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- Variations on GO
-
- From: wft@math.canterbury.ac.nz (Bill Taylor)
-
- Hex go, (6 liberties), is quite fun. I have played this several times. Once on
- a big board, but mostly on a 91-point board (similar to 9x9 go). It is a good
- game for relaxation between rounds at go tournaments. I warmly recommend it,
- for these occasions at least.
-
- Hex go is a far more strategic game than regular go. There are no tactical
- complications like cross-cuts, ko, ladders etc. But the basic ideas of aji,
- kikashi, sente, 2 eyes, connecting, etc are all present. It is a little bit
- more like Piet Hein's "hex" connection game than like real go, perhaps. (For
- instance, you can create a bamboo joint between just two stones !) It's fun
- just to investigate the minimal dead and unsettled big-eye shapes; they're
- quite a bit bigger than those for regular go ! (which has 6 minimal unsettled,
- 7 for seki). Seki still exists in hex go. (Maybe even a little more common).
-
- Tri-go, (3 liberties), I've not played (I think), but have fiddled with quite
- a bit. Just as hex go is far more strategic, tri-go is far more tactical !!
- Ladders can begin as soon as a contact move is played ! With nothing else
- nearby, such a ladder is its own ladder-break !!!!!! Kos, double-kos, multi-
- step kos and worse abound all over. Indeed, it can be *very* tricky to be sure
- that a group is unconditionally alive, especially on a small board. The edges
- are trickier than usual. I would like to find a real person to play these two
- games against; but it's fun to fiddle with tri-go, (playing against youself,
- if you can handle that scene). I get the feeling though, that with its
- massive tactical instability, tri-go would be a little unsatisfactory.
-
- Hex and tri go can both be played on the same board, if you don't mind
- playing inside the cells (yuk!) for one of them.
-
- Of course, quad go, (4 liberties) that we all know and love, is ideally
- placed between these two variants in terms of strategy vs tactics; hence its
- greatness.
-
- I've often thought it would be fun to play go on (say) a big cube. The faces
- and edges would be like the centre of the board at regular go, but the 6
- corners would have 3 liberties each (a little like tiny real-go-edges,
- maybe!)
-
- I *have* fiddled a little with playing go on a torus; have even programmed up
- to record/referee such a game on screen. It's like regular go with no corners
- or edges of any type at all, of course. But again, I get the feeling it would
- be a little unsatisfactory - takes too long for any real conflict to develop.
-
-
-
- From: wft@math.canterbury.ac.nz (Bill Taylor)
-
- Ken Chase writes about hex-go...
-
- >To make 2 eyes required 17 stones in the center, 8 stones on the side and
- >curiously, 8 stones at the "corners".
-
- This is not correct. Though to make strictly 2 eyes at an edge or corner
- *does* require 8 stones, one can in fact use only 7 stones to make *3* eyes !
-
- -------------------------
- \ / \ /O\ /O\ /O\ / \ /
- --*---*---*---*---*---*-- [ Please forgive the "dual" board
- / \ / \O/O\ /O\O/ \ / \ requiring stones to be played inside
- *---*---*---*---*---*---* the cells:- it's much easier for ascii ]
- \ / \ / \ / \ / \ / \ /
-
-
- The statement that it requires 17 in the centre is wildly wrong. It needs
- only 10 for 3 eyes, (or 11 for strictly 2).
-
- \ / \ / \ / \ / \ / \ /
- --*---*---*---*---*---*--
- / \ /O\O/ \O/O\ / \ / \
- *---*---*---*---*---*---*
- \ / \O/ \O/ \O/ \ / \ /
- --*---*---*---*---*---*--
- / \ / \O/O\O/ \ / \ / \
- *---*---*---*---*---*---*
- \ / \ / \ / \ / \ / \ /
-
-
- For hex go, (same board, but stones played on the intersections), example
- minimal groups at corners, edges and centre are...
-
- O-------O------edge--O-------O-------O-
- / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
- /---O---O---*--- *---O---O---O---O--- *---O---O---*---*---
- / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
- O---O---*---*---*- --*---*---*---*---*- --O---*---O---O---*-
- / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
- /---*---*---*---*--- *---*---*---*---*--- *---O---O---*---O---
- \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /
- --*---*---O---O---*-
- So, overall, we get the following figures / \ / \ / \ / \ / \
- for the minimal number of stones for unconditional
- life...
