Comparison of some Go rules

The web has many sites giving the rules of Go. Most are listed on Ken Warkentyne's page.

Unfortunately these pages are generally little use for answering the questions which one is likely to want to ask, e.g. "Do such-and-such rules allow suicide?". Exceptions are pages by David Fotland and by Robert Jasiek, which provide clear comparisons of differences between various rulesets. This page attempts the same, for those rules which are most likely to be found in use in Europe.

In Britain, the Japanese rules are normally used, except that triple-kos are treated like jigos, and komi is often 6 points. If the organisers of a Go tournament in Britain, recognised by the BGA, omit to say what rules are to be used, then the Japanese rules are understood to apply except that triple-kos and other such repeated positions count as jigos, and komi is 6.

The Tromp-Taylor rules are close to the New Zealand rules.

  Japanese, Korean North American Chinese SST (Ing) New Zealand IGS-PandaNet
Scoring Territory Area (or territory) Area Area Area Territory
Does it cost to make a move inside my territory? Yes No No No No Yes
Can you count points in a seki? No Yes Yes Yes Yes Yes
Is suicide allowed? No No No Yes Yes No
What happens if the position repeats? "No result". The game may be replayed Repetitions are explicitly forbidden Drawn game Repetitions are restricted by the SST ko rule Repetitions are explicitly forbidden It repeats
Status of "bent four in the corner" Dead Play it out Play it out Play it out Play it out Play it out
Komi 5½   (3¾   by Chinese counting) 7 set by the server
Placement of handicap stones Fixed Fixed Free Free Free Fixed
Compensation for handicap stones (No) n-1 points n points No No No

There are competent accounts of these six sets of rules on the web:

also of the Tromp-Taylor rules. The "ancient Chinese" rules, with their two-stone group tax, are discussed here (Chinese, GB-encoding).

Recommended sources for discussions of the rules of Go are pages by

If you are interested in improbable positions which provide challenges for various rulesets, I recommend these bestiaries:


Scoring

With Japanese rules, you score the territory you have surrounded plus the prisoners you have captured: this is known as "territory scoring". With most other rules, you score the territory you have surrounded plus the points that you occupy. The SST rules implement area scoring by using sets with known numbers of stones. The result of the two methods is usually the same to within one point: the proof of this is left as an exercise for the reader. North American rules allow scoring by either method.

Some reasons why the result may not be the same:

  1. One player may have passed while the other filled in her own territory.
  2. The two players may not have moved the same number of times because Black moved both first and last.
  3. There may be handicap stones.
Some area-scoring rules (including North American) actually use the Japanese method for the mechanics of counting, and allow for point 1 by requiring a player who passes to hand over a prisoner.

Some rules (including North American) address point 2 by requiring White to play the last move of the game.

Some area-scoring rules (including North American) address point 3 by subtracting a point per handicap stone from Black's score.

 

Does it cost me a point to make a defensive move inside my territory?

Making an unnecessary defensive move inside your own territory is obviously a waste of a move. Near the end of the game, when there are no moves worth making, this does not matter. But under Japanese and IGS-PandaNet rules, an unnecessary defensive move also costs a point. Under other rules, it does not.

Note that under rules other than Japanese, filling a dame gains a point. So under Japanese rules, you should never make unnecessary defensive moves inside your own territory. Under other rules, you should only do so after all the dame have been filled, and it may be helpful to do so as it may make clear what is alive.

Seki

The Japanese rules say that this position is seki, and no territory is counted in a seki. Other rules say that White counts the two points she has surrounded here. (The SST rules used to count the 2-1 points pro rata, making this position worth one-and-a-third net to White, but this has been changed.)
X.O.OX./.XOOOX./OOXXXX./.OX..../OOX..../XXX..../......
Figure 1. A seki.

Suicide

In a position like this, White may have a ko threat. She can play between the two marked stones, suiciding three stones and threatening to kill the black group. But under Japanese, Chinese, North American and IGS-PandaNet rules, suicide is forbidden.

Here are some much less likely positions in which suicide is a good move, if allowed.

0.0XO/XXXXO/...OO/OOO..
Figure 2. A suicidal ko threat.
 

Repeated position

All rules agree in preventing two-cycles of repetition, in which one player moves, the other player moves, and the position is restored to what it was before. All those listed here do so by the familiar ko rule, which forbids a move that would restore the position to what it was just before one's opponent's last move. Tibetan rules, not treated here, prevent it by forbidding play on any point from which a stone has just been removed.

