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The simple ko rule generally requires the inclusion of additional rules to handle other undesirable repetitions (e.g. long cycles which can lead to no result where the game must be replayed). The first position below is an example of a triple ko, taken, with minor changes, from Ikeda Toshio's On the Rules of Go. [40]
Ko (Japanese: 劫, コウ, Hepburn: kō, pronounced / k oʊ /; Chinese: 打劫) refers to a situation where the ko rule applies. The ko rule states that a move cannot be played such that it causes the board to look exactly the same as it did at the end of the player's last move. Consequently, if a player captures a single stone, the opponent ...
Go is an adversarial game between two players with the objective of capturing territory. That is, occupying and surrounding a larger total empty area of the board with one's stones than the opponent. [ 21 ] As the game progresses, the players place stones on the board creating stone "formations" and enclosing spaces.
A ko threat is a move that forces one's opponent to respond, or risk a punishing blow. A ko threat by White will force Black to choose between responding to the threat, and allowing White to recapture (thereby continuing the ko), or ending the ko, but having a damaged, poor position elsewhere on the board.
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Let's Go is a series of American-English based EFL (English as a foreign language) textbooks developed by Oxford University Press and first released in 1990. While having its origins in ESL teaching in the US, and then as an early EFL resource in Japan, [1] the series is currently in general use for English-language learners in over 160 countries around the world. [2]
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