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III
RULES OF PLAY The players play alternately, and the weaker
player has
the black stones and plays first, unless a handicap has been given, in
which
case the player using the white stones has the first move. (In the
olden times
this was just reversed.) They place the stones on the vacant points of
intersection on the board, or “Me,” and they may place them wherever
they
please, with the single exception of the case called “Ko,” which will
be
hereafter explained. When the stones are once played they are never
moved
again. The object of the game of Go is to secure
territory.
Just as the object of the game of Chess is not to capture pieces, but
to
checkmate the adverse King, so in Go the ultimate object is not to
capture the
adversary’s stones, but to so arrange matters that at the end of the
game a
player’s stones will surround as much vacant space as possible. At the
end of
the game, however, before the amount of vacant space is calculated, the
stones
that have been taken are used to fill up the vacant spaces claimed by
the
adversary; that is to say, the captured black stones are used to fill
up the
spaces surrounded by the player having the white pieces, and vice
versa, and
the player who has the greatest amount of territory after the captured
stones
are used in this way, is the winner of the game. However, if the
players,
fearing each other, merely fence in parts of the board without regard
to each
other’s play, a most uninteresting game results, and the Japanese call
this by
the contemptuous epithet “Ji dori go,” or “ground taking Go.” I have
noticed
that beginners in this country sometimes start to play in this way, and
it is
one of the many ways by which the play of a mere novice may be
recognized. The
best games arise when the players in their efforts to secure territory
attack
each other’s stones or groups of stones, and we therefore must know how
a stone
can be taken. A stone is taken when it is surrounded on
four
opposite sides as shown in Plate 2, Diagram i.
When it is taken it is removed from the board. It is not necessary that
a stone
should also be surrounded diagonally, which would make eight stones
necessary
in order to take one; neither do four stones placed on the adjacent
diagonal
intersections cause a stone to be taken: they do not directly attack
the stone
in the center at all. Plate 2, Diagram iv,
shows this situation. A stone which is placed on the edge of the
board may
be surrounded and captured by three stones, as shown in Plate 2,
Diagram ii, and if a
stone is placed in the
extreme corner of the board, it may be surrounded and taken by two
stones, as
shown in Plate 2, Diagram iii.
In actual practice it seldom or never
happens that a
stone or group of stones is surrounded by the minimum number requisite
under
the rule, for in that case the player whose stones were threatened
could
generally manage to break through his adversary’s line. It is almost
always
necessary to add helping stones to those that are strictly necessary in
completing the capture. Plate 2, Diagram v,
shows four stones which are surrounded with the minimum number of
stones. Plate
2, Diagram vi, shows
the same
group with a couple of helping stones added, which would probably be
found
necessary in actual play. It follows from this rule that stones
which are on
the same line parallel with the edges of the board are connected, and
support
each other, Plate 2, Diagram vii,
while stones which are on the same diagonal line are not
connected, and
do not support each other, Plate 2, Diagram viii.
In order to surround stones which are on the same line, and therefore
connected, it is necessary to surround them all in order to take them,
while
stones which are arranged on a diagonal line, and therefore
unconnected, may be
taken one at a time. On Plate 2, Diagram iii,
if there were a stone placed at S 18, it would not be connected
with the
stone in the corner, and would not help it in any way. On the other
hand, as
has been said, it is not necessary to place a white stone on that point
in
order to complete the capture of the stone in the corner. In order to capture a group or chain of
stones
containing vacant space, it must be completely surrounded inside and
out; for
instance, the black group shown on Plate 2, Diagram ix, while it has no hope of
life if it is White’s play is
nevertheless not completely surrounded. In order to surround it, it is
necessary to play on the three vacant intersections at M 11,
N 11,
and O 11. The same group of stones is shown in Diagram x completely surrounded. (It
may be said
in passing that White must play at N 11 first or the black stones
can
defend themselves; we shall understand this better in a moment.) In practice it often happens that a stone
or group of
stones is regarded as dead before it is completely surrounded, because
when the
situation is observed to be hopeless the losing player abandons it, and
addresses his energies to some other part of the board. It is
advantageous for
the losing player to abandon such a group as soon as possible, for, if
he
continues to add to the group, he loses not only the territory but the
added
stones also. If the circumstances are such that his opponent has to
reply to
his moves in the hopeless territory, the loss is not so great, as the
opponent
is meanwhile filling up spaces which would otherwise be vacant, and
against an
inferior player there is a chance of the adversary making a slip and
allowing
the threatened stones to save themselves. If, however, the situation is
so
clearly hopeless that the adversary is not replying move for move, then
every
stone added to such a group means a loss of two points. Plate 2 As a corollary to the rule for surrounding
and taking
stones, it follows that a group of stones containing two disconnected
vacant
intersections or “Me” cannot be taken. This is not a separate rule. It
follows
necessarily from the method by which stones are taken. Nevertheless in
practice
it is the most important principle in the game. In order to understand the rule or
principle of the
two “Me,” we must first look at the situation shown in Plate 3, Diagram
i. There, if a
black stone is played at
F 15, although it is played on an intersection entirely surrounded
by
white stones, it nevertheless lives because the moment it is played it
has the
effect of killing the entire white group; that is to say, a stone may
be played
on an intersection where it is completely surrounded if as it is played
it has
the effect of completely surrounding the adversary’s stones already on
the
board. If, on the other hand, we have a situation as shown in Plate 3,
Diagram ii, a black
stone may indeed be played
on one of the vacant intersections, but when it is so played the white
group is
not completely surrounded, because there still remains one space yet to
be
filled, and the black stone itself is dead as soon as it touches the
board, and
hence it would be impossible to surround this group of white stones
unless two
stones were played at once. The white stones, therefore, can never be
surrounded, and form an impregnable position. This is the principle of the two "Me," and
when a player's group of stones is hard pressed, and his adversary is
trying to
surround them, if he can so place the stones that two disconnected
complete
"Me" are left, they are safe forever. It makes no difference whether
the vacant "Me" are on the edges or in the corners of the board, or
how far from each other they may be. Plate 3, Diagram vi,
shows a group of stones containing two vacant "Me" on the edge of the
board. This group is perfectly safe against attack. A beginner might
ask why
the white group shown on Plate 3, Diagram v,
is not safe. The difficulty with that group is, that when Black has
played at
S 9, there are no "Me" in it at all as the word is used in this
connection, not even a "Kageme" as shown in Plate 3, Diagram iii, because a "Me," in order
to be available for the purpose of defense, must be a vacant
intersection that
is surrounded on four sides, just as a captured stone must be
surrounded and
therefore on the sides of the board it can be made by three stones, and
in the
corner of the board by two stones, but it is absolutely necessary, in
addition
to the minimum number of surrounding stones, to have helping stones to
guard
the surrounding stones against attack. This brings us to what the
Japanese call
"Kageme." In actual play there are many groups of
stones that
at first glance seem to have two vacant "Me" in them, but which on
analysis, will be found vulnerable to attack. A "Me" that looks
somewhat as if it were complete, but is, nevertheless, destructible is
called
"Kageme." "Kage" means "chipped" or
"incomplete." Plate 3, Diagram iii,
is an illustration of this. A beginner might think that the white group
was
safe, but Black can kill the upper six white stones by playing at
E 3, and
then on the next move can kill the remainder by playing at G 2.
Therefore,
E 3 is not a perfect "Me," but is "Kageme." G 2
is a perfect "Me," but one is not enough to save the group. In this
group if the stone at F 4 or D 2 were white, there would be
two
perfect "Me," and the group would be safe. In a close game beginners
often find it difficult to distinguish between a perfect "Me" and
"Kageme." Groups of stones which contain vacant
spaces, can be
lost or saved according as two disconnected "Me" can or cannot be
formed in those spaces, and the most interesting play in the game
occurs along
the sides and especially in the corners of the board in attempting to
form or
attempting to prevent the formation of these "Me." The attacking
player often plays into the vacant space and sacrifices several stones
with the
ultimate object of reducing the space to one "Me"; and, on the other
hand, the defending player by selecting a fortunate intersection may
make it impossible
for the stones to be killed. There is opportunity for marvelous
ingenuity in
the attack and defense of these positions. A simple example of defense
is shown
in Plate 3, Diagram iv,
where, if
it is White's turn, and he plays in the corner of the board at
T 19, he
can save his stones. If, on the other hand, he plays anywhere else, the
two
"Me" can never be formed. The beginner would do well to work out this
