Aside from the order of play (alternating moves, Black moves first or takes a handicap) and scoring rules, there are essentially only two rules in Go: •
Liberty rule states that
every stone remaining on the board must have at least one open point (a liberty
) directly orthogonally adjacent (up, down, left, or right),
or must be part of a connected group that has at least one such open point (liberty) next to it. Stones or groups of stones which lose their last liberty are removed from the board. •
Repetition Rule (
the ko rule) states that
a stone on the board must never immediately repeat a previous position of a captured stone, thus only a move elsewhere on the board is permitted that turn. Since without this rule such a pattern of the two players repeating their prior moves (capturing stones in same places) could continue indefinitely, this rule prevents a stalemate. Almost all other information about how the game is played is heuristic, meaning it is learned information about how the patterns of the stones on the board function, rather than a rule. Other rules are specialized, as they come about through different rulesets, but the above two rules cover almost all of any played game. Although there are some minor differences between rulesets used in different countries, most notably in Chinese and Japanese scoring rules, these differences do not greatly affect the tactics and strategy of the game. Except where noted, the basic rules presented here are valid independent of the scoring rules used. The scoring rules are explained separately.
Go terms for which there is no ready English equivalent are commonly called by their Japanese names.
Basic rules The two players, Black and White, take turns placing stones of their color on the intersections of the board, one stone at a time. The usual board size is a 19×19 grid, but for beginners or for playing quick games, the smaller board sizes of 13×13 and 9×9 are also popular. The board is empty to begin with. Black plays first unless given a handicap of two or more stones, in which case White plays first. The players may choose any unoccupied intersection to play on except for those forbidden by the
ko and
suicide rules (see below). Once played, a stone can never be moved and can be taken off the board only if it is
captured. A player may pass their turn, declining to place a stone, though this is usually only done at the end of the game when both players believe nothing more can be accomplished with further play. When both players pass consecutively, the game ends and is then
scored.
Liberties and capture Vertically and horizontally adjacent stones of the same color form a chain (also called a
string or
group), forming a discrete unit that cannot then be divided. Only stones connected to one another by the lines on the board create a chain; stones that are diagonally adjacent are not connected. Chains may be expanded by placing additional stones on adjacent intersections, and they can be connected together by placing a stone on an intersection that is adjacent to two or more chains of the same color. A vacant point adjacent to a stone, along one of the grid lines of the board, is called a
liberty for that stone. Stones in a chain share their liberties. A chain of stones must have at least one liberty to remain on the board. When a chain is surrounded by opposing stones so that it has no liberties, it is captured and removed from the board.
Ko rule {{Go board 5x5 An example of a situation in which the ko rule applies Players are not allowed to make a move that returns the game to the immediately prior position. This rule, called the
ko rule, prevents unending repetition (a stalemate). As shown in the example pictured: White had a stone where the red circle was, and Black has just captured it by playing a stone at
1 (so the White stone has been removed). However, it is readily apparent that now Black's stone at
1 is immediately threatened by the three surrounding White stones. If White were allowed to play again on the red circle, it would return the situation to the original one, but the
ko rule forbids that kind of endless repetition. Thus, White is forced to move elsewhere, or pass. If White wants to recapture Black's stone at
1, White must attack Black somewhere else on the board so forcefully that Black moves elsewhere to counter that, giving White that chance. If White's forcing move is successful, it is termed "gaining the
sente"; if Black responds elsewhere on the board, then White can retake Black's stone at
1, and the
ko continues, but this time Black must move elsewhere. A repetition of such exchanges is called a
ko fight. To stop the potential for
ko fights, two stones of the same color would need to be added to the group, making either a group of 5 Black or 5 White stones. While the various rulesets agree on the ko rule prohibiting returning the board to an
immediately previous position, they deal in different ways with the relatively uncommon situation in which a player might recreate a past position that is further removed. See for further information.
Suicide A player may not place a stone such that it or its group immediately has no liberties unless doing so immediately deprives an enemy group of its final liberty. In the second case, the enemy group is captured, leaving the new stone with at least one liberty, so the new stone can be placed. This rule is responsible for the all-important difference between one and two eyes: if a group with only one eye is fully surrounded on the outside, it can be killed with a stone placed in its single eye. (An
eye is an empty point or group of points surrounded by a group of stones). The
Ing and New Zealand rules do not have this rule, and there a player might destroy one of its own groups (commit suicide). This play would only be useful in limited sets of situations involving a small interior space or planning. In the example at right, it may be useful as a
ko threat.
