http://www-2.cs.cmu.edu/~wjh/go/rules/AGA.html
September 1, 1991
{The following are the American Go Association Rules of Go for amateur play. Unless specifically stated otherwise, these rules are in effect at all AGA sanctioned events. The rules themselves are given in boldface; comments and examples are given in ordinary type [and surrounded with curly braces or parentheses]. Illustrative figures are [interspersed].}
Any paraphrase of these rules which is identical in content is acceptable as a statement of the AGA Rules of Go so long as it makes reference to the more complete Official Rules given below. (By "identical in content" we mean that the result of applying these paraphrased rules should give the same result as would the Official Rules in every situation.)
{These rules are supplemented by the Official AGA Tournament Regulations governing time control, player conduct, the role of monitors, etc.}
1) The Board and Stones: Go is a game of strategy between two sides usually played on a 19x19 grid (the
{For recording purposes, the horizontal lines on the board are designated 1,2,3,…,19, starting from the bottom as seen by Black. The vertical lines are designated A,B,C,…,T (skipping 'I'), starting from the left as seen by Black. Points on the board are identified by their coordinates, c.g. A-1, C-3, T-19, etc.}
2) Play: The players alternate in moving, with Black playing first. In handicap games, White moves first after Black has placed his or her handicap stones. A
3) Compensation: In an even (non-handicap) game, Black gives White a compensation of 5 1/2 points for the advantage of the first move. This compensation is added to White's score at the end of the game. In handicap games, Black gives White 1/2 point compensation. This avoids draws.
4) Handicaps: The game may be played with a
{The nine intersections corresponding to the horizontal lines 4, 10, and 16 and the vertical lines D, K, and Q are called
1st star point Q-16 5th star point Q-10
2nd star point D-4 6th star point D-10
3rd star point Q-4 7th star point K-16
4th star point D-16 8th star point K-4
9th star point K-10 (center point)
Figure 1
The handicap stones are traditionally played as follows:
2 stones on the 1st and 2nd star points
3 stones on the 1st through 3rd star points
4 stones on the 1st through 4th star points
5 stones on the 1st through 4th star points and the center point
6 stones on the 1st through 6th star points
7 stones on the 1st through 6th star points and the center point
8 stones on the 1st through 8th star points
9 stones on the 1st through 9th star points
Unless otherwise specified, handicap stones shall be placed in this fashion. Handicaps greater than nine stones and handicaps on boards with fewer than 19 lines are not standardized.}
If the players have agreed to use area counting to score the game (Rule 12), White receives an additional point of compensation for each Black handicap stone after the first. (Black would otherwise gain an additional point of area for each handicap stone.)
5) Capture: Stones of the same color are said to be
After a player moves, any stone or string of stones belonging to the opponent which is completely surrounded by the player's own stones is
{This means that it is possible to fill an empty space within an opponent's group and capture even if the player's own stone or stones would momentarily be surrounded by the group being captured. See Figure 2. But
Figure 2.
}
6) Repeated Board Position (Ko): It is
{The most typical example is a situation where the players can each alternately capture and recapture a single stone. This is known as "ko" (See Figure 3). After the first capture, the player moving next may
Figure 3.
Rarely, multiple kos or other repetitive situations will arise; the principle for handling them is always the same: the players must avoid repeating the full-board position, so they are periodically, and alternately, forced to play away from the repetitive situation before responding.}
7) Passing: On his or her turn, a player may
{Normally neither player would choose to pass if there were any worthwhile moves to be made on the board (even if they did not have to give up a pass stone). Thus, the exchange of a pass stone with the opponent also serves as a signal that the player passing believes that the game is over. Of course, the opponent is free to continue to play if he or she believes that there are worthwhile moves left to make, and the player who passed is free to respond.}
8) Illegal Moves: An illegal move is one violating the rules. If a player makes an illegal move-such as moving twice in a row (i.e., before the opponent has made a response), attempting to play on an occupied intersection, self-capture, or retaking a ko so as to repeat the full board position, the player must take back his or her move (
An illegal move must be noted as such by the opponent before he or she makes his or her move. When a player moves, he or she is tacitly accepting the opponent's previous move as valid. In particular, if it is discovered that an earlier move by one of the players was illegal, the game must nevertheless be continued
9) Ending the Game: Two consecutive passes signal the end of the game. After two passes, the players must attempt to agree on the status of all groups of stones remaining on the board. Any stones which the players agree could not escape capture if the game continued, but which have not yet been captured and removed, are termed
10) Disputes: If the players disagree about the status of a group of stones left on the board after both have passed,
{It is recommended, particularly if the players do not share a common language, that the following procedure be used to determine agreement on the status of groups. After two consecutive passes, the next player touches each connected string of opposing stones on the board which he or she believes to be dead. If the opponent disagrees, he or she also touches the same string. When a player is done indicating groups he or she believes are dead, he or she
11) The Last Move: White must make the last move-if necessary, an additional pass, with a stone passed to the opponent as usual. The total number of stones played or passed by the two players during the entire game must be equal.
12) Counting: There are two methods for counting the score at the end of the game. One is based on
(Although players' scores may differ under the two methods, the difference in their scores, and hence the game result, will be the same.)
Territory
(At the end of the game, the empty points remaining on the board fall into
Figure 4.
Area
Neutral Points
Counting by Territory: When counting by territory, players add up their total territory
(It is customary for the players to fill in their opponent's territory with their prisoners, and to then rearrange their territories to facilitate counting. These are merely mechanical conventions to simplify counting.)
Counting by Area: When counting by area, the players add up their total area.
(In fact, since the total of the two players' areas will sum to 361, less any neutral points left on the board in seki, it is generally only necessary for