situation for himself. The series of diagrams commencing at Plate
3, Diagram v, show the
theoretical method of
reducing vacant spaces by the sacrifice of stones. This series is taken
from
Korschelt, and the position as it arose in actual play is shown on
Plate 10,
depicting a complete game. In Plate 3, Diagram v,
the white group is shown externally surrounded, and the black stone has
just
been played at S 9, rendering the group hopeless. The same group
is shown
on the opposite side of the board at Plate 4, Diagram i, but Black has added three
more stones and could kill the
white group on the next move. Therefore, White plays at A 12, and
the
situation shown in Plate 4, Diagram ii,
arises, where the same
group is shown on the lower edge of the board. Now, if it were White's
move, he
could save his group by playing at J 2, and the situation which
would then
arise is shown on Plate 4, Diagram iii,
where White has three perfect "Me," one more than enough. However, it
is not White's move, and Black plays on the coveted intersection, and
then adds
two more stones until the situation shown in Plate 4, Diagram iv, arises. Then White must
again play
at S 8 in order to save his stones from immediate capture, and the
situation shown at Plate 5, Diagram i,
comes about. Black again plays at J 18, adds one more stone, and
we have
the situation shown in Plate 5, Diagram ii,
where it is obvious that White must play at C 11 in order to save
his
group from immediate capture, thus leaving only two vacant spaces. It
is
unnecessary to continue the analysis further, but at the risk of
explaining
what is apparent, it might be pointed out that Black would play on one
of these
vacant spaces, and if White killed the stone (which it would not pay
White to
do) Black would play again on the space thus made vacant, and
completely
surround and kill the entire white group. Plate 3
Plate 4 As we have previously seen, in actual play
this white
group would be regarded as “dead” as distinguished from “taken,” and
this
series of moves would not be played out. White obviously would not play
in the
space, and he could not demand that Black play therein in order to
complete the
actual surrounding of the stones, and the only purpose of giving this
series of
diagrams is to show theoretically how the white stones can be killed.
However,
the killing of these stones would be necessary if the surrounding black
line
were in turn attacked (“Semeai”), in which case it might be a race to
see
whether the internal white stones could be completely surrounded and
killed
before the external white group could get in complete contact with the
black
line. Plate 5 Stones which are sacrificed in order to
kill a larger
group are called “Sute ishi” by the Japanese, from “Suteru,” meaning
“to cast
or throw away,” and “Ishi,” a “stone.” It may be noted that if a group contains
four
connected vacant intersections in a line it is safe, because if the
adversary
attempts to reduce it, two disconnected “Me” can be formed in the space
by
simply playing a stone adjacent to the adversary’s stone, as shown in
Plate 5,
Diagram iii, where if
Black plays
for instance at K 11, White replies at L 11, and secures two
“Me.”
Even if these four connected vacant intersections are not in a straight
line,
they are nevertheless sufficient for the purpose, provided the fourth
"Me" is connected at the end of the three, and the Japanese express
this by their saying "Magari shimoku wa me," or four "Me"
turning a corner. Neither does it make any difference whether the four
connected "Me" are in the center of the board or along the edge. On
Plate 5, Diagrams iv
and v, are examples of
"Magari shimoku
wa me," and they both are safe. It is interesting, however, to compare
these situations with that shown at Plate 4, Diagram ii, where the fourth
intersection is not connected at the
end of the line, and which group Black can kill if it is his move, as
we
already have seen. If, however, such a group contains only
three
connected vacant intersections, and it is the adversary's move, it can
be
killed, because the adversary by playing on the middle intersection can
prevent
the formation of two disconnected "Me." We saw a group of this kind
on Plate 2, Diagram ix,
which can
be killed by playing at N 11. Obviously, if it is Black's move in
this
case, the group can be saved by playing at N 11; obviously, also,
if
White, being a mere novice, plays elsewhere than at N 11, Black
saves the
stones by playing there and killing the white stone. Plate 5, Diagram vi, shows another group
containing only
three vacant intersections. These can be killed if it is Black's move
by
playing at A 1. On the other hand, if it is White's move, he can
save them
by playing on the same point. Of course, if a group of stones contains a
large
number of vacant intersections, it is perfectly safe unless the vacant
space is
so large that the adversary can have a chance of forming an entire new
living
group of stones therein. We now come to the one exception to the
rule that the
players may place their stones at will on any vacant intersection on
the board.