- tri go (quad) go hex go
-
- corner 7 6 6
- side 7 8 7
- centre 10 10 10
-
- ....so in this respect (though few others) there is little tactical
- difference between the three games.
-
-
-
- From: schraudo@cs.ucsd.edu (Nici Schraudolph)
-
- So how about Tetra-go (4 liberties), played in 3-D on a diamond lattice?
- A real "Tetraban" may be a bit unwieldy to make (never mind play on), but
- it shouldn't be too hard to implement with a computer graphics package.
- Since this has the "right" number of liberties, but different dimensionality,
- it would make an interesting comparison to regular Go.
-
-
-
- From: vbm@mace.cc.purdue.edu (Karen Hunt)
-
- There's a variant I and a couple of friends of mine have played, invented
- not by me but by one of them. The rules are exactly as in go, but not all
- locations have the same number of liberties. For example, the corner location
- has exactly one liberty, while the edges have 2 and everywhere else has 4.
- It looks like this:
-
- . . . . .
- \ / \ / \ / \ /
- . . . .
- / \ / \ / \ / \
- . . . . . (Actually, the board is significantly larger, and
- \ / \ / \ / \ / it is square, but this gives the right idea)
- . . . .
- / \ / \ / \ / \
- . . . . .
-
- It has the unusual property that a stone placed on a "2-2" point gives an
- immediate eye, and the smallest guaranteed alive group requires only 3
- stones.
-
- . . . . . .
- \ / \ / \ / \ / \ /
- O O . . .
- / \ / \ / \ / \ / \
- . O . . . . Here, for example, the 3 O's are unconditionally
- \ / \ / \ / \ / \ / alive.
- . . . . .
- / \ / \ / \ / \ / \
- . . . . . .
-
- Several effects come as a result: life is very easy along the edge, and
- seki is a fairly common situation. Ladders are the same as in go, except
- that they travel vertically or horizontally instead of diagonally.
-
- Karen Hunt, approximately 10kyu.
-
-
- From: stud05@cc4.kuleuven.ac.be (Frank en stijn)
-
- - one could allow movement. Instead of putting a stone on the board, you
- are allowed to move a stone to an neigbour intersection. Suddenly
- bad shape becomes repairable, eyes can migrate and dangos can develop eyes.
- - In a previous post hex go sounded interesting (must try it), but you could
- also play go on a Penrose tiling. Makes for weird connectivity numbers.
- You realy have to work out what every shape does, since at every place the
- connectivities can be slightly different.
- Ton Hospel
-
-
- From: wft@math.canterbury.ac.nz (Bill Taylor)
-
- Ton Hospel writes:
-
- > - one could allow movement. Instead of putting a stone on the board, you
- > are allowed to move a stone to an neigbour intersection. Suddenly
- > bad shape becomes repairable, eyes can migrate and dangos can develop eyes.
-
- I've played this variation too! Actually, not quite. The way we played it
- was: at each turn a player could make two "moves", one was to be a new stone
- placement, as in regular go, the other was to be a movement of a stone on
- the board to an orthogonally adjacent free point (possibly resulting in a
- capture as usual). Either (or both) of these "move" options could be waived
- if desired, *and* (important) the two options could be played in *either*
- order.
-
- We called this "move go". Several of us played it for fun (after tournament
- rounds) for several years. (I was NZ champion at "move go" for a long time ;-) )
- We mostly played on 9x9, rarely on 13x13.
-
- It is great fun. I warmly recommend you to try it.
-
- As Ton Hospel says, the most dango-ish and hopelessly dead-looking group can
- come alive if there is an inch of room for it ! It becomes a matter of great
- skill to spot how closely such a group must be constrained, to keep it dead.
- The two-"move" turn (i.e. one place and one move) together with the optional
- order give one great flexibilty of action, it's even possible it could be a
- better game than regular go, (what heresy ! throw him out!). It certainly
- simulates warfare better than regular go, (so what). We never did figure out
- how to record it easily !
