The behaviour of some shapes is like under Area Scoring while the behaviour of some other shapes is like under Life and Death Territory Scoring. The behaviour of endgame positions with only two-sided dame and basic endgame kos left depends on which ko rules are used.
Since the rules have the two phases alternation and playout with different rules, particular attention must be paid to 1) strategic behaviour in standard positions, 2) the precise details of ko rules and their consequences for strategic behaviour, and 3) pass-fights. Current research suggests that strategic behaviour in standard positions is reasonable, the details of ko rules can be chosen to avoid technical problems, and frequent pass-fights do not occur. However, a more exhaustive study of all standard endgame positions with only two-sided dame and basic endgame kos left is strongly recommended for whichever ko rule(s) should be chosen. This is much more important than study of any scarce or rare non-standard position like bent-4 or like both a basic endgame ko and a double disturbing death on the board.
A Superko rule can apply either to both phases together or to each phase separately. Ikeda Toshio has used Positional Superko applied to both phases together. This is natural for a ruleset where the one and only playout is a continuation of the alternation.
The Basic-ko rule could require at least either an intervening play or an intervening play or pass. The latter can be problematic together with Long-cycle-ko rules: If the alternation ends with basic-ko capture, pass, pass, then the first move of the alternation could be a recapture in the basic-ko and already this could create a long-cycle-tie. Therefore the Basic-ko rule that requires an intervening play seems safer. - Unfortunately, this does not end all troubles: If ko rules have Long-cycle rules at all, then there is the general threat of an unexpected, unwanted game end due to a long cycle. Formal proofs that such could not occur would be helpful. For logical rules, it is not a good solution to leave the rules ambiguous by reintroducing the traditional verbal player agreement for an exceptional game end due to a long cycle.
Black to move
. . . . . . .
# # # # # # #
. . . . . . .
O O O O O O O
. . . . . . .
Alternation
. . . . . . .
# # # # # # #
1 3 5 7 6 4 2
O O O O O O O
. . . . . . .
White 8 passes, Black 9 passes.
Position at the end of the alternation
. . . . . . .
# # # # # # #
# # # # O O O
O O O O O O O
. . . . . . .
Agreement: The players agree not to remove any strings.
Score = 7 - 7 = 0.
Remarks: The easiest strategy is to fill as many dame as possible
during the alternation. Thereby both players ensure that they are unvaluable.
Black to move
# # # # # # O O O O O # .
# # O O . # O . O O O # #
# . O O . # O O . O # # .
Alternation
Black 1 passes, White 2 passes.
Position at the end of the alternation
# # # # # # O O O O O # .
# # O O . # O . O O O # #
# . O O . # O O . O # # .
Agreement: The players disagree.
Playout
# # # # # # O O O O O # .
# # O O . # O . O O O # #
# 4 O O . # O O . O # # .
Black 3 passes (pays 1 stone), Black 5 passes (pays 1 stone), White 6 passes (pays 1 stone).
Position at the end of the playout
# # # # # # O O O O O # .
# # O O . # O . O O O # #
# O O O . # O O . O # # .
Prisoners: 2 black stones, 1 white stone.
Score = (2 + 1) - (2 + 2) = -1.
Remarks: Playing a one-sided dame during the alternation would not
get any points. Playing a one-sided dame during the playout gains 1 point
because the opponent has to pass in the meantime and pay 1 stone for that
pass. Therefore White disagrees during the agreement phase, thereby makes
the playout possible, and plays the one-sided dame during the playout.
The stones paid for passes during the playout become prisoners. The playout
has an equal number of moves; so also the last pass is costly. The prisoners
of a particular colour score for the opponent. White wins by 1 point, what
is indicated by the score being negative.
White to move
# . # . O O . O .
# # # O O # O O O
# # # # # # O O O
Alternation
White 1 passes, Black 2 passes.
Agreement: The players agree not to remove any strings.
Score = 1 - 2 = -1.
Remarks: Empty intersections surrounded only by one player's stones
score for that player. It is superfluous to fill some of them during a
playout. The easiest strategy to get scored points in such simple asymmetrical
sekis is to pass and leave as many one-sided empty intersections empty
as possible. Here it is 1 one-sided empty intersection that White could
but does not need to fill during a playout. Thus a playout is not necessary
if the players simply agree during the agreement phase.
White to move
. O O # . # .
O O O O # # #
. O . # # # .
Alternation
. O O 3 1 # .
O O O O # # #
. O 2 # # # .
Black 4 passes, White 5 passes.
Position at the end of the alternation
. O O O O # .
O O O O # # #
. O # # # # .