This rule is called the rule of "Ko," and is shown on Plate 6,
Diagram i. Assuming
that it is
White's turn to play, he can play at D 17 and take the black stone
at
C 17 which is already surrounded on three sides, and the position
shown in
Plate 6, Diagram ii,
would then
arise. It is now White's turn to play, and if he plays at C 13,
the white
stone which has just been put down will be likewise surrounded and
could be at
once taken from the board. Black, however, is not permitted to do this
immediately, but must first play somewhere else, and this gives White
the
choice of filling up this space (C 13) and defending his stone, or
of
following his adversary to some other portion of the board. The reason
for this
rule in regard to "Ko" is very clear. If the players were permitted
to take and retake the stones as shown in the diagram, the series of
moves
would be endless, and the game could never be finished. It is something
like
perpetual check in Chess, but the Japanese, in place of calling the
game a
draw, compel the second player to move elsewhere and thus allow the
game to
continue. In an actual game when a player is prevented from retaking a
stone by
the rule of "Ko," he always tries to play in some other portion of
the board where he threatens a larger group of stones than is involved
in the
situation where "Ko" occurs, and thus often he can compel his
adversary to follow him to this other part of the field, and then
return to
retake in "Ko." His adversary then will play in some part of the
field, if possible, where another group can be threatened, and so on.
Sometimes
in a hotly contested game the battle will rage around a place where
"Ko" occurs and the space will be taken and retaken several times. Korschelt states that the ideograph for
"Ko" means "talent" or "skilfulness," in which he
is very likely wrong, as it is more accurately translated by our word
"threat"; but be this as it may, it is certainly true that the rule
in regard to "Ko" gives opportunity for a great display of skill, and
as the better players take advantage of this rule with much greater
ingenuity,
it is a good idea for the weaker player as far as possible to avoid
situations
where its application arises. Plate 6 There is a situation which sometimes
arises and which
might be mistaken for "Ko." It is where a player takes more than one
stone and the attacking stone is threatened on three sides, or where
only one
stone is taken, but the adversary in replying can take not only the
last stone
played, but others also. In these cases the opponent can retake
immediately,
because it will at once be seen that an endless exchange of moves
(which makes
necessary the rule of "Ko") would not occur. A situation of this kind
is shown on Plate 6, Diagrams iii,
iv, and v, where White playing at
C 8 (Diagram iii)
takes the tree black stones,
producing the situation shown in Diagram iv,
and Black is permitted immediately to retake the white stone, producing
the
state of affairs in Diagram v.
The
Japanese call such a situation "Ute keashi," which means
"returning a blow." It forms no exception to the ordinary rules of
the game, and only needs to be pointed out because a beginner might
think that
the rule of "Ko" applied to it. We will now take up the situation called
"Seki." "Seki" means a "barrier" or
"impasse"—it is a different word from the "Seki" in the
phrase "Jo seki." "Seki" also is somewhat analogous to
perpetual check. It arises when a vacant space is surrounded partly by
white
and partly by black stones in such away that, if either player places a
stone
therein, his adversary can thereupon capture the entire group. Under
these
circumstances, of course, neither player desires to place a stone on
that
portion of the board, and the rules of the game do not compel him to do
so.
That portion of the board is regarded as neutral territory, and at the
end of
the game the vacant "Me" are not counted in favor of either player.
Plate 6, Diagram vi,
gives an
illustration of "Seki," where it will be seen that if Black plays at
either S 16 or T 16 White can kill the black stones in the
corner by
playing on the other point, and if White plays on either point Black
can kill
the white stones by filling the remaining vacancy. Directly below, on
Diagram vii, is shown
the same group, but the
corner black stone has been taken out. The position is now no longer
"Seki," but is called by the Japanese "Me ari me nashi," or
literally "having 'Me,' not having 'Me.'" Here the white stones are
dead, because if Black plays, for instance, at T 4 White cannot
kill the
black stones by playing at S 4, for the reason that the vacant
"Me" at T 1 still remains. The beginner might confuse
"Seki" with "Me ari me nashi," and while a good player has
no trouble in recognizing the difference when the situation arises, it
takes
considerable foresight sometimes so to play as to produce one situation
or the
other. Plate 6, Diagram viii,
shows another group which might be mistaken for "Seki," but here, if
White plays at J 19, the black stones can be killed, further
proceedings
being somewhat similar to those we saw in the illustration of "Go moku
naka de wa ju san te." Plate 7 shows a large group of stones from which
inevitably "Seki" will result. It would be well for the student to
work this out for himself. "Seki" very seldom or never occurs in
games between good players, and it rarely occurs in any game. It is a rule of the game to give warning
when a stone
or group of stones is about to be completely surrounded. For this
purpose the
Japanese use the word "Atari" (from "ataru," to touch
lightly), which corresponds quite closely to the expression "gardez"
in Chess. If this warning were omitted, the player whose stones were
about to
be taken should have the right to take his last move over and save the
imperiled position if he could. This rule is not so strictly observed
as
formerly; it belongs more to the etiquette of the old Japan. The game comes to an end when the
frontiers of the
opposing groups are in contact. This does not mean that the board is
entirely
covered, for the obvious reason that the space inside the groups or
chains of
stones is purposely left vacant, for that is the only part of the board
which
counts; but so long as there is any vacant space lying between
the
opposing groups that must be disposed of in some way, and when it is so
disposed of it will be found that the white and black groups are in
complete
contact. Just at the end of the game there will be
found
isolated vacant intersections or "Me" on the frontier lines, and it
does not make any difference which player fills these up. They are
called by
the Japanese "Dame," which means "useless." (The word
"Dame" is likely to be confusing when it is first heard, because the
beginner jumps to the conclusion that it is some new kind of a "Me."
