ending the Game: Two consecutive passes normally signal the end of
- the game. After two passes, the players must attempt to agree on the
- status of all groups of stones remaining on the board. Any stones which
- the players agree could not escape capture if the game continued, but
- which have not yet been captured and removed, are termed dead stones. If
- the players agree on the status of all such groups, they are removed
- from the board as prisoners of the player who could capture, and the
- game is scored as in Rule 12. If there is a disagreement over the status
- of some group or groups, play is resumed as specified in Rule 10.
-
- 10) Disputes: If the players disagree about the status of a group of
- stones left on the board after both have passed, play is resumed, with
- the opponent of the last player to pass having the move. The game is
- over when the players agree on the status of all groups on the board,
- or, failing such agreement, if both players pass twice in succession.
- In this case any stones remaining on the board are deemed alive. Any
- stone or group of stones surrounded and captured during this process is
- added to the capturing player's prisoners as usual.
-
- {It is recommended, particularly if the players do not share a common
- language, that the following procedure be used to determine agreement on
- the status of groups. After two consecutive passes, the next player
- touches each connected string of opposing stones on the board which he
- or she believes to be dead. If the opponent disagrees, he or she also
- touches the same string. When a player is done indicating groups he or
- she believes are dead, he or she passes, passing a stone to the opponent
- as usual, and the opponent follows the same procedure. At any point, a
- player may resume play rather than continuing to indicate dead groups or
- passing. If both players pass and there was no disagreement indicated,
- the game is over, and all groups which the players have indicated as
- dead are removed from the board. If they both pass while a disagreement
- still exists, all stones remaining on the board are alive, and the board
- is counted as it stands. (The burden is thus effectively on the player
- who would be disadvantaged by such a result to resume play in the event
- of a disagreement.)}
-
- 11) The Last Move: White must make the last move--if necessary, an
- additional, pass, with a stone passed to the opponent as usual. The
- total number of stones played or passed by the two players during the
- entire game must be equal.
-
- 12) Counting: There are two methods for counting the score at the end of
- the game. One is based on territory, the other on area. The players
- should agree in advance of play which method they will use. If there is
- no agreement, territory counting shall be used.
-
- {Although players' scores may differ under the two methods, the
- difference in their scores, and hence the game result, will be the same.}
-
- Territory: Those empty points on the board which are entirely surrounded
- by live stones of a single color are considered the territory of the
- player of that color.
-
- {At the end of the game, the empty points remaining on the board fall
- into regions. A region is the smallest set of empty points containing a
- given empty point and any empty points adjacent to any empty point in
- the set. That is, a region consists of those empty points which can be
- reached from a given empty point by moving only to adjacent empty
- points. A region is entirely surrounded by stones of a single color if
- the only stones adjacent to empty points in the region are of that
- color. There are situations (Japanese seki) in which a region of empty
- points is left at the end of the game which is not entirely surrounded
- by stones of a single color, and which neither player would fill because
- to do so would bring dire consequences. See Figure 4. When counting by
- territory, it is also possible that there will be some neutral points
- left between live groups belonging to the two players which have not
- been filled, although it is customary to fill all such points before
- scoring the game.}
-
- Area: All live stones of a player's color left on the board together
- with any points of territory surrounded by a player constitute that
- player's area.
-
- Neutral Points: Any empty points left on the board at the end of the
- game which are not completely surrounded by either player's stones are
- known as neutral points, and are not counted toward either player's
- territory or area. (There will rarely be any such points.)
-
- Counting by Territory: When counting by territory, players add up their
- total territory less any prisoners held by the opponent (including dead
- stones removed at the end of the game). The player with the greater
- total (after adjusting for any compensation offered according to Rule 3)
- is the winner.
-
- {It is customary for the players to fill in their opponent's territory
- with their prisoners, and to then rearrange their territories to
- facilitate counting. These are merely mechanical conventions to simplify
- counting.}
-
- Counting by Area: When counting by area, the players add up their total
- area. Prisoners are ignored. The player with the greater total area
- (after adjusting for any compensation offered according to Rules 3 and
- 4) is the winner.
-
- {In fact, since the total of the two players' areas will sum to 361,
- less any neutral points left on the board in seki, it is generally only
- necessary for one of the two players to count their area; if it exceeds
- 180, (or 180 adjusted for half of any neutral points in seki), they are
- the winner. It is customary for the player doing the counting according
- to this method to fill in their territory and then rearrange the stones
- into convenient heaps. Again, these are merely mechanical conventions to
- simplify the counting process.}
-
-
- ---------------------------------
- A shorter version of the rules
- ---------------------------------
-
-
- AGA Rules Committee
- April 1, 1991
-
-
-
- Appendix: Concise Rules of Go
-
-
- 1) The Board and Stones: Go is a game of strategy between two sides
- usually played on a 19xl9 grid (the board). The game may also be played
- on smaller boards, 13xl3 and 9x9 being the two most common variants. The
- board is initially vacant, unless a handicap is given (see Rule 4). The
- two sides, known as Black and White, are each provided with an adequate
- supply of playing tokens, known as stones, of the appropriate color.