There is 1 black prisoner stone.
Agreement: The players agree not to remove any strings.
Score = 2 - (2 + 1) = -1.
Remarks: This is the usual case that the winner of the ko gets the
1 point for the captured opposing ko stone but has to connect the ko already
during the alternation. The opponent uses a play on a dame to force the
player to connect the ko before a playout could start. White wins by 1
point.
White to move
. O O # # .
O O # . # #
. O O # # .
Alternation
. O O # # .
O O # 1 # #
. O O # # .
Black 2 passes, White 3 passes.
Position at the end of the alternation
. O O # # .
O O . O # #
. O O # # .
There is 1 black prisoner stone.
Agreement: The players disagree.
Playout
. O O # # .
O O 5 O # #
. O O # # .
Black 4 passes (pays 1 stone), Black 6 passes (pays 1 stone), White 7 passes (pays 1 stone).
Position at the end of the playout
. O O # # .
O O O O # #
. O O # # .
There are 3 black and 1 white prisoner stones.
Score = (2 + 1) - (2 + 3) = -2.
Remarks: After White wins the ko fight, there is not even any dame
left that Black could play as a ko threat. Such a heavily one-sided ko
threat environment occurs only occasionally. If it occurs like in this
example, then the winner of the last basic ko postpones its connection
until the playout. Then, besides the already captured ko stone, he gains
a second point when the opponent has to pay for passing in the meantime.
Due to the superko rule, the opponent Black may not recapture the ko if
only passes are made since the last capture by the player White. At the
end of the playout, the prisoners can include some made during the alternation
and some made during the playout. Since there are an equal number of moves
of Black and White in the playout, also the last pass is costly. White
wins by 2 points.
For comparison, under Area Scoring it does not make a difference whether the ko remains open or filled. However, in a one-sided ko threat situation, the winner of a basic endgame ko can also try to fight the dame threats, although for the different reason that the dame are valuable. - Under Life and Death Territory Scoring, the value of a basic endgame ko itself lies only in the captured ko stone. The ko is then connected mostly because of rules technical reasons, e.g., to avoid a nearby group remaining in-seki.
White to move
. O O # . # .
O O O O # # #
. O . # # # .
Alternation
. O O 3 1 # .
O O O O # # #
. O 2 # # # .
Black 4 passes, White 5 passes, Black 6 passes.
Position at the end of the alternation
. O O O O # .
O O O O # # #
. O # # # # .
There is 1 black prisoner stone.
Agreement: The players agree not to remove any strings.
Score = 2 - (2 + 1) = -1.
Remarks: This is the usual case. White wins by 1 point.
White to move
. O O # # .
O O # . # #
. O O # # .
Variation 1
Alternation
. O O # # .
O O 3 1 # #
. O O # # .
Black 2 passes, Black 4 passes, White 5 passes, Black 6 passes.
Position at the end of the alternation
. O O # # .
O O O O # #
. O O # # .
There is 1 black prisoner stone.
Agreement: The players agree not to remove any strings.
Score = 2 - (2 + 1) = -1.
Remarks: This variation is a possible perfect play. White wins by 1 point. Although Black does not have a ko threat on the board, this last basic endgame ko fight was about only 1 point - the captured ko stone.
Variation 2
Alternation
. O O # # .
O O 4 1 # #
. O O # # .
Black 2 passes, White 3 passes, White 5 passes, Black 6 at 1, White 7 passes, Black 8 passes, White 9 passes.
Position at the end of the alternation
. O O # # .
O O # # # #
. O O # # .
There are 1 black and 1 white prisoner stones.
Agreement: The players agree not to remove any strings.
Score = (2 + 1) - (2 + 1) = 0.
Remarks: White 3 is a strategic mistake. White tries to keep the
ko open until the playout to gain an extra point then. However, after intervening
passes, Black may recapture the ko. This variation 2 leads to the score
0, which is worse for White than variation 1.
A little further study is necessary to see whether there are further strategic differences to Area Scoring or Life and Death Territory Scoring in standard positions. Of course, there are further differences in rare positions (like bent-4 or 1000-year-ko). Non-standard kos are influenced more by the ko rules or pass rules than by the scoring rules.
Although the proven fact is pretty mighty, it does not cover basic endgame ko fights during the late endgame of the alternation. Study of a lot of examples has not revealed any pass-fight there, either. However, further examples with basic endgame kos should be studied. This is a matter of a few weeks of work.
One should note that it is not considered a pass-fight if there is a ko fight about not connecting a basic-ko during the alternation so as to connect it during the playout. It may be called a phase-fight, though.