-
- Anyway; if you're into variations at all, do give this one a try. Great fun.
-
-
-
- From: chisnall@cosc.canterbury.ac.nz (The Technicolour Throw-up)
-
- I've had a few requests to explain save-go. The game was described in article
- on this group last year by Wilfred someone. I appear to have lost the headers
- on the article so I don't know his last name or address. Here's what I still
- have (followed by various comments of mine):
- -----------------------------------------------------------------------------
- Subject: Go variants
-
- A variant of Go for you to think about -
-
- In addition to the normal moves of Go, add a new move "save-move". Each saved
- move can be used any time in the future. So the player who has saved N moves
- will be able to make upto N+1 moves as a single move. Groups will still be
- life with two eyes. The rule for ko will not change either (that you may not
- go through a previously occuring position). Though if you have extra moves
- saved up, you can make one move somewhere else to alter the board first and
- then take back the ko and fill it if you still have extra moves left.
- However, you can't take back the ko first and then play the second move since
- this moves through a previous position. Thus taking back a ko and
- immediately filling it will not be allowed --- hence you need at least three
- stones to take back a ko. It seems to me that all rules in Go can be
- 'preserved' in some interesting way this game.
-
- Here is an argument that this game will not degenerate into either normal Go
- or one where both players keep saving moves and never play the moves out.
- The value of an extra move is certainly greater than (with one move saved,
- you cannot be caught in a ladder, for example, or you can threaten to cut
- through bamboo joints) going first. So, if nothing else, black should be
- willing to play save-move on his first move. Degeneration in the other
- direction is also not possible, because there will be a point when a player
- can use all of his saved moves and make live groups everywhere. So optimal
- play occurs somewhere in between.
-
- I played this acouple of times and found it very hard. Anyone else had tried
- this?
-
- I wonder what's the computational complexity of this game?
-
- Wilfred
- -----------------------------------------------------------------------------
-
- I hinted in my previous message that its possible to generalise this. In
- ordinary Go you can't save any moves at all while in save-Go you can save any
- number of moves at all. Define n-th order Go to be like save-go except that
- there is an upper bound of n on the number of moves that any player may have
- saved at any one point. Ordinary Go is then just 0-th order while save-go is
- infinitieth-order Go. (Note that by the argument in the second paragraph of
- Wilfred's article it follows that for a fixed size board there is some k such
- that for all m >= k m-th order Go is effectively the same game as save-go.
-
- I'm personally inclined to suspect that save-go may be too hard for humans to
- play but 1st, 2nd or even 3rd order versions may be playable.
-
-
-
- From: kring@efes.physik.uni-kl.de (Thomas Kettenring)
-
- I sometimes play a Go version (surprise go) where you need three boards, four
- players, and an umpire. It's the funniest game I ever played, but it's
- difficult to find four others who want to do it...
-
- Board 1 Board 3 Board 2
-
- OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
- O O
- O +---+ +---+ +---+ O
- O B1 | | W1 | | B2 | | W2 O
- O +---+ +---+ +---+ O
- O U O
- OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
-
-
- Rules:
- ------
- The players are B1, B2, W1, W2. U is the umpire, O onlookers. B1 and B2
- are a team, using the black stones, and W1 and W2 are a team, using the
- white stones. B1 and W1 can see only Board 1, B2 and W2 can see only Board 2.
- U can see all three boards.
-
- The thing is just a normal game of go played on board 3, only that each
- "player" consists of two persons with limited (and different) knowledge of
- the board - e.g. B1 and W1 don't know what B2 and W2 do.
-
- B1 makes the first move on board 1.
- U puts a black stone at the same place on board 3.
- W1 makes the second move on board 1.
- U puts a white stone at the same place on board 3.
- B2 makes the third move on board 2.
- U looks if the same place on board 3 is occupied. If yes, he says, "There
- is already a black stone" or "There is already a white stone," and B2
- places a stone of that color on board 2. B2 is in a new situation and
- chooses another move, and so on until he has found an allowed one.
- U puts a black stone at the same place on board 3.
- W2 makes the fourth move on board 2. Again the umpire tests if the move is
- allowed as above.
- B1 makes the fifth move, and the umpire test it.
