2013-02-15 last update,
1997-09-13 first day, Robert
Jasiek
Basic Comparison
Rule Sets
- Simple :
Simple Rules, 1997
- AGA
:
American Go Association, 1991
- Ing
: Ing's SST rules, 1991
- CHN
: Chinese Weiqi Association, 1988, mainland China
- JAP
: Nihon Kiin, 1989, Japan
- IGS
: Internet Go Server
Properties
GENERAL |
Simple |
AGA |
Ing |
CHN |
JAP |
IGS |
designed for professionals |
no |
no |
yes |
yes |
yes |
no |
widely used by amateurs |
no |
yes |
yes |
yes |
yes |
yes |
recommanded for beginners |
yes |
no |
no |
no |
no |
no |
logical |
yes |
yes |
no |
no |
no |
no |
- designed for professionals: maintenance
of professional tradition
strongly characterizes rules' concept
- widely used by amateurs: applied by
many amateurs for informal
or tournament games
- recommanded for beginners: simple
conception, easy and quickly
understood
- logical: no contradiction, handles any
board position, no special
exceptions
- further information
SETUP |
Simple |
AGA |
Ing |
CHN |
JAP |
IGS |
normal even game komi |
not set |
7.5 |
8 |
7.5 |
6.5 |
5.5 |
handicap |
not set |
either |
free |
not set |
fixed |
fixed |
- normal even game komi: typical value for
compensation points
for white in even game; 8 komi for Ing resulting in a tie give black
the
win; 5.5 komi for CHN are counted as 2.75 half count komi; "not set"
means leaving values for tournament rules
- handicap: handicap stones may be placed
on any board points
(free); else Japanese handicap on handicap points is used (fixed); the
AGA rules allow either free or fixed handicap; some rule sets leave a
choice
to the players or for tournament rules ("not set")
- definitions,
game
end, game end
classification
ALTERNATION |
Simple |
AGA |
Ing |
CHN |
JAP |
IGS |
suicide |
yes |
no |
yes |
no |
no |
no |
ko |
PSK |
SSK |
Ing |
void |
void |
void |
- suicide: allowance of self-removal of
surrounded own stones
after removal of opponent's stones
- ko: PSK = positional super ko (no
repetition of whole board
position), SSK = situational super ko (no repetition of whole board
position
if the same player's turn), Ing = fighting and disturbing ko depending
on settlement of life and death, void = basic ko rule + no result for
whole
board repetition in complex kos (formally for CHN it is PSK + no result
for exceptional kos; the effect is roughly the same)
- definitions,
ko,
ko classification
END |
Simple |
AGA |
Ing |
CHN |
JAP |
IGS |
scoring |
area |
area |
area |
area |
territory |
territory |
counting |
not set |
not set |
fill-in |
Chinese |
Japanese |
point |
additional phases |
none |
agree |
agree |
agree |
Japanese |
agree |
final pass number |
2 |
2 or 3 |
4 |
2 |
2 |
3 |
pass stones |
no |
yes |
no |
no |
no |
no |
dame valuable |
yes |
yes |
yes |
yes |
no |
no |
score empty points in seki |
yes |
yes |
yes |
yes |
no |
yes |
- scoring: which points determine the
win; area = colored points
+ empty points surrounded by the color; territory = empty points
surrounded
by a color + opponent's prisoners; for AGA area and territory scores
equal;
in general area and territory scores are close since for each prisoner
a stone misses on the board
- counting: if not set, point-by-point
counting can be used; point
= point-by-point counting (scanning the board or using a finger; it
suffices
to count one color); Chinese = Chinese half counting (like
point-by-point
half counting, but with much rearrangement of stones); fill-in = each
color
uses an equal number of stones that are all filled in so that only one
board point remains empty; Japanese = put prisoners on board and
rearrange
- additional phases: none = alternation
is immediately followed
by two game ending passes, all removals must take place before in
alternation;
agree = alternation is followed by stopping passes, an agreement phase
(that can lead to resumption of alternation), and ending passes, during
agreement the players verbally agree about removals; Japanese =
alternation
is followed by stopping passes, a confirmation phase (putting remaining
dame and defensive moves inside territory on board), ending passes, and
removals (done accordingly to complex rules using hypothetical play)
- final pass number: the exact reasons of
various settings for
numbers of passes are often lengthy and differ considerably
- pass stones: for each pass the opponent
receives a stone; this
enables equality of area and territory scoring
- dame valuable: dame are scored and thus
should be played alternately
- score empty points in seki: Japanese
rules traditionally exclude
sekis from scores
- game end, game
end classification, examples