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  • Welcome to the tutorial for the game of Go.

  • This is part one in which we will give you an overview of

  • how the game works, to introduce you to what Go is

  • and why it appeals to so many people.

  • This part is for anyone who's curious about Go;

  • if you plan to become a Go player yourself we recommend that you also continue on to

  • parts two and three of the tutorial.

  • Go is at least three thousand years old and is the oldest board game still played.

  • It originated in China and from there spread through the rest

  • of Asia, where it has historically been considered one of the

  • four treasured arts that any cultured person should pursue.

  • Though the roots of Go are ancient,

  • it's still a fresh and vital game today.

  • It's popular across Asia and has

  • a growing following in the western world as well.

  • And even after thousands of years of study

  • dedicated to the game, today's Go professionals

  • are constantly trying out new moves

  • and working out new ideas.

  • Go starts with the simplest of materials

  • and the simplest of rules,

  • and from those simple beginnings builds

  • something of intricate and subtle beauty.

  • To play the game we use a board,

  • on which is a grid of lines,

  • and some black stones, and some white stones.

  • The number of lines in the board can vary

  • but there are three commonly-used sizes:

  • On a board with nine lines in each direction

  • a game could take five or ten minutes.

  • On a 13x13 board a game might take half an hour.

  • The official-size board is 19x19,

  • on which a game will probably take an hour, or more.

  • The player with the black stones plays first

  • and places a stone on a "point",

  • the intersection where two lines meet,

  • not inside the squares like checkers or chess.

  • All the intersections on the board are valid points

  • including those on the sides and in the corners.

  • You'll see that some points have a dot on them;

  • these are called the "star points",

  • but are there simply to help orient you to where you are on the board,

  • they don't have any special meanings in playing the game.

  • Once a stone is played on a point it doesn't move around,

  • it stays on the same point unless it gets captured,

  • which brings us to: the rules of Go.

  • You can think of Go as having three main rules.

  • Rule number one deals with capture.

  • When a stone is on the board the empty points

  • directly adjacent to it are called its "liberties".

  • So this stone has four liberties.

  • Notice that we only count along the lines, not diagonally.

  • If an opponent's stone takes one of those spaces

  • the black stone now has three liberties, then two

  • (of course, in a game, white doesn't get to make all these

  • moves in a row; we're just illustrating the rule here)

  • then one.

  • When the last liberty is taken the stone is captured;

  • it's removed from the board and kept as white's prisoner.

  • Rule number two says that any stones of the same color

  • on adjacent points

  • are counted together for the purposes of liberties.

  • So these two stones form one unit which has six liberties.

  • If they are all eventually filled in by the opponent's stones

  • the two black stones are captured as a unit.

  • Any number of stones that are on adjacent points

  • are treated as one unit. For instance, this is a single unit,

  • and if you count the liberties you'll see there are fifteen.

  • But again, we don't count diagonally as being adjacent.

  • For instance, these two stones have no special relationship in the game;

  • they're simply two single stones, each with the standard four liberties.

  • Rule number three says that when you play a stone

  • you count its captures before you count its liberties.

  • This sounds complicated but it's easy to understand once you see it work.

  • In this case black cannot play a stone in the center space of the white stones;

  • there are no liberties there for black.

  • But if we surround the white group with black stones

  • the situation is different.

  • Now the center space becomes the last white liberty.

  • When black plays there, by rule number three

  • the capture is counted first (after which, of course,

  • the new black stone has plenty of liberties.)

  • And that's pretty much it for the rules of the game

  • (aside from one special rule that we'll get to in part two);

  • everything else about Go follows from putting these

  • simple rules into action.

  • The foremost implication that derives from the three rules

  • is the concept of life and death.

  • The black group in this example is

  • unconditionally alive; by the rules of the game

  • there's nothing white can do to capture it.

  • This is because it has two separate empty spaces

  • that guarantee that these stones will always have a liberty.

  • White can't play a stone in either of the empty

  • spaces because the existence of the other empty

  • space means that the black stones still have a

  • liberty and therefore rule number three doesn't come into play.

  • We call these empty spaces "eyes", and this

  • brings up what's probably the basic tenet of Go:

  • "Two eyes is alive".

  • The example group here is a trivial case;

  • living groups will end up having all kinds of different shapes,

  • and their eyes will end up having different shapes,

  • but the basic principle remains the same.

  • This group, however,

  • it is not yet alive. Even though there's actually

  • more empty space the middle of this group,

  • black has not yet divided it into two eyes

  • to make life. If it's white's turn

  • a play at that same point means that

  • this group is now dead;

  • there's nothing black can do now to save it.

  • Let's look at why.

  • Black can't even try to capture the white stone

  • because this just reduces the black group to one

  • liberty and white can just capture it immediately.

  • But if black just tries to ignore it

  • white can just wait as long as necessary

  • and then force the issue.

  • Black can try to struggle by capturing,

  • but white just plays here again,

  • and the liberties just keep being used up

  • until finally the group gets captured.

  • So here we see the flip side of life and death:

  • "One eye is dead".

  • So, at the end of a Go game each side will

  • end up with some living groups around the board

  • and perhaps some captured stones.

  • Take this game for example:

  • the main part of each side's score

  • comes from counting the amount of open territory enclosed by each side's groups.

  • The points surrounded by black's groups are shown by the circles.

  • You may notice that there are some white stones inside black's territory;

  • at some point in the game both sides recognized

  • that these stones could not be saved by white, and

  • neither side wanted to waste any more moves there.

  • There's an implicit agreement that the stones

  • are dead and at the end of the game

  • they're counted as black's prisoners.

  • The circles here are white's points.

  • You may also notice that white has not divided the empty area into two eyes.

  • Again, both sides can see that there's plenty of room there for white to make two eyes,

  • no matter what black does, so neither side

  • found it useful to waste moves in that area.

  • So we take the surrounded territory for each player

  • and to that we add the number of prisoners that the've captured during the game

  • to get the total points for each side.

  • So now you can see that

  • the object of the game is not capture;

  • capture is just something that may happen during the game.

  • The object of the game is balance;

  • you get the same number of moves as your opponent

  • so you must spread your stones out to enclose the greatest amount of territory but

  • not let them get so far apart that they're separated

  • and can't come together to form living groups.

  • It's this skillful balance and efficient play

  • that will win games.

  • Also, since balance is not a cut-and-dried notion,

  • the main skill use in the game is not calculation.

  • Though calculation is sometimes used in a game,

  • the main skill developed through Go is judgment.

  • This explains why Go has been so respected in Asia for millennia;

  • balance and judgment are the real things that a Go player should take away with them

  • when the match is over.

  • This concludes the overview portion of the tutorial.

  • We hope that it has given you a general appreciation for the game.

  • If you plan to become a Go player yourself

  • you'll want to continue on to the next segment

  • which will give you some essentials for preparing to play.

Welcome to the tutorial for the game of Go.

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