- etc...
-
- Here are the sentences the umpire is allowed to say, or has to say, when B1
- makes a move (modulo paraphrasing):
-
- B1 made a forbidden move:
- "There is already a black stone." (A black stone is added on board 1)
- "There is already a white stone." (A white stone is added on board 1)
- "That is suicide." (B1 will try the adjacent points and find out why)
- "That is not allowed because of the ko rule." (as above)
-
- B1 made an allowed move:
- "W1 to play." (This is important because it's very common that someone
- doesn't know it's his move)
- "Black puts White in atari. W1 to play." (optional. W1 will find out why)
- "Black captures n stones." (U shows where these stones were on both boards)
-
- Atari on own stones is NOT announced because it would be unfair.
-
- Onlookers are allowed to laugh and talk but they should of course make
- only remarks that are cryptic enough so that the players can't extract info
- from them.
-
- Tactics:
- --------
- As a player, just try to play a normal game. Normal fuseki, normal joseki.
- The umpire and the onlookers will laugh, as your shimari is part of a silly
- bulk on board 3.
-
- Sometimes you will get a nasty surprise: the ladder does not work; your
- bamboo joint has been cut; one of your two eyes is filled in by your partner
- (who too thinks he has two eyes, but in other places. You will become aware
- of that when the neutral points are filled and you are suddenly in atari);
- there is already a living group in what you took for your moyo.
-
-
- Example:
- --------
- The best occurrence I encountered yet: From the fuseki of a game five or
- six years ago.
-
- B2 has just intercepted at the 4-5 point, and W2 has answered with an atari.
-
- B1 played in another corner.
-
- Board 1 Board 3 Board 2
-
- . . . . . . . . . . . . . . . . . .
- . . . . . . . . . . . . . . . . . .
- . . # . . . . . # # . . . . . # . .
- . . . . . . . . . . . . . . . . . .
- . . . . . . . . O # O . . . O # O .
- . . . . . . . . . O . . . . . O . .
- . . . . . . . . . # . . . . . # . .
- . . . . . . . . . . . . . . . . . .
-
-
- W1 plays the shoulder-hit at 4-4. The umpire (that was me) says: "White
- captures one stone." Imagine B1's feelings: You have a stone on 3-3, the
- corner is yours, and your opponent plays a ponnuki next to it.
- Imagine B2's feelings: You try to cut a one-point jump because you speculate
- other black stones will help you, you are put in atari, and you are captured
- before you can do anything.
-
-
-
- From: kring@efes.physik.uni-kl.de (Thomas Kettenring)
-
- Ken Blake writes:
- >This is very similar to the game "crazy go" which I first saw at the
- >previous U.S. Go congress, organized by Bob High. The only difference
- >is that instead of 3 boards there are 5 boards - 1 for each of the 4
- >players and 1 for the umpire. Each player only gets to look at his own
- >board of course. Other than this the game is identical.
-
- I know that one too (it is also played at European Go Congresses), and it
- is a TOTALLY DIFFERENT GAME. You see only your own stones. That allows
- for strategies which are not at all go-like, for example first making a
- living group and then spreading tentacles over the board from there. In my
- version you have to play "real go" with real strategy, and the random element
- plays not *such* a big role. It is much closer to go than to crazy go.
- The players have the impression of playing a normal game with occasional
- surprises, while crazy go is more like walking around blind.
-
- >Its hilarious to watch and very difficult to play. In fact, I've only
- >seen it played on smaller board sizes. I highly recommend it as an
- >interesting diversion.
-
- Me too, but of course I think surprise go is much better :-)
-
- >One question I have is should the teams be allowed to discuss strategy
- >before hand or not? The strategy might involve a certain number of
- >fixed moves so both team members would know each others moves. However,
- >this could be foiled by the other teams plays, and they would also have
- >their own strategy.
-
- At surprise go, they should not be allowed to do that. I think that would
- spoil the fun. Crazy go, on the other side... I don't know it well enough
- to say anything but it could get a bit better by this.
