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@ -42,9 +42,9 @@ The **ko** rule states that one mustn't make a move that returns the board to th
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**Prisoners** are enemy's stones that are OBVIOUSLY in your territory and so are practically dead. I.e. they are inside what's clearly not their territory and with further play would clearly be captured. Obvious here is a matter of agreement between players -- if players disagree whether some stones are obvious prisoners, they simply keep playing and resolve the situation.
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**Scoring:** scoring assigns points to each player when the game is over, the one with more points win. There are multiple scoring systems, most common are these two:
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**Scoring:** scoring assigns points to each player when the game is over, the one with more points win. There are multiple scoring systems, most common are these two (players basically universally agree the scoring system has almost no effect on the play so it's probably more of a convention):
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- **Chinese** (area scoring): more [KISS](kiss.md), the score is just each player's area (surrounded empty square PLUS squares occupied by the player's stones), plus komi for white.
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- **Chinese** (area scoring): more [KISS](kiss.md), the score is just each player's area (surrounded empty square PLUS squares occupied by the player's stones), plus komi for white. { This one seems to me like a better option for beginners and also for programming, it's just simpler and makes you not afraid of putting stones anywhere. ~drummyfish }
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- **Japanese** (territory scoring): At the end of the game we count the score for black as the size of black's territory PLUS one point for each stone black has captured PLUS one point for each white prisoner (a would be captured stone) in black's territory. Score for white is computed analogously but we also add the komi compensation.
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**Handicaps:** TODO.
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