Guidelines for explaining the game

A first impