Kee Rules Of Go/ vMay 2005

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KEE RULES OF GO

[ext] http://www.geocities.com/kee_rules/kee_rules_of_go.html


INTRODUCTION

Under positional superko rule, a hot position can be frozen by a non-removable ban. Spight Rules have overcome this anomaly by allowing passes to lift the ban. However, along with this Spight has introduced a rather strange way of ending - a player can end the game by just passing the same position twice. While her opponent may still be placing stones, it is hard to say if the ending position is really final. By first splitting the purpose of passing into two (ban deletion and position affirmation), Kee Rules have imposed prohibition on one type of pass (ban deleting pass) in order to ensure affirmation passes of one position by all players.


A. General

1. Go is conventionally played by two players.

2. A player has stones representing her. Stones are conventionally black and white.

3. Players play alternately. Black conventionally plays first.

4. A play can either be stone placement, ban deletion, or position affirmation.

5. A board is a set of intersections with every intersection adjacent to some certain intersections. It conventionally consists of 19 horizontal lines intersecting with 19 vertical lines.

6. The status of an intersection can either be unoccupied or occupied by a certain player.

7. Stone placement of a player is using her stone to occupy an unoccupied intersection such that its status is changed to her occupied intersection.

8. A position is the statuses of all intersections on the board before a play.

9. A group is formed by connecting all adjacent intersections with the same status iteratively.

B. Prohibition

1. An occupied group is captive if it is not adjacent to any unoccupied intersection.

2. (Applicable when suicide is not permitted) A player may not place a stone to produce a captive own group without captive opponent groups.

3. A stone placement recovers ban when it produces a position on which ban has ever been deleted.

4. A player may not place a stone to produce a position which has ever occurred before unless its last occurrence was followed by a ban deletion and such deletion was not followed by a recovery.

5. A player may not delete ban on a position on which ban has ever been deleted.

C. Removal

1. After each stone placement, all captive opponent groups are removed from the board.

2. (Applicable when suicide is permitted) After each stone placement, if there is no captive opponent group to remove, all captive own groups are removed from the board.

D. Affirmation

1. All players have to declare life or death for each of her stones upon the first affirmation of each position.

2. A player may confirm the whole declaration of a position at any time in the game.

3. When all players confirm the whole declaration of a certain position:

(a) (Japanese territory scoring) The position becomes the chilled position.

(b) After removing the dead stones according to the declaration, the position becomes the final position and the game proceeds to scoring.

4. When all players affirm a certain position:

(Chinese area scoring)

The position becomes the final position and the game proceeds to scoring.

(Japanese territory scoring)

The position becomes the chilled position and the game proceeds to consolidating phase.

E. Consolidating Phase (Japanese territory scoring)

1. Each player can alternately initiate her consolidating phase once.

2. The consolidating phase of each player should start afresh by her successor on the chilled position.

3. When the initiator affirms a certain position:

(a) Her consolidating phase ends.

(b) The position becomes her consolidated position.

(c) The game proceeds to her testified phase.

4. On the other hand, if a player has decided not to initiate her consolidating phase:

(a) The chilled position becomes her consolidated position.

(b) The game proceeds to her testified phase.

F. Testified Phase (Japanese territory scoring)

1. The testified phase of each player should start by her successor on her consolidated position.

2. A player may not play in her testified phase.

3. When all opponents affirm a certain position:

(a) Her testified phase ends.

(b) The position becomes her final position.

4. The game proceeds to scoring when the testified phases of all players end.

G. Scoring

1. A territory of a player is an unoccupied group adjacent and only adjacent to her groups in the final position.

2. An area of a player is formed by connecting her adjacent groups and territories iteratively in the final position.

3. (Chinese area scoring)

A player gets one point from every intersection in her areas in the final position.

4. (Japanese territory scoring)

(a) A player gets one point from every unoccupied intersection in the chilled position if it is belong to her area in all final positions.

(b) A player loses one point from every intersection she occupied in the chilled position if it is not belong to her area in all final positions.

(c) A player loses one point from each of her removed stones unless it is removed in consolidating or testifying phase.

5. A player with more points wins.

Published by Wing Tao Wilton Kee on 24-Feb-2005.


BREAKTHROUGH

1. Any number of players (Rule A.1)

2. Differentiation of pass: ban deletion and position affirmation (Rule A.4)

3. Generalized definition of board (Rule A.5)

4. Rule flexibility on whether suicide permitted (Rules B.2 and C.2)

5. A new definition on superko (Rule B.4)

6. Limitation on ban deletion - subject to recovery and once per position (Rules B.3 and B.5)

7. Mechanism of declaring life or death (Rule D.1)

8. Confirmation of declaration and reaching agreement at any time (Rules D.2 and D.3)

9. Affirmation is an indication of satisfaction (Rules D.4, E.3 and F.3)

10. Compatible to Chinese area or Japanese territory scoring (Rules D.4, E, F, G.3 and G.4)

11. Chilled position for score and final position for fate - allowing proof of life and death without cost even in Japanese territory scoring (Rules D.4, E and F)

12. Consolidating first, then being testified - rationalizing "zero points in seki" under Japanese territory scoring (Rules E and F)


OPTIMAL SCORES ON SMALL BOARDS

1x1: Pass (C/J:draw)

1x2: Pass (C/J:draw)

1x3: 1-2 (C:+3/J:+2)

1x4: 1-2 (C:+4/J:+3)

1x5: Pass (C/J:draw)

1x6: 1-2 (C:+1/J:draw)

1x7: 1-2 (C:+2/J:+1)

1x8: 1-2 (C:+3/J:+2)

1x9: Pass (C/J:draw)

1x10: 1-2 (C:+1/J:+0)

1x11: 1-2 (C:+2/J:+1)

1x12: 1-2 (C:+1/J:+0)

1x13: 1-2 (C:+2/J:+1)

2x2: 1-1, Pass (C/J:draw)

2x3: 1-2, Pass (C/J:draw)

2x4: 1-2 (C:+8/J:+7)

2x5: 1-3 (C:+10/J:+9)

2x6: 1-3 (C:+12/J:+11)

2x7: 1-4 (C:+14/J:+13)

2x8: 1-4 (C:+16/J:+15)

2x9: 1-5 (C:+18/J:+17)

2x10: ? (C:+4/J:?)

2x11: ? (C:+4/J:?)

3x3: 2-2 (C:+9/J:+8)

3x4: 2-2 (C:+4/J:draw)

3x5: 2-3 (C:+15/J:+14)

3x6: 2-3 (C:+18/J:+17)

3x7: 2-4 (C:+5/J:?)

4x4: 2-2 (C:+2/J:draw)

4x5: 2-3 (C:+20/J:+19)

4x6: 2-3 (C:+1/J:?)

4x7: 2-4 (C:+4/J:?)

5x5: 3-3 (C:+25/J:+24)

5x6: 3-3 (C:+2/J:?)

5x7: 3-4 (C:+9/J:?)

6x6: 3-3 (C:+4/J:?)

6x7: 3-4 (C:+6/J:?)


This is a copy of the living page "Kee Rules Of Go/ vMay 2005" at Sensei's Library.
(OC) 2009 the Authors, published under the OpenContent License V1.0.
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