This arises from a coincidence only. Anything that is useless or
profitless is
called "Dame" in Japanese, but etymologically the word really means
"horse's eye," as the Japanese, not being admirers of the vacant
stare of that noble animal, have used this word as a synonym for all
that is
useless. Therefore the syllable "Me" does mean an eye, and is the
same word that is used to designate the intersections, but its
recurrence in
this connection is merely an accident.) Plate 7 It is difficult for the beginner at first
to
understand why the filling of these "Dame" results in no advantage to
either player, and beginners often fill up such spaces even before the
end of
the game, feeling that they are gaining ground slowly but surely; and
the
Japanese have a saying, "Heta go ni dame nashi," which means that there
are no "Dame" in beginners' Go, as beginners do not recognize their
uselessness. On the other hand, a necessary move will sometimes look
like
"Dame." The moves that are likely to be so confused are the final
connecting moves or "Tsugu," where a potential connection has been
made early in the game, but which need to be filled up to complete the
chain.
In the Illustrative Game, Number i,
the "Dame" are all given, but a little practice is necessary before
they can always be recognized. When the "Dame" have been filled, and the
dead stones have been removed from the board, there is no reason why
the
players should not at once proceed to counting up which of them has the
greatest amount of vacant space, less, of course, the number of stones
they
have lost, and thus determine who is the victor. As a matter of
practice,
however, the Japanese do not do this immediately, but, purely for the
purpose
of facilitating the count, the player having the white pieces would
fill up his
adversary's territory with the black stones he had captured as far as
they
would go, and the player having the black stones would fill up his
adversary's
territory with the white stones that he had captured; and thereupon the
entire
board is reconstructed, so that the vacant spaces come into rows of
fives and
tens, so that they are easier to count. This has really nothing to do
with the
game, and it is merely a device to make the counting of the spaces
easier, but
it seems like a mysterious process to a novice, and adds not a little
to the general
mystery with which the end of the game seems to be surrounded when an
Occidental sees it played for the first time. This process of
arrangement is
called "Me wo tsukuru." It may be added that if any part of the board
contains the situation called "Seki," that portion is left alone, and
is not reconstructed like the rest of the board. Plate 8 shows a completed game in which
the
"Dame" have all been filled, but the dead stones have not yet been
removed from the board. Let us first see which of the stones are dead.
It is
easy to see that the white stone at N 11 is hopeless, as it is cut
off in
every direction. The same is true of the white stone at B 18. It
is not so
easy to see that the black stones at L and M 18, N, O, P, Q and
R 17,
N 16, and M and N 15 are dead, but against a good player they
would
have no hope of forming the necessary two "Me," and they are
therefore conceded to be dead; but a good player could probably manage
to
defend them against a novice. It is still more difficult to see why the
irregular white group of eighteen stones on the left-hand side of the
board has
been abandoned, but there also White has no chance of making the
necessary two
"Me." At the risk of repetition I will again point out that these
groups of dead stones can be taken from the board without further play.
Plate 9 shows the same game after the dead
stones
have been removed and used to fill up the respective territories, and
after the
board has been reconstructed in accordance with the Japanese method,
and it
will be seen that in this case Black has won by one stone. This result
can be
arrived at equally well by counting up the spaces on Plate 8, but they
are
easier to count on Plate 9, after the "Me wo tsukuru" has been done. Plate 10 shows another completed game.
