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The first 150 moves of a Go game animated. (Click on the board to restart the animation in a larger window.) 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]
Go bowls, or go-ke are the containers for the stones. Although not strictly needed to play Go, bowls nevertheless play an important role in storing the stones, and captured stones can be placed on the lids. Bowls are identical, with one holding the white stones and one holding the black stones. A bowl's lid is usually rather loose and not ...
In the game of Go, shape describes the positional qualities of a group of stones. Descriptions of shapes in go revolve around how well a group creates or removes life and territory. Good shape can refer to the efficient use of stones in outlining territory, the strength of a group in a prospective fight, or making eye shapes so that a group may ...
Life and death (死活) is a fundamental concept in the game of Go, where the status of a specific group of stones is determined as either being "alive", where they may remain on the board indefinitely, or "dead", where the group will be "captured" and removed from the board. The basic idea can be summarized by:
Rule 4. At any time in the game, each intersection on the board is in one and only one of the following three states: 1) empty; 2) occupied by a black stone; or 3) occupied by a white stone. A position consists of an indication of the state of each intersection. Specifying a position involves only the current state of the board.
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In the game of Go, a ladder (四丁, シチョウ, shichō) [1],(Chinese: 征子, romanized: zhengzi) is a basic sequence of moves in which an attacker pursues a group in atari in a zig-zag pattern across the board. If there are no intervening stones, the group will hit the edge of the board and be captured.
Environmental Go, also called Coupon Go, [10] invented by Elwyn Berlekamp, adds an element of mathematical precision to the game by compelling players to make quantitative decisions. [11] In lieu of playing a stone, a player may take the highest remaining card from a pack of cards valued in steps of 1 ⁄ 2 from 1 ⁄ 2 to 20: the player's ...