Three color go allows three players on one board
Many intriguing games result from Go-like rules which may even directly benefit Go skill.
Inventors have developed a dazzling variety of games with rules similar to Go in intuitiveness, wording, territorial objective, simplicity etc. And the results often bear comparison with or even challenge Go in beauty, entertainment value, difficulty and complexity.
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- Atari Go - also known as the capture game or first capture
- Snorkels - a form of child friendly AtariGo
- Stacks of Coins - a very simple model of the endgame
- Stone-counting Go - a historical variant used as a teaching method
Differing presentations, quantities, or definitions of current-day Go
- One Colour Go
- No Board
- VertiGo - an alternative tactile presentation
- Simultaneous Go - many games at once
- Triangle - arrangement for 3 players to play one another in 3 games
- Different Sized Boards and Small Board Go
Games that practice life making and all-or-nothing attack
- In the corner surrounded by black stones on the 8th, 9th or 10th lines.
- The Shape Game - sabaki on a board with black edges
- The Kill-all Game - how many stones to own the whole board? Roughly 17.
- Pieboxing - variant placing black stones in a fair way before White tries to live
- The Nine Handicap Challenge - educational game position about where there is room for groups
- "Influence" variant
- Experimental handicaps (such as a ponnuki)
- Wild Fuseki, Random start go, Fuseki shuffle and other prescribed openings
- see also historical variants
- Rengo - pair go
- Big Brother Go - a teammate may adjust a weaker player's moves, at some cost. A similar penalty can be added to rengo.
- Zengo - three players who alternately play both black and white
- PyjamaGo - reviving a regular game of go after resignation
- Gonte - the weaker player has the right to switch to white, once per game
- Go Back - at any time, the game may be reverted to before the losing move and played out again, etc.
- Malkovich Game - another meta-game idea
- Team Go - an experiment on DGS where a group of players would share an account. Records of 'team go' remain on the forums there.
- "praat-go" (Dutch, lit. "talk-go") was ongoing at jijbent: A 5D played against a team discussing their moves.
- The proverb game
- Tenuki Go - may not play near (adjacent to) last move
- Double Move One Time Each Go - each player has an opportunity to follow through on one big ko threat.
- The (other) Shape Game - must attempt to play a shape move near a stone of either color
- Neurotic Go
- Forced takeback Go
- Non-contact - forbids touching stones of the other player's colour.
- Three Liberties
- Stoical Go - makes all known forced Go cycles impossible by forbidding to capture immediately after an opponent's capture. Standard ko rules are not used.
- ConnectGo You must stack your stones on top of other stones on the board, or put them on the bottom row when making a non pass move.
- Toroidal Go - some resources are available for this variant.
- Ubigo - every edge point is connected to all other edge points
- Edgeless Go - a mathematical look at different types of edgeless finite boards.
- Unusual Gobans - SL accumulation including software links at bottom of page. Includes some things on toroidal Go.
- N-go - normal Go played on N boards
- Round board
- TriGo - variant of Go on a triangular (aka hexagonal) lattice, two stones placed at a time
- Representing 3-Dimensional Gobans on 2-D surfaces
- Playing 2-Dimensional Go on 3-D surfaces
- Playing Go in 3 Dimensions
- General Graph Go - mathematical rules for Go on any graph
- Infinite Board - discussion
- Go on a board without lines - see the discussion page too
- Double Board Go - attaching a second, mirror-like board
- Other boards - another variants compendium including alternative grids
- Boundary Point Go - selected out-of-bounds points; see also TaoGo
- Virtueless - tengen "out of bounds"
Modified wording of how movement/capture occurs
- Self-capture - rules forbidding self-capture are common, but this is extraneous to many intuitive formulations of Go
- Simultaneous Capture - zero liberties at any time results in removal
- One-Eyed Go - requires one or more liberties even while capturing (no ko)
- Capture in Atari - removing stones when they have one liberty (no ko)
- Bridge Go - Essentially, "liberties on the inside don't count", and so life is hard (impossible?) to make. Win by building a "bridge" across the board.
- No-ko Go - forbidding ko one move in advance
- Geneva Ko Rule - neutralizing ko shapes using a deterrent for repetition
- Stoical Go - effectively prevents cycles by forbidding capture immediately after an opponent's capture
Making a game equitable without resorting to komi
- Pie Rule - common variant tool/rule used in place of komi
- (Free) Handicaps - moves as compensation
- F-Go (Fair Go) - unique Go variant where players move simultaneously.
- Redstone - simplified variant where stones played to capture are red (neutral and immune to capture)
- Yugo - permanent pieces of the player's color are used for capturing
- Kingo - two types of pieces are used: pawns and kings. Score is territories plus kings, but capturing an enemy king also wins.
- Superpower Go - a family of variants where one player has a superpower, the other has big komi. (This often involves breaking an aspect of Go and observing the effect.)
- No Seki Go - introduces a second type of piece that enables capturing groups in seki
- Games where both players have a special power:
See also Other Pieces - many listed variants that mostly fall in the Superpower category
- Card Game Model of Ko
- Combinatorial Game Theory - math can convert between Go endgames and positions in many other (combinatorial) games
Variants that use a different set of stones, or with a normal turn other than "place one stone."
- DominGo - pieces are domino shaped
- Keima Go - pieces are another two-stone shape
- Double Go - placing two stones per turn
- Quantum Go - placing two entangled stones per turn which will later become a single stone
See also Other Pieces For extra stones with special effects, see Superpower Go, above.
