Version 1, 2009-01-17 last update, 009-01-17 first day, Robert Jasiek

INDEX
| GO | **RULES** |

WAGC rules | **FLAWS**
| **MODEL** | INFORMAL
rules | PRECEDENTS | WAGC
intention

*[Unlike
the original World Amateur Go Championship Rules, this model
expresses the World Amateur Go Championship Rules' intention while
avoiding as many of their flaws as possible for this purpose. Rules
for handicap, tournament rules (incl. the phrase "no result"
for a tie due to a recreated position, counting mechanics, and
partiality of the Nihon Kiin), resignation, and precedents are
dropped.]*

Go is a game for two players, called Black and White, with a 19x19 Go board and black and white Go stones.

An
*intersection*
is
a place of the board where a horiziontal line touches a vertical
line.

Intersections
are *adjacent*
due
to a line.

Black makes the first move, then White and so on in alternation, one move at a time.

A
*move*
is
either a play or a pass.

A
player's *play*
places
a stone of his on an empty intersection and then executes any
capture.

A
*string*
consists
of a stone and any stones of the same colour continuously connected
via lines of the board.

An
*empty
string* consists
of an empty intersection and any empty intersections continuously
connected via lines of the board.

A
*capture*
removes
any opposing strings without adjacent empty intersection.

A player may not make a move without capture while letting his own string be without adjacent empty intersection.

A *position* is the
distribution of black and white stones on the board's intersections.

A succession of two plays may not recreate the position.

If otherwise the players notice a play recreating the position, then immediately and exceptionally the game ends with the result tie.

A *pass* just continues alternation with the opponent's next
move.

The
*end
of alternation *is
the moment just after the succession of two passes.

A pass may not create the end of alternation if then an empty string adjacent to both black and white independently alive strings still exists.

A *two-eye-formation* is a set of one or several strings of
the same player and exactly two empty intersections so that each of
the strings is adjacent to each of the two intersections, none of the
strings is adjacent to another empty intersection, and each of the
two intersections is adjacent only to the strings.

A player's string is *independently alive* if creation of a
two-eye-formation of his could be forced on at least one of its
intersections. If necessary, enough possible interesting sequences of
moves are studied and compared while the player tries to achieve and
the opponent tries to prevent this. Each string is studied
separately.

At the end of alternation and for its position, the *analysis *is
the determination of each independently alive string. The players may
agree to skip an obvious analysis.

After the end of alternation and the analysis, the players consider the connected regions that are adjacent only to one player's independently alive strings and that consist of intersections being empty or having opposing not independently alive strings on, which they remove.

*Prisoners*
are
all the stones removed from the board during the game.

A
player's *territory* is the number of intersections of empty
strings adjacent only to his independently alive strings.

The
*score* is Black's territory plus prisoners of white colour
minus White's territory, prisoners of black colour, and the komi.

Black wins if the score is greater than zero. White wins if the score is smaller than zero. The game is a tie if the score is zero.