-
- 2) Play: The players alternate in moving, with Black playing first. In
- handicap games, White moves first after Black has placed his or her
- handicap stones. A move consists in playing a stone of one's color on an
- empty intersection (including edges and corners), or in passing. Certain
- moves are illegal (Rules 5 and 6), but a pass is always legal (Rule 7).
- Points are awarded for controlling space in a manner described below
- (Rule 12). The object of the game is to end with the greater total
- number of points.
-
- 3) Compensation: In an even (non-handicap) game, Black gives White a
- compensation of 5 1/2 points for the advantage of the first move. This
- compensation is added to White's score at the end of the game. In
- handicap games, Black gives White 1/2 point compensation. This avoids
- draws.
-
- 4) Handicaps: The game may be played with a handicap to compensate for
- differences in player strengths. The weaker player takes Black, and
- either moves first, giving only 1/2 point compensation to White, as in
- Rule 3 (this is known as a "one stone handicap"), or places from 2 to 9
- stones on the board before the first White move.
-
- If the players have agreed to use area counting to score the game (Rule
- 12), White receives an additional point of compensation for each Black
- handicap stone after the first.
-
- 5) Capture: A liberty of a stone is a vacant, horizontally or vertically
- adjacent intersection. A single stone in the middle of an empty board
- has four liberties: the vacant intersections above, below, left and
- right of the stone. The intersections diagonal to the stone are not
- adjacent and are not counted as liberties of the stone. A single stone
- on a side intersection has a maximum of three liberties; a single stone
- in the corner has a maximum of two liberties.
-
- Stones of the same color are said to be connected if they are adjacent
- along horizontal or vertical lines on the board (each occupies a liberty
- of the other). Two stones are part of the same string if they are linked
- by a chain of connected stones of the same color. The liberties of a
- string of stones are the liberties of all the individual stones in that
- string.
-
- After a player moves, any stone or string of stones belonging to the
- opponent which is completely surrounded by the player's own stones,
- leaving no liberties, is captured, and removed from the board. Such
- stones become prisoners of the capturing player. It is illegal for a
- player to move so as to create a string of his or her own stones which
- is completely surrounded (without liberties) after any surrounded
- opposing stones are captured.
-
- 6) Repeated Board Position (Ko): It is illegal to play in such a way as
- to exactly recreate a previous full board position from the game, with
- the same player to move. The most typical example is a situation where
- the players can each alternately capture and recapture a single stone.
- This is known as ko. ("Ko" is the Japanese Buddhist word for eternity.)
- After the first capture, the player moving next may not recapture
- immediately, as this would repeat the board position; instead, that
- player must play elsewhere on the board (or pass).
-
- 7) Passing: On his or her turn, a player may pass by handing the
- opponent a stone, referred to as a pass stone, rather than playing a
- stone on the board.
-
- 8) Illegal Moves: An illegal move is one violating the rules. If a
- player makes an illegal move, it shall be taken back, treated as a pass,
- and a pass stone exchanged.
-
- 9) Ending the Game: Two consecutive passes normally signal the end of
- the game. After two passes, the players must attempt to agree on the
- status of all groups of stones remaining on the board. Any stones which
- the players agree could not escape capture if the game continued, but
- which have not yet been captured and removed, are termed dead stones. If
- the players agree on the status of all such groups, they are removed
- from the board as prisoners of the player who could capture, and the
- game is scored as in Rule 12. If there is a disagreement over the status
- of some group or groups, play is resumed as specified in Rule 10.
-
- 10) Disputes: If the players disagree about the status of a group of
- stones left on the board after both have passed, play is resumed, with
- the opponent of the last player to pass having the move. The game is
- over when the players agree on the status of all groups on the board,
- or, failing such agreement, if both players pass twice in succession.
- In this case any stones remaining on the board are deemed alive.
-
- 11) The Last Move: White must make the last move--if necessary, an
- additional pass, with a stone passed to the opponent as usual. The total
- number of stones played or passed by the two players during the entire
- game must be equal.
-
- 12) Counting: There are two methods for counting the score at the end of
- the game. One is based on territory, the other on area. Although
- players' scores may differ under the two methods, the difference in
- their scores, and the game result, will be the same.
-
- Territory: Those empty points on the board which are entirely surrounded
- by live stones of a single color are considered the territory of the
- player of that color. An empty point is surrounded by stones of a
- single color if one can't reach any stone of the opposing color from
- that point by moving only to adjacent empty points. There are rare
- situations (Japanese seki) in which empty points are left at the end of
- the game which are not entirely surrounded by stones of a single color,
- and which neither player dares to fill.
