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{ I am still learning the beautiful game of go, please excuse potential unintentional errors here. ~drummyfish }
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Go (from Japanese *Igo*, "surrounding board game", also *Baduk* or *Wei-qi*) is possibly the world's oldest original-form two-player board [game](game.md), coming from Asia, and is one of the most [beautiful](beauty.md), elegant, deep and popular games of this type in [history](history.md), whose cultural significance and popularity can be compared to that of [chess](chess.md), despite it largely remaining widely popular only in Asia (along with other games like [shogi](shogi.md), or "Japanese chess"). There however, especially in Japan, go is pretty big, it appears a lot in [anime](anime.md), there are TV channels exclusively dedicated to go etc., though in Japan [shogi](shogi.md) (the "Japanese chess") is probably a bit more popular; nevertheless go is likely the most intellectually challenging board games among all of the biggest board games. **Go is a bit difficult to get into** (kind of like [vim](vim.md)?) though the rules can be learned quite quickly; it is hard to make big-picture sense of the rule implications and it may take weeks to months before one can even call himself a beginner player. To become a master takes lifetime (or two).
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Go (from Japanese *Igo*, "surrounding board game", also *Baduk* or *Wei-qi*) is possibly the world's oldest original-form two-player board [game](game.md), coming from Asia, and is one of the most [beautiful](beauty.md), elegant, deep and popular games of this type in [history](history.md), whose cultural significance and popularity can be compared to that of [chess](chess.md), despite it largely remaining widely popular only in Asia (along with other games like [shogi](shogi.md), or "Japanese chess"). There however, especially in Japan, go is pretty big, it appears a lot in [anime](anime.md), there are TV channels exclusively dedicated to go etc., though in Japan [shogi](shogi.md) (the "Japanese chess") is probably a bit more popular; nevertheless may be the most intellectually challenging board game among all of the biggest traditional board games. **Go is a bit difficult to get into** (kind of like [vim](vim.md)?) though the rules can be learned quite quickly; it is hard to make big-picture sense of the rule implications and it may take weeks to months before one can even call himself a beginner player. To become a master takes lifetime (or two).
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{ There is a nice non-bloated site hosting everything related to go: Sensei's Library at https://senseis.xmp.net/. ~drummyfish }
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**Compared to chess** (some purists dislike this, see https://senseis.xmp.net/?CompareGoToChess) the rules of go are much more simple -- which is part of the game's [beauty](beauty.md) (see [easy to learn, hard to master](easy_to_learn_hard_to_master.md)) -- though the emergent complexity of those few rules is grandiose; so much so that to play the game well is usually considered more challenging than learning chess well, as there are many more possibilities and mere calculation is not enough to be strong, one needs to develop a strong intuition; this is also the reason why it took 20 more years for [computers](computer.md) to beat the best humans in go than in chess. Many say that go is yet deeper than chess and that it offers a unique experience that can't be found anywhere else; go is more mathematical, something that just exists naturally as a side effect of logic itself, while chess is a bit of an arbitrary set of more complex rules fine-tuned so that the game plays well. The spirit of go is also more [zen](zen.md)-like and peaceful: while chess simulates [war](war.md) (something more aligned with western mentality), go is more about dividing territory, one could even see it not as a battle but rather a creation of [art](art.md), beautiful patterns (something better aligned with eastern mentality). Also the whole [culture](culture.md) around go is different, for example there is a strong tradition of go proverbs that teach you to play (there also exist many [joke](joke.md) proverbs).
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**Compared to chess** (some purists dislike this, see https://senseis.xmp.net/?CompareGoToChess) the rules of go are much more simple -- which is part of the game's [beauty](beauty.md) (see [easy to learn, hard to master](easy_to_learn_hard_to_master.md)) -- though the emergent complexity of those few rules is grandiose; so much so that to play the game well is usually considered more challenging than learning chess well, as there are many more possibilities (moves to make) and mere calculation is not enough to be strong, one needs to develop a strong intuition and so probably talent may be more of a factor in the game; this is also the reason why it took 20 more years for [computers](computer.md) to beat the best humans in go than in chess. Many say that go is yet deeper than chess and that it offers a unique experience that can't be found anywhere else; go is more mathematical, something that just exists naturally as a side effect of [logic](logic.md) itself, while chess is a bit of an arbitrary set of more complex rules fine-tuned so that the game plays well. The spirit of go is also more [zen](zen.md)-like and peaceful: while chess simulates [war](war.md) (something more aligned with western mentality and its [fight culture](fight_culture.md)), go is more about dividing territory, one could even see it not as a battle but rather a creation of [art](art.md), beautiful patterns (something better aligned with eastern mentality). Also the whole [culture](culture.md) around go is different, for example there is a strong tradition of go proverbs that teach you to play (there also exist many [joke](jokes.md) proverbs).
