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  • Welcome back to part two of our three-part Go tutorial.

  • In this part we will fill in some essential areas that

  • you will want to know about to get ready to play actual go games.

  • First we'll return to the special rule we alluded to in Part 1, called the "Ko" rule,

  • which basically just prevents the game from getting into an infinite loop.

  • This situation does not come up in every single game,

  • but it is common and you can expect to run into it before you've been playing Go very long.

  • What the Ko rule actually says is that you can't

  • return the board back to the exact position it was in on the previous move.

  • In this example, black is able to capture the white stone.

  • But in doing so, the black stone also ends up with just

  • one liberty and could otherwise just be captured right back.

  • The rule against putting the board back in the same position forbids this,

  • since if this were allowed it could just go on forever.

  • Let's say, then, that white really wants to recapture the black stone,

  • in order to connect the white groups on the right.

  • After black's initial capture, in order to get around the limitations imposed by the Ko rule,

  • white needs to find what's called a "ko threat".

  • This is a move, somewhere else on the board, that pretty much forces black to respond over there -

  • for instance, this move threatening to capture the black stones in the corner.

  • When black does respond, white can recapture the ko since the board has changed since the last capture.

  • Now it's black's turn to try and find a ko threat.

  • This can still go on for several rounds, but since the board is changing each time

  • eventually there will come a point where one side can't find a big enough ko threat,

  • and the other side just connects their stones and settles the position.

  • It's also important, though, to point out what's not ko.

  • Remember that the ko rule only forbids repeating the exact same board position, not recapture in general.

  • Cases that fall under the ko are are those where one stone captures one stone, like the example that we saw.

  • If, however, one stone captures several stones an immediate recapture is perfectly legal,

  • since the board is not returned to its previous position.

  • Likewise, if several stones capture one stone

  • in a way that leaves them with just one liberty

  • they also can be immediately recaptured.

  • Again, the board is not put into an infinite loop.

  • Next we'll describe how you actually finish the game.

  • When a player can see nothing useful to do on the board -

  • they can't surround any any more territory or capture any more stones,

  • and don't need to prevent the opponent from doing so - they can pass instead of playing a stone.

  • If the opponent agrees they can also pass, in which case the game is over and you count up points.

  • If the opponent thinks there is still something to do, though,

  • they can play a stone instead of passing, in which case play resumes as normal until somebody passes again.

  • In this case for instance, white is behind on points but sees that black has left a weakness.

  • White ends up capturing a couple of black stones.

  • Now when both sides pass, white ends up ahead.

  • So don't pass until you're sure the game is over;

  • otherwise you just lose a turn.

  • Of course, a player who is hopelessly behind can resign,

  • but make sure it's really hopeless before you do that.

  • Many a Go outcome has turned on unexpected events late in the game.

  • Here we need to mention an alternative scoring method.

  • We won't go into the details but we need to touch on it briefly because it affects the ending of the game.

  • The scoring we described in part one, and which you'll encounter most often,

  • is called "territory", or "Japanese", counting.

  • There's another method called "area", or "Chinese", counting, which you'll sometimes encounter.

  • If you're using area counting, you should use your last few turns

  • to fill in the empty points that are between the opposing groups before you pass.

  • For instance, if we go back to our sample game

  • the triangle points here are the ones you would need to fill in.

  • These are called "dame" points.

  • In territory counting these don't count for either side since they aren't surrounded.

  • But in area counting having stones on these points does add to your score.

  • In this process one thing comes up often enough that a warning is in order.

  • When you start filling in the dame points, your groups are losing liberties;

  • you need to make sure that this doesn't turn into a problem.

  • For instance, the last white play put black's upper-right corner in danger.

  • If black were to pass, and white played at triangle, the group would be captured.

  • So black needs and extra move to make sure that these white stones stay dead.

  • One topic you'll quickly encounter when you start playing Go is that of ranks.

  • Ranks are not just to label to describe a player's skill level,

  • but are a key part of setting up a game because Go, unlike chess and similar games,

  • has a very workable handicap system.

  • There are several ranking systems in use in different parts of the world,

  • but the ones you'll usually run into work this way:

  • there are two divisions of players, "Dan" is the higher division, "Kyu" is the lower one.

