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Forced Takeback Go
In this variant, similar to Choice Go, you have the option of forcing your opponent to take back most recent move and replace it with another, but only once per turn. If you use this option, you opponent chooses another move to play, and you must stick with it. After two successive passes, the game becomes regular go, so that the last point can be taken. For example, if you have a large group in atari, you can ignore it. When your opponent tries to capture it on his turn, you force him to make a different move. You must allow the second move he makes, even if, after seeing it, you'd rather have him play the first! :-) This game can get complicated fast. Try it out, and let me know what you think!
JoeSeki: I tried take-back go tonight at the club, and found some very interesting quirks about the game. Like a ko without the proper amount of stones as below the marked white stone starts a ko even though white is one stone short ChessWhiz: Yes, that is quite strange. As you play more, you may find some other interesting quirks! For example, a large ko on the board can slow down the game, and gives a weird advantage to the player who takes first in the ko. This is a copy of the living page "Forced Takeback Go" at Sensei's Library. (C) the Authors, published under the OpenContent License V1.0. |