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a – hoshi; b – tengen; c – go no go; d – san san; e – komoku; f – takamoku; g – ōtakamoku; h – mokuhazushi; i – ōmokuhazushi As the distance of a stone from the edge of the board has important tactical and strategic implications, it is normal to term the corner points of the board (1, 1) points, and count lines in from the edge.
Go is played on a plane grid of 19 horizontal and 19 vertical lines, called a board. Definition: A point on the board where a horizontal line meets a vertical line is called an intersection . Two intersections are said to be adjacent if they are distinct and connected by a horizontal or vertical line with no other intersections between them.
Go is historically derived from at least three Proto-Indo-European roots: *ǵʰēh₁, the source of go and gone (← ME gon, ygon ← OE ġegān); *h₁ei, the source of ēode; and *u̯endʰ, the source of went as well as wend and wind. Only two roots are continually used in their modern English reflexes go/gone and went.
The name Go is a short form of the Japanese word igo (囲碁; いご), which derives from earlier wigo (ゐご), in turn from Middle Chinese ɦʉi gi (圍棋, Mandarin: wéiqí, lit. ' encirclement board game ' or ' board game of surrounding ').
Tibetan Go is played on a 17×17 board, and starts with six stones (called Bo) from each color placed on the third line. White makes the first move. [ 1 ] There is a unique ko rule: a stone may not be played at an intersection where the opponent has just removed a stone.
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Go proverbs, life-or-death problems , and compilations of go games are the three major traditional teaching resources for the game of go. Several books relating to Go proverbs have been written, for example Go Proverbs illustrated by Kensaku Segoe (瀬越憲作) was published in 1960. Such books do not just quote the proverb but spend their ...