-
- Area: All live stones of a player's color left on the board together
- with any points of territory surrounded by a player constitute that
- player's area.
-
- Neutral Points: Any empty points left on the board at the end of the
- game which are not completely surrounded by either player's stones are
- known as neutral points, and are not counted toward either player's
- territory or area.
-
- Counting by Territory: When counting by territory, players add up their
- total territory less any prisoners held by the opponent (including dead
- stones removed at the end of the game). The player with the greater
- total (after adjusting for any compensation offered according to Rule 3)
- is the winner.
-
- (It is customary for the players to fill in their opponent's territory
- with their prisoners, and to then rearrange their territories to
- facilitate counting. These are merely mechanical conventions to simplify
- counting.)
-
- Counting by Area: When counting by area, the players add up their total
- area. Prisoners are ignored. The player with the greater total area
- (after adjusting for any compensation offered according to Rules 3 and
- 4) is the winner.
-
-
- ---------------------------------------
- An appendix
- ---------------------------------------
-
- AGA Rules Committee
- April 1, 1991
-
-
- Appendix: Demonstration of the Relationship of Area and Territory Scoring
-
-
- This appendix shows that with normal play, under the given rules the
- "area" and "territory" scores of a game will always be the same.
-
- For the sake of simplicity, start by assuming an even game, that both
- players play exactly the same number of stones, only passing at the end,
- and that at the end of the game there are no neutral points (all dame
- filled and no seki). Make the following definitions:
-
- Sw = number of stones played by white
- Sb = number of stones played by black
- Pw = number of white prisoners
- Pb = number of black ppjsoners
- Aw = number of white stones on the board
- Ab = number of black stones on the board
- Tw = number of points of territory surrounded by white
- Tb = number of points of territory surrounded by black
-
- Now, we have the following relationships. Since we are assuming that
- both players have played exactly the same number of stones, we have:
-
- Ab + Pb = Sb = Sw = Aw + Pw
-
- This means that:
-
- Ab - Aw = Pw - Pb
-
- So, adding Tb - Tw to both sides,
-
- (Ab + Tb) - (Aw + Tw) = (Tb - Pb) - (Tw - Pw) [1]
-
- But the left-hand side of this expression is precisely the score
- according to area counting, while the right-hand side is the score
- according to territorial counting!
-
- If a player passes prior to the end of the game, it will reduce that
- player's area score by one point per pass relative to the corresponding
- territorial score. The convention of handing a "pass" stone to the
- opponent when passing keeps the two scores equal. (In general, it can
- only hurt a player to pass prior to the end of the game.)
-
- There are also certain rare situations where a game ends with "one-sided
- dame" (see Figure 5) which one side can fill but the other cannot. Each
- additional stone played represents the gain of a point under area
- counting. But since the opponent will be forced to hand over a "pass"
- stone on his or her move, each additional stone played also represents
- the gain of a point under territory counting--the two remain equivalent!
-
- Finally, in a handicap game, the additional points of compensation paid
- by Black to White can be thought of as "reverse pass stones" ensuring
- that both players have, in effect, still played exactly the same number
- of stones.
-
- If we assume that the two players have played the same number of stones,
- with no neutral points left on the board, and that the score in equation
- [1] is equal to k, we have:
-
- (Ab + Tb) - (Aw + Tw) = k
-
- But
-
- (Ab + Tb) + (Aw + Tw) = 361 [2]
-
- So k must be odd!
-
- This implies that if such a game is even on the board by traditional
- territorial counting (without pass stones), Black must have made the
- last move ! At one time, the Chinese rules compensated White with an
- extra point when Black got the last move. If Black's last move was to
- fill a ko he or she had won, however, it was deemed unfair to penalize
- him or her, so eventually the Chinese removed this proviso. Requiring
- that White always have the last move and using pass stones removes the
- possibility of a "pass fight" over who gets the very last move.
-
- If there are neutral points on the board at the end of the game
- (presumably in seki, since the players would naturally fill all dame
- under the area system), the same argument still shows that the two
- systems give the same result if the players have played the same number
- of stones, but the parity of k will depend on the number of neutral
- points; if there are an odd number of neutral points, k will be even,
- and vice versa. This may explain why some rule systems go to great
- lengths to award all points in seki.
-
- Finally, note that in the confirmation phase, by our rules, the final
- result remains the same (that is, the "same" as would be calculated
- before playing out the confirmation phase if the status of all groups
- were taken to be whatever it proves to be through the confirmation
- process!) Since the game is over, we can assume that all empty points
- belong to the territory of one or the other of the players. Under area
- counting, stones of either color played into one's own territory or into
- the opponent's territory will not change the score--nor will the "pass"
- stones. Under territorial counting, every stone played into one's own or
- the opponent's territory will cost a point--but by requiring that the
- players make the same number of moves, and by insuring that even passes
- cost a point (the "pass" stones), we insure that the end result is still
- the same.
-
-
-