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**From [LRS](lrs.md) point of view go is one of the best games ever**, for similar reasons to chess (it's highly free, [suckless](suckless.md), cheap, [not owned by anyone](public_domain.md), [fun](fun.md), mathematically deep, nice for programming while the game itself doesn't even require a [computer](computer.md) etc.) plus yet greater [simplicity](minimalism.md) and beauty.
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## Rules
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The rules of go vary a bit more than those of chess, they are not as much unified, but usually the details don't play as much of a role because e.g. different scoring systems still mostly result in the same outcome of games. Here we'll describe possibly the most common rule set.
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The rules of go vary more than those of chess, they are not as much unified, but usually the details don't play as much of a role because e.g. different scoring systems still mostly result in the same outcome of games. Here we'll describe possibly the most common rule set.
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The game's **goal** is basically to surround a bigger territory than the enemy player. The formal rules are pretty simple, though their implications are very complex.
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Go is played by a black and white player, black plays first (unlike in chess) and then both players take turns placing stones of one's own color on squares -- a square is the INTERSECTION of the lines on the board, NOT the place between them (consider the lines to be carved in stone, the intersection is where the stone stands with stability). The stones are all the same (there are no different types of stones like in chess) and they cannot move; once a stone is placed, it stays on its position until the end of the game, or until it is captured by the enemy player. The board size is **19x19**, but for for students and quick games 13x13 and 9x9 boards are also used. As black plays first, he has a slight advantage; for this white gets bonus points at the end of the game, so called **komi**, which is usually set to be 6.5 points (the half point eliminates the possibility of a draw). Komi may differ depending on board size or a specific scoring system.
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Go is played by a black and white player, black plays first (unlike in chess) and then both players take turns placing stones of one's own color on squares -- a square is the INTERSECTION of the lines on the board, NOT the place between them (consider the lines to be carved in stone, the intersection is where the stone stands with stability). The stones are all the same (there are no different types of stones like in chess) and they cannot move; once a stone is placed, it stays on its position until the end of the game, or until it is captured by the enemy player. The board size is **19x19**, but for students and quick games 13x13 and 9x9 boards are also used. As black plays first, he has a slight advantage; for this white gets bonus points at the end of the game, so called **komi** (pronounced [commie](communism.md)), which is usually set to be 6.5 points (the half point eliminates the possibility of a draw). Komi may differ depending on board size or a specific scoring system.
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Any player can **pass** on his move, i.e. making a move isn't mandatory. However you basically always want to make a move, one only passes when he feels there is nothing more to be gained and the game should end. If both players pass consecutively, the game ends.
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The game considers **4-neighborhoods**, NOT 8-neighborhood, i.e. squares that don't lie on board edges have 4 neighbors: up, right, bottom and left; diagonal squares are NOT neighbors.
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**Capturing:** a player can capture a group of connected (through 4-neighborhoods) enemy player's stones by completely surrounding them, or more precisely by taking away all so called **liberties** of that group -- *liberty* is an empty square that's immediately neighboring with the group (note that liberties may lie even inside the group). If a player places his stone so that it removes the enemy group's last liberty, then the group is removed from the board and all its stones are taken as captured. It is possible to capture stones by a move that would otherwise be forbidden as suicide, if after the removal of the captured group the placed stone gains a liberty.
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**Capturing:** a player can capture a group of connected (through 4-neighborhoods) enemy player's stones by completely surrounding them, or more precisely by taking away all so called **liberties** of that group -- *liberty* is an empty square that's immediately neighboring with the group (note that liberties may lie even inside the group). If a player places his stone so that it removes the enemy group's last liberty, then the group is removed from the board and all its stones are taken as captured. It is possible to capture stones by a move that would otherwise be forbidden as [suicide](suicide.md), if after the removal of the captured group the placed stone gains a liberty.
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**[Suicide](kys.md) is forbidden:** it is not allowed to place a stone so that it would immediately result in that stone (or a group it would join) being captured by enemy. I.e. if there is an enemy group with one empty square in the middle of it, you cannot put a stone there as that stone would simply have no liberties and would immediately die. Exception to this is the above mentioned taking of a group, i.e. if a suicidal move results in immediately taking enemy's group, it is allowed.
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**[Suicide](kys.md) is forbidden:** it is not allowed to place a stone so that it (or the group it joins) would not have any liberties. I.e. if there is an enemy group with one empty square in the middle of it, you cannot put a stone there as that stone would simply have no liberties and would immediately die. Exception to this is the above mentioned taking of a group, i.e. if a suicidal move results in immediately taking enemy's group, it is allowed -- here the placed stone survives because it gains liberties by removing the captured group.
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The **ko** rule states that one mustn't make a move that returns the board to the immediately previous state; this basically applies just to the situation in which the enemy takes your stone and you would just place it back, retaking his capturing stone. By the *ko* rule you cannot do this IMMEDIATELY, but you can still do this any further following round. Some rulesets extend this rule to so called *superko* which prohibits repetition of ANY previously seen position (this covers some rare cases that can happen).
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