But there are other, much less likely, ways in which a position can be repeated. These necessarily have a cycle length greater than two moves. One is triple ko. Others are cho-sei, and the molasses ko. Here are some more examples, and discussion, by Robert Jasiek and by Harry Fearnley.

Under Japanese rules, if such a repetition occurs, the game is a non-event, and the players will normally play again.

Under Chinese rules, I am told by a Chinese Professional player that a repeated position is treated as a drawn game, with the victory being shared.
According to the Chinese rules as presented in "The Go Player's Almanac" (Ishi Press 1991), such repetition is "forbidden", and when it happens, "the referee may declare a draw or a replay". This does not make sense to me. Unfortunately I cannot read Chinese and check the original. The intention may be to forbid repetition whose only intention is to prevent the game from ending (such repetition can only work under area-scoring), while handling repetitions such as triple-ko as a draw or as a void game.

Under North American, and New Zealand, rules, such repetition is explicitly forbidden. A player may not make a move which brings about a position that has ocurred earlier with the same player to move. There are three ways of forbidding such repetition: see below.

The SST rules attempt to restrict such repetition, and do so in a very complicated way, which involves a distinction between "fighting kos" and "disturbing kos", and many other concepts which I do not understand.

The IGS-PandaNet rules allow such repetition. However, there is a maximal move number for each game after which it must be adjourned. (This limit is currently 1000 moves.)

 

"Bent four in the corner"

In this position, if Black plays on the vacant 2-1 point, the result will be a ko fight with White to find the first ko threat. Normally Black will leave this until the game is almost over and she has eliminated all White's ko threats. She will then be able to kill the marked group.

But some ko threats cannot be eliminated.

The Japanese rules state that the marked white group is dead regardless of the position on the rest of the board, and may be removed at the end of the game.

Other rules say that the position is to be played out. Normally the result will be the same as under the Japanese rules. But if Black has more uneliminable ko threats than White, the result will be different.

There is a more complicated position which works the same way as "bent four".

If the marked white "bent four" group is allowed to live when White has an uneliminable ko threat, you might think that the marked white "moonlight life" group should be allowed to live if White has an infinite number of uneliminable ko threats (i.e. a double ko). However no ruleset allows the moonlight life group to live.

XXX.0X/.0000X/00XXXX/XXX...
Figure 3. "Bent four in the corner".

 

0.OX/.0XX/00X./XXX.
Figure 4. Moonlight life.

 

Komi

The SST rules state that komi is 8, but that Black wins jigos.

I believe that the correct komi is probably about 8, for good players. For poor players, it is less. In Japan, komi was once not used at all, and opinion is gradually moving towards a higher value.

With integral komi, jigo is possible. This may be thought undesirable (we want most games to give a positive result, we don't want pre-arranged jigos) or desirable (more scope to tournament organisers in assigning prizes, the correct result between two perfect players must be jigo).

 

Placement of handicap stones

Japanese and IGS-PandaNet rules require the handicap stones to be placed on the star points.

North American rules give placement on the star points as the default, but permit tournament directors to specify free placement if they wish.

Other rulesets allow Black to place them where she chooses.

 

Compensation for handicap stones

Under the Chinese and North American rules, Black gives White compensation for handicap stones, so that the area which they occupy is not counted. Under Chinese rules, where n stones are given, n/2 is added to White's score and n/2 is subtracted from Black's score. Under North American rules, where n stones are given, n-1 is added to White's score.

Under SST and New Zealand rules, no such compensation is given.

Under Japanese rules, this is not an issue, as area is not counted.

The effect of this is that an n-stone handicap is n points larger under SST, NZ and IGS-PandaNet rules than under J or C rules.


Appendix:   Three versions of the "Super Ko" rule

PSK Positional Super Ko A play may not recreate a previous board position from the game. This refers to the position just after the play and consequent removals.
SSK Situational Super Ko A play may not recreate a previous board position from the game, with the same player to move next. Recreation refers to the position just after the play and consequent removals, and also takes account of who moves next.
NSK Natural Situational Super Ko A player may not play to recreate a board position, if s/he played to create it previously. This refers to the position just after the play and consequent removals.


This page is part of the British Go Association website.

Last updated: 2003-09-15.

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