-
-
-
- From: wft@math.canterbury.ac.nz (Bill Taylor)
-
- (1) The first is the matter of the two variants played on a hexagonal grid
- board; one played in the cells; one played on the intersections. "Tri-go" (3
- liberties) has been least regarded, being full of irritating (but fascinating)
- petty tactical concerns. "Hex go" (6 liberties) has had more coverage, and
- Nicol N. Schraudolph, as well as going to the trouble of sending postscript
- version of the boards, (thanks Nici !), has made a few comments on the
- smallest-board versions of this game.
-
- Nici says.....
-
- >it looks like for board sizes up to 2, black can kill white completely.
-
- This seems clear enough indeed. It's interesting to look at the "size 2"
- board (i.e. 19 points) again though; and investigate the variant where
- black is forbidden from playing the centre point on his first move (a kind
- of komi). This is not nearly such an easy win for black ! At first I thought
- it was a fairly simple-minded win for black, 10-9, (Chinese counting), but
- then I noticed a clever variant play which leads to quite a different
- result indeed (which I *think* is optimal). I will not give it here, as it is
- rather fun to seek for yourself, and also I'd like "confirmation without
- misinformation". So, all you small-board and variant investigators; have
- a go at this one, and let me know your conclusions. (Incidentally, it never
- fails to amaze me, how this type of 1st-move-restriction komi can make
- such a large change in the length of analysis !)
-
- Nici also mentions that
-
- >On a size 3 board (37 intersections), black wins but white lives.
-
- Yes, this seems clear too. I make it that the optimal result is a win
- to black of 22-15. This is achieved, e.g. by the simple-minded play whereby
- (black starting in the centre, and white attaching) both players make
- a solid line across the board. Though variations are possible at different
- stages, it doesn't seem as if either can improve on the 22-15 result.
-
- It would be nice to have confirmation of this result !
-
- Nici also says...
-
- >I believe that this is also the case on the size 4 board, but would
- >like to see others confirm or refute this, since it's a close call --
- >it seems like white can *almost* invade successfully.
-
- ...but I'm not quite sure what this means. Surely if Black can win but white
- can live on size 3, then both these will obtain on size 4 ? I would have
- thought this was clear; still, I have not investigated in detail what the
- optimal result should be - it looks quite hard.
-
-
- (2) My second lot of remarks follow up an interesting article by
- Michael Chisnall about "save-go" and related topics.
-
- The chief idea of the save-go game, was that one may either play one's move
- normally, or save it up (and so on cumulatively), so as to play some larger
- number of "simultaneous" moves later on, using part or all of one's "saved"
- moves. Michael correctly points out that it is an advantage to save *some*
- moves, but not indefinitely many. So somewhere in between there is a "best"
- but changing optimum number of saved moves to keep, which will also depend
- on the size of the board.
-
- It should be noted, that in this game, and others mentioned below (where
- more than one stone may be played at once), the multiple moves are not
- really "simultaneous". The moves should be thought of as being played
- CONSECUTIVELY, in that after each single play, a legal postion must
- be left, even if more plays are about to be made. This is a vital
- restriction in variants like "save-go" and the "progressive" types (below),
- otherwise a game could never finish, as even very small eyses could be filled
- up with sufficiently many moves.
-
- So; in multi-move go variants, NO liberty-less groups may be left after any
- of the separate moves. So two (small) eyes is always sufficient for life.
-
- Also; regarding Ko-like situations, the logical alternative seems to me to
- be that a seeming ko *can* be retaken on the first of a sequence of moves,
- (allowing immediate retake-and-fill), provided, (as always), that the final
- position you leave is *not* one you have left (as a final position) before.
-
- In his article, Michael mentions various "CONSTRUCTORS", that make new
- games out of old ones. I haven't heard this term before, but it is a nice
- term for a widespread idea among game-variers, though perhaps "TRANSFORMER"
- would be more accurate. I shall use this latter term. They apply to almost
- any game; go, chess, and the rest.
-
- Michael mentions the well-known "misere transformer", much handled by Conway
- Guy & Berkelamp in "Winning ways", (but not really sensible in go); and also
- the "-spiel transformer", where the players play blind to their opponent's
- moves, a referee being needed to keep track of legalities. (One might also
- mention the "stake-doubling" transformer of backgammon, though this really only
- applies to money games; but could be used in long go matches!). Then there is
- Michael's "save" transformer, which has great possibilities.