Komi Because Black has the advantage of playing the first move, the idea of awarding White some compensation came into being during the 20th century. This is called
komi, which gives white a 6.5-point compensation under Japanese rules, 6.5-point under Korean rules, and 15/4 stones, or 7.5-point under Chinese rules (number of points varies by rule set). Under handicap play, White receives only a 0.5-point komi, to break a possible tie (
jigo).
Scoring rules Two general types of scoring procedures are used, and players determine which to use before play. Both procedures almost always give the same winner. •
Area scoring procedure (including Chinese): counts the number of points a player's stones occupy and surround. It is associated with contemporary Chinese play and was probably established there during the
Ming dynasty in the 15th or 16th century. Beginner-friendly, but takes longer to count. A player's score is the number of stones that the player has on the board, plus the number of empty intersections surrounded by that player's stones. If there is disagreement about which stones are dead, then under area scoring rules, the players simply resume play to resolve the matter. The score is computed using the position after the next time the players pass consecutively. •
Territory scoring procedure (including Japanese and Korean): counts the number of empty points a player's stones surround, together with the number of stones the player captured. In the course of the game, each player retains the stones they capture, termed
prisoners. Any dead stones removed at the end of the game become prisoners. The score is the number of empty points enclosed by a player's stones, plus the number of prisoners captured by that player. Under territory scoring there can be an extra penalty for playing inside ones' territory, so if there is a disagreement extra play to resolve it would, in tournament settings, happen on a separate board, where the player claiming a group is dead would play first, and would demonstrate how to capture those stones. For further information, see
Rules of Go. Both procedures are counted after both players have passed consecutively, the stones that are still on the board but unable to avoid capture, called
dead stones, are removed. Given that the number of stones a player has on the board is directly related to the number of prisoners their opponent has taken, the resulting net score, that is, the difference between Black's and White's scores is identical under both rulesets (unless the players have passed different numbers of times during the course of the game). Thus, the net result given by the two scoring systems rarely differs by more than a point.
Life and death While not actually mentioned in the rules of Go (at least in simpler rule sets, such as those of New Zealand and the U.S.), the concept of a
living group of stones is necessary for a practical understanding of the game. {{Goban 9x9 Examples of eyes (marked). The black groups at the top of the board are alive, as they have at least two eyes. The black groups at the bottom are dead as they only have one eye. The point marked
a is a false eye, thus the black group with false eye
a can be killed by white in two turns. When a group of stones is mostly surrounded and has no options to connect with friendly stones elsewhere, the status of the group is either alive, dead or
unsettled. A group of stones is said to be alive if it cannot be captured, even if the opponent is allowed to move first. Conversely, a group of stones is said to be dead if it cannot avoid capture, even if the owner of the group is allowed the first move. Otherwise, the group is said to be unsettled: the defending player can make it alive or the opponent can
kill it, depending on who gets to play first. An
eye is an empty point or group of points surrounded by a group of stones. If the eye is surrounded by Black stones, White cannot play there unless such a play would take Black's last liberty and capture the Black stones. (Such a move is forbidden according to the suicide rule in most rule sets, but even if not forbidden, such a move would be a useless suicide of a White stone.) If a Black group has two eyes, White can never capture it because White cannot remove both liberties simultaneously. If Black has only one eye, White can capture the Black group by playing in the single eye, removing Black's last liberty. Such a move is not suicide because the Black stones are removed first. In the "Examples of eyes" diagram, all the circled points are eyes. The two black groups in the upper corners are alive, as both have at least two eyes. The groups in the lower corners are dead, as both have only one eye. The group in the lower left may seem to have two eyes, but the surrounded empty point marked
a is not actually an eye. White can play there and take a black stone. Such a point is often called a
false eye.
Seki (mutual life) {{Goban 9x9 Example of seki (mutual life). Neither Black nor White can play on the marked points without reducing their own liberties for those groups to one (self-atari). – Above deprecated. --> There is an exception to the requirement that a group must have two eyes to be alive, a situation called
seki (or
mutual life). Where different colored groups are adjacent and share liberties, the situation may reach a position when neither player wants to move first because doing so would allow the opponent to capture; in such situations therefore both players' stones remain on the board (in seki). Neither player receives any points for those groups, but at least those groups themselves remain living, as opposed to being captured. Seki can occur in many ways. The simplest are: • each player has a group without eyes and they share two liberties, and • each player has a group with one eye and they share one more liberty. In the "Example of seki (mutual life)" diagram, the two circled points are liberties shared by both a black and a white group. Both of these interior groups are at risk, and neither player wants to play on a circled point, because doing so would allow the opponent to capture their group on the next move. The outer groups in this example, both black and white, are alive. Seki can result from an attempt by one player to invade and kill a nearly settled group of the other player. == Tactics ==