Rules of Go
The strategic consequences of the rules of Go are generally the same worldwide, even though the text of the rules reads very differently.
Like many other games, playing instructions for go are rather different from a complete and consistent set of rules. Like golf or bridge, the basic thrust of the game is simple, but there are so many situations to cover that a collection of rules that does cover every one of them must seem complex or abstruse. Go is rich in unexpected situations that cannot be anticipated or analyzed except on the basis of long experience.
This page is a listing of technical rules pages on Sensei's Library. Please don't consult these pages if you are looking for tutorials. Any clear exposition of the differences between rival rules quickly becomes legalistic and confusing.
|Table of contents|
These pages contain information about rule sets, and external references to official sources and expert commentary.
- AGA Rules
- BGA Rules, essentially AGA Rules
- Chinese Rules
- Computer Olympiad rules
- French Rules, essentially AGA Rules
- Ing Rules
- Simplified Ing Rules
- Japanese Rules
- Korean Rules
- New Zealand Rules
- World Mind Sports Games Rules
- Tibetan Rules?
- Einfache Gebietsregeln
- NetGo (non-standard boards, multi player)
- No Pass Go
- Simple Rules
- Button Go
- Reverse Button Go
- Two Button Go
- Zaru Go
- Ultimate Go (very simple, yet solving the "free teire" issue)
- Harleqin: Einfache Gebietsregeln
- Ikeda Rules http://gobase.org/studying/rules/ikeda/e_rules.html
- IGS rules
- Jasiek, Robert: Applicable Traditional Japanese Rules
- Jasiek, Robert: Default Restriction Rules
- Jasiek, Robert: Japanese 2003 Rules
- Jasiek, Robert: Multi-Player Go Rules
- Jasiek, Robert: New Amateur-Japanese Rules
- Jasiek, Robert: Simplified Japanese Rules
- Jasiek, Robert: Simplified Korean Rules
- Jasiek, Robert: Simplified World Mind Sports Games Rules
- Kee Rules of Go
- Lasker-Maas Rules
- Mailing-list "go-rules": International Rules
- Makrai Rules
- MG Rules of Go
- Pauli, Robert: Logical Japanese Rules of Go
- Spight Rules
- Tromp-Taylor Rules a.k.a. “ the logical rules of go”
- Yaffe, Yoav: Ultimate Go (very simple, yet solving the "free teire" issue)
- Zamir: Heroically Concise Rules
Here are various sites comparing the different rule sets:
https://www.cs.cmu.edu/~wjh/go/rules/ provides translated rulesets and comments on them.
- Rule of capture
- Ko Rules come in several varieties.
- Super Ko
- Ing Ko Rule
- Spight Superko Rule
- Kee Positional Superko Rule and Kee Disturbing Ko Rule
- See how positional superko rule is generalized for 3+ players' game and how the concept of disturbing play is introduced to address anomalies.
There are also several methods to define the score (result).
- Scoring (an overview)
- Territory And Area Scoring (deeper discussion)
- Korean Scoring
- Proximity Scoring
- No Pass Go (avoids counting and scoring entirely, just defines winner)
When played on a physical board, determining the score involves manually counting. There are different counting methods in use. Some rule sets prescribe which counting method must be used, others do not.
- Chinese Counting
- Japanese Counting
- Stone Counting Method
- Prisoner-counting for Stone-scoring
- Prisoner Counting?
- Ing Counting
- Robert Jasiek's Go rules page
- Extensive commentary on the various rulesets appears in the appendices of Mathematical Go
- Go Rules Bestiary
- Rules Disputes
- Rules forum on Life in 19 x 19
- Rules of Go - Wikipedia article that discusses rule variants.