-
- Another class of transformers are the "multi-move" transformers, and it is
- these I want to mainly talk about. ~~~~~~~~~~
-
- The simplest is the 1-2-2-2-.. transformer.
- That is, black starts with one move, then each has two consecutive moves
- from them on. I have seen a chess game recorded between Alekhine and Euwe
- of this type; and have played 6-in-a-row this way (5 is too easy), and
- also small-board go. 9x9 go in this style is quite fun; the tendency is
- for the two moves to be played in a little line of two, but not always.
- There are still hanes, and some fascinating timing problems arise when
- there are two active areas. Give it a try some time.
-
- The main idea of the 1-2-2-2-... transformer is to eliminate 1st-move
- advantage, and it seems to achieve this very well; as an analysis of very
- small boards indicates, and play on 9x9 seems to confirm. For those who
- like mathematical over-exactitude though, it may be argued that it doesn't
- *quite* achieve this, in that *first* black is a move up, *then* white is
- a move up, *then* black is, *then* white, and so on. But of course,
- black is still the *first* to be up; so if the game were interrupted "at
- random", black would be *slightly* more likely to be a move ahead (though
- nowhere near so overwhelmingly as in standard play).
- To cancel this tiny
- effect, a 1-3-4-4-4-4-4-.... multi-move transformer is suggested. This has
- the effect of having black lead first by one move, then white by 2, black
- by 2, white by 2, and so on; and now seems exactly fair, (though keen
- mathematical bush-lawyers might want to iterate this procedure indefinitely!)
-
- I have never played 1-3-4-4-4-4-.... at go, but have analysed some small
- board versions; it seems quite fun, but not greatly more different than
- the simpler 1-2-2-2-2-... type, and so hardly worth bothering with.
-
- Another variant along these lines is the "PROGRESSIVE" transformer.
- This is multi-move 1-2-3-4-5-...., where each player has one more move in
- his series than his opponent just had. This is quite popular among chess
- variant players, (where, unlike most variants, the concept of "check" must
- be retained rather than just "king-capture"; otherwise it is trivial).
-
- Progressive go does not seem to get so much attention; but (of course!) I have
- played it from time to time in after-tournament sessions, and it really is
- quite fascinating and well worth a look. It should not be attempted on a 19x19
- board (!!), I strongly suspect. I have played it mainly on 9x9, and once on
- 13x13 which is also quite fun. As the number of moves per turn mounts up, all
- but completely invulnerable groups come under threat; some amazing effects
- become possible, and it becomes vital to have a good understanding of the
- concept of "hypercontrol", that appeared in this newsgroup for some time, a
- while ago (also available at Milton). Hypercontrol and progressive go are true
- bedfellows !
-
- As a final little topic, I will mention still another multi-move transformer
- which I think has some merit, especially for go (rather than say, chess).
- Just as considerations of "who has played more moves than the other", led
- to the introduction of the 1-3-4-4-4- over the 1-2-2-2-2- transformer, the
- same ideas applied to the "progressive" concept lead to the intoduction
- of the "ODD-PROGRESSIVE" transformer. This is progressive go where each
- player has an increasing number of ODD moves; that is 1-3-5-7-9-11-...
- multi-move go. The advantage of this over progressive, is that each
- player is an increasing number of "moves-ahead" at the end of his turn,
- namely 1,2,3,4,...; (rather than 1,1,2,2,3,3,.. as at ordinary progressive,
- which clearly still favours black slightly). I have *not* played this
- variant, (nor do I ever expect to really!), but again, I *have* analysed small
- board examples, and it seems a quite worthwhile fun variant.
-
-
-
- From: kring@efes.physik.uni-kl.de (Thomas Kettenring)
-
- There is a rather funny game invented by Ralf Gering, called 1000 Volt Go...
- It is really playable, and you can think a lot.
-
- The rules are the same as with go, but every move has an effect on the
- stones on the same line. The stones are thought of as having electric charge,
- meaning that a black stone attracts white stones and repels black ones, but
- only in the moment it is put on the board.
-
- Example:
-
- . . . . . . . . . . X . .