- Hare Tortoise - white has double moves vs. massive handicap
- Progressive Go - increasing number of stones played each turn
- Batoo - a battle including an initial placement of 3 stones, one hidden stone each, score bonuses, and other elements
- Hidden Move Go - a few stones that opponents cannot see
- Minesweeper Go - if you hit a hidden mine, you pass the turn (opponent moves twice)
- Phantom Go (Gospiel) - based on blindfold chess; most moves are invisible
- Phantom Rengo with 3 Boards - augmented Gospiel
- Relative Go - unique idea obscuring the location of the edges
- Buried Treasure - hidden score bonuses
- FogOfWar - moves delayed in time
- Blackhole Go - stones can't be placed on certain points on the board; related to TaoGo
- Multi-color go - adding a third player, Red, and perhaps others
- Example game of 3 color Go
- Other players - cooperation and move order in multiplayer Go variants
- Players as stones
- Other political variants
- Environmental Go - also known as Coupon or Token Go
- Bid Go - bidding for the right to play
- Alternate Bid Go
- Volcano Variant - "irregular scoring," for example placing greater emphasis on the center
- Take A Bet On Life And Death - a tsumego tournament
- Square Squared, based on *star, counting stones on the edge plus a group tax
- TenGo - a player's score is the number of stones in a group of their color that includes a stone at tengen
See also Scoring and under historical variants.
- Alter Igo - go-like game with minimalistic ruleset
- No-pass go - a component of formulating the rules for Mathematical Go
Games involving Territory, Surrounding, and/or Connection
Go-like games with no capture:
- Symple - a quicker game involving when and where to start and connect groups, in order to grow to cover the most area, minus a group tax
- Fjorde - German-style board game with an element of enclosure
- Sygo - shorter, challenging Go-style game created with the Symple move protocol and its unique balancing mechanism
- Loose - finite Go variant with modified (looser) capture
- Reversi Go - simplest hybrid of Reversi (Othello) and Go
- Medusa - game of abstract strategy concocted starting from Go on a partial hex grid
- Lotus - a more minimal support act for Medusa
Games playable with paper and pencil:
- Tochki (Points or Dots) - a well-known game in Russia.
- Paper And Pencil Go - dead stones marked, not removed
Other abstract strategy games with Go-like equipment and themes:
- Orbit - Go variant based on encirclement (rather than adjacent encirclement)
- Tanbo - Tanbo crudely models a system of plant roots which are growing, competing for space, and dying.
- Reuse Go - moving a stone substituting for a turn
- Slidey Go - a minor permission for moving stones
- Sliding Go - surrounding game where moves have a path to a player's edge
- Dango (no page, link is to namesake) - captured stones are moved elsewhere by the capturer.
- Batoo - a battle including set-up phase, hidden moves, komi bidding, and scoring bonuses
- Electric Go - a unique effect alters the board with each stone placed
Games that add an element of luck, subjectivity or manual dexterity
- Go with Cheating
- Dango (aka Cards Go) - game developed by A. Dinerchtein
- Bughouse Go - bughouse chess adapted to go
- Lottery Go - players use mostly stones of their own color
- Quantum Go - after an arbitrary number of moves, a random algorithm performs a change in status of some point
- Under The Stones Fuseki
- Frisbee Go
- Irensei - the aim is to line up 7 stones, uses Go capturing, suicide and ko rules
- Gonnect a child of Go and Hex
- Gopposite - try to score LESS than your opponent
- Anti-Atari Go - First to capture loses. Just for fun.
- Bridge Go - Win by building a "bridge" across the board. There's also a special capture rule where "liberties on the inside don't count".
See also Tsumego Conventions,
- Alak - black and white pieces on a one dimensional line
- Bargo - (mentioned here) scored by the number of Black eyes of a group
- Dominions - played with hexagonal tiles with different arrangements of 1 to 6 liberties
- Go in fiction - occasionally someone imagines a fictional game that is partly inspired by Go.
- Gomoku - Five in a row
- Pente - Like Gomoku, but with a way of capturing
- Renju - variant of Gomoku, but with extra rules to give a fairer balance between black and white.
- Connect 6 - Black starts with a stone at tengen. Then white, and two stones per turn. 6 stones in a row wins (any direction)
- Hasami Shogi
- Conway's Game of Life - really a toy or simulation, famous for its surprising complexity
- Philosopher's Football (Phutball) - An actual wonderful game invented by John H. Conway
- Konane - A traditional Hawaiian game somewhat resembling checkers or draughts, said to be fit for the 18x18 squares on a Go board
- Ming Mang (also Mig Mang) - a general Tibetan term for game, sometimes Go, but the linked game is something different. Another source allows multiple captures. Ming Mang naturally generalises to Gundru (dead link)
- The Flicky Game - one of probably many Korean? stone-sliding dexterity games
- Merrills or Nine Men's Morris
- Havannah - variant of Hex with different winning conditions
- Cathedral - territorial -ominoes game. In its wooden edition, wonderfully haptic.
- Connect Four - On IYT this is called stack4. IYT has also invented a variant called stack 4x4
- Go with chess pieces - stones that connect in ways that chess pieces can move (a way to generalize Go)
- Gess - chess-like game with mutable "pieces" (3x3 shapes made of stones)
- CheGo - dropping chess-type pieces with the objective of controlling board squares.
- Amazons - another instance of a territorial/surrounding objective added to a chess-like setting
- Variations on Go - large listing (other rules, other boards, other pieces, other players) at Joćo Pedro Neto's World of Abstract Games