This plate is
from Korschelt, and is interesting because it contains an instructive
error.
The game is supposed to be completed, and the black stone at C 18
is said
to be dead. This is not true, because Black by playing at C 17
could not
only save his stone, but kill the four white stones at the left-hand
side.
Therefore, before this game is completed, White must play at C 17
to
defend himself. This is called "Tsugu." On the left-hand side of the
board is shown a white group which is dead, and the method of reduction
of
which we have already studied in detail. On the right side of the board
are a
few scattering black stones which are dead, because they have no chance
of
forming a group with the necessary two "Me." The question may be
asked whether it is necessary for White to play at C 1 or E 1
in
order to complete the connection of the group in the corner, but he is
not
obliged so to do unless Black chooses to play at B 1 or F 1,
which,
of course, Black would not do. On Plate 11, this game also is shown as
reconstructed
for counting, and it will be seen that White has won by two stones.
Really this
is an error of one stone, as White should have played at C 17, as
we have
previously pointed out. Plate 8 Plate 9 Plate 10 Sometimes at the end of the game players
of moderate
skill may differ as to whether there is anything left to be done, and
when one
thinks there is no longer any advantage to be gained by either side, he
says,
"Mo arimasen, aru naraba o yuki nasai," that is to say, "I think
there is nothing more to be done; if you think you can gain anything,
you may
play," and sometimes he will allow his adversary to play two or three
times in succession, reserving the right to step in if he thinks there
is a chance
of his adversary reviving a group that is apparently dead. No part of the rules of the game has been
more
difficult for me to understand than the methods employed at the end,
and
especially the rule in regard to the removal of dead stones without
actually
surrounding them, but I trust in the foregoing examples I have made
this rule
sufficiently clear. Moreover, it is not always easy to tell whether
stones are
dead or alive. There is a little poem or "Hokku" in Japanese, which
runs as follows:
We now come to the question of handicaps.
Handicaps are
given by the stronger player allowing the weaker player to place a
certain
number of stones on the board before the game begins, and we have seen
in the
chapter on the Description of the Board that these stones are placed on
the
nine dotted intersections. If one stone is given, it is usual to place
it in
the upper right-hand corner. If a second stone is given, it is placed
in the
lower left-hand corner. If a third stone is given, it is placed in the
lower
right-hand corner. The fourth is placed in the upper left-hand corner.
The
fifth is placed at the center or "Ten gen." When six are given, the
center one is removed, and the fifth and sixth are placed at the left
and
right-hand edges of the board on line 10. If seven are given, these
stones remain,
and the seventh stone is placed in the center. If eight are given, the
center
stone is again removed, and the seventh and eighth stones are placed on
the
"Seimoku" on line K. If the ninth is given, it is again placed in the
center of the board. Plate 11 Between players of reasonable skill more
than nine
stones are never given, but when the disparity between the players is
too
great, four other stones are sometimes given. They are placed just
outside the
corner "Seimoku," as shown on the diagram (Plate 12), and these extra
stones are called "Furin" handicaps. "Furin" means "a
small bell," as these stones suggest to the Japanese the bells which
hang
from the eaves at the corners of a Japanese temple. When the disparity
between
the players is very great indeed,
sometimes four more stones are given, and when given they are placed on
the
diagonal halfway between the corner "Seimoku" and the center. These
four stones are called "Naka yotsu," or "the four middle
stones," but such a handicap could only be given to the merest novice. Plate 12 We have now completed a survey of
all the actual
rules of the game, and it may be well to summarize them in order that
their
real simplicity may be clearly seen; briefly, they are as follows: 2. The stones are
placed on the intersections and on any vacant intersection the player
chooses
(except in the case of "Ko"). After they are played they are not
moved again. 3a. One or move stone which are compactly
surrounded by the stones of the
other side are to be taken are at once removed from the board. b. Stones which, while not actually
surrounded can inevitably surrounded, are dead,
and can be taken
from the board at the end of the game without further play. c. Taken or dead stone are used to fill up the adversary's territory.
It is not possible to imagine a game with
simpler rules,
or the elements of which are easier to acquire. We will now turn our attention to few
considerations
as the best methods of play, and of certain moves and formations which
occur in
every game, and also to the manes which in Japanese are used to
designate these
things. |