- . . . . . . . . . . . . .
- . . . . . . . . . . . . .
- . . . . X . . . . . . . .
- . . X . . . . . . . . . .
- . . . . . . . . . . . . .
- . . . . . . . . . . X . .
- . O . O . . 1 . . . X . .
- . O . . . O . . . . . . .
- . . . . . . . . . . . . .
- . . . . . . O . . . . . .
- . . . . . . . . . . . O .
- . O . . . . . . . . . . .
-
- If in this situation White puts a stone on the point marked 1, the black
- stone right of it will move as far as possible to the left, the white stone
- left of it will move to the left, and the white stone below will move to the
- bottom. This is how the board looks afterwards:
-
- . . . . . . . . . . X . .
- . . . . . . . . . . . . .
- . . . . . . . . . . . . .
- . . . . X . . . . . . . .
- . . X . . . . . . . . . .
- . . . . . . . . . . . . .
- . . . . . . . . . . X . .
- . O O . . . O X . . . . .
- . O . . . O . . . . . . .
- . . . . . . . . . . . . .
- . . . . . . . . . . . . .
- . . . . . . . . . . . O .
- . O . . . . O . . . . . .
-
- Only those stones move that are connected with the new one by a straight
- line with no stones in between, that is, never more than four.
-
- This is what can happen now during a move:
-
- 1) Stone is put on the board
- 2) Up to four stones are moving
- 3) Opponent's stones without liberties are removed
- 4) Own stones without liberties are removed
-
- These are the rules.
- Here is a beginners' problem.
- White to kill:
- 4. . . . . . . . . . . . .
- 3. . . O O O O O O O . . .
- 2. . . O X X X X X O . . .
- 1. . . O X . . . X O . . .
- a b c d e f g h i k l m n
-
-
-
- White 1 at g1 is bad, as two black stones move and the white stone is captured:
- 4. . . . . . . . . . . . .
- 3. . . O O O O O O O . . .
- 2. . . O X X X X X O . . .
- 1. . . O . X . X . O . . .
- a b c d e f g h i k l m n
-
- Black plays 2 at g1 again and the two stones move back. Black is alive.
- 4. . . . . . . . . . . . .
- 3. . . O O O O O O O . . .
- 2. . . O X X X X X O . . .
- 1. . . O X . X . X O . . .
- a b c d e f g h i k l m n
-
- Correct is White 1 at f1 (or h1): Only one stone moves.
- 4. . . . . . . . . . . . .
- 3. . . O O O O O O O . . .
- 2. . . O X X X X X O . . .
- 1. . . O . . X . X O . . .
- a b c d e f g h i k l m n
-
- If Black tries to make two eyes at e1, the g1 stone moves away. Black is dead.
- 4. . . . . . . . . . . . .
- 3. . . O O O O O O O . . .
- 2. . . O X X X X X O . . .
- 1. . . O X . . X X O . . .
- a b c d e f g h i k l m n
-
- But White has to be careful with capturing them. Don't start at f1...
- Correct: W c1, W g1, W e1, W g1. (c1 is necessary because if you omit it,
- the d1 stone will go away when you play e1.)
-
-
-
- From: <GDH3@psuvm.psu.edu>
-
- Here's a variation of GO to play when you're not feeling serious.
- The only difference from regular GO is that, instead of placing
- one stone per turn, you throw a die to determine how many. Thus
- each player places from one through six stone on each turn. The
- stones are placed one after the other, as if the opponent were passing
- several times. (i.e. if black rolls a three, white has to pass twice.)
- The game continues until both players agree that the board cannot be
- changed. (Yes, this does eventually happen!)
-
-
-
- From: "Jonathan R. Ferro" <jf41+@andrew.cmu.edu>
-
- A variation in R. Wayne Schmittberger's _New Rules for Classic Games_ is
- to allow each player up to 4 stones per "move", with the condition that
- *all stones played must form an orthogonally-connected group*. This
- small change means that two eyes are still alive, ko is still possible
- (although much more rare), tesuji are possible, and the game still
- requires a worthy amount of intellectual input, but makes the game much
- faster and easier to evaluate at the end. An interesting sample game is
- diagrammed in the book.
-
-
-
-