  • The Dan levels are numbered starting from 1 Dan and going up to 9 Dan, the strongest.

  • Kyu levels or also numbered, but the numbers are inverted.

  • The strongest Kyu players, just below 1 Dan, are 1 Kyu.

  • The next level down is 2 Kyu, and so on.

  • Ranks generally go down to about 30 Kyu.

  • So if you look at the whole range of ranks,

  • you can generally think of somebody below 20 Kyu as a beginner.

  • and in the teens as an advanced beginner.

  • Single-digit Kyus are intermediate level players.

  • 1 to 6 Dan's are advanced players,

  • and the top several ranks are expert.

  • In describing ranks, we should mention professional ranks, which can be a source of confusion.

  • Players who turn professional are all from the top, expert, ranks.

  • What's confusing however, is that professional ranks are also called "Dan", and are also numbered 1-9.

  • So if you see "1 Dan", for instance, you need to know, often just from context,

  • whether it's regular 1 Dan or professional 1 Dan.

  • A professional 1 Dan is already a high-dan player in terms of standard rankings.

  • Professional ranks are actually more like titles, which were awarded by certification committees

  • based on their evaluation of the player's understanding of the game.

  • Standard Dan and Kyu ranks are strictly statistical, based on previous game results.

  • So, ranks are a guide by which anyone, at any level, can enjoy a fun and challenging game of Go;

  • just match up with somebody your own rank.

  • Setting up a good game of Go is made even easier, though, through the handicapping system - it works this way:

  • If two players of the same rank play a game, the player who takes the white stones

  • will get some compensation points, called "komi" to make up for going second.

  • Usually komi is set to six and a half points;

  • this gives each player a statistically even chance of winning.

  • (Notice that the half point makes it so that you can never have a tie.)

  • In this case, it doesn't matter which side takes which color.

  • If one of the players of one rank stronger than the other,

  • the stronger player will take the white stones, but not take a komi

  • (or, often, there's still half-point komi to prevent ties.)

  • This gives black the small head start and makes the game fair again.

  • If the difference in ranks is larger than 1,

  • then the stronger players still takes the white stones - still without komi -

  • but now black gets to put extra stones on the board before the game begins.

  • If the difference is two ranks, black puts two stones on the board before white gets a move.

  • If it's three ranks, black puts three stones on the board, and so on.

  • This handicapping scheme generally is useful up to about nine ranks.

  • Finally, we'll say a few words about the flow of a game and how a game develops.

  • New Go players almost invariably get off on the wrong foot in one of two predicable ways:

  • either they go all-out to try to capture some stones,

  • or they try to immediately start forming solid groups that they're sure can make two eyes.

  • Neither of these very efficient, and a few tips now will help you bypass these mistakes

  • and play a much better game from beginning.

  • Think of the game initially as staking out territory (territory is, after all, the goal of the game)

  • so it's very common for both players to use their first moves to stake out the four corners, something like this.

  • After this, you can try to expand your claim or challenge the opponent's claims.

  • This is something of a challenge move.

  • Now that black is closing in, white will probably want to play his next move somewhat close,

  • lest his stone become overwhelmed.

  • Now, black may be feeling that the previous move is in danger of becoming outnumbered,

  • and might play something like this move to reinforce it and link back to the corner.

  • It's white's turn now to challenge black.

  • If black responds really closely, as in actually touching the white stone,

  • then white will want a friendly stone also really close, probably also touching.

  • Neither side has directly tried to form living groups, but if you look at the board

  • you'll see that groups are starting to take shape from the initial staking-out of territory

  • And neither side has directly tried to capture anything,

  • although the threat of capture has influenced the moves so far

  • (and there will almost certainly be captures as the game develops.)

  • And that's about all you need to know to sit down and start playing.

  • If you don't already have a ready place to find an opponent,

  • you can go to one of the online Go servers such as KGS, shown here.

  • And after you've tried Go out a bit,

  • we hope you'll come back and join us for Part 3 of the tutorial,

  • which will teach you terms and concepts you'll need for your ongoing Go study.

  • We hope to see you at the Go board.

Welcome back to part two of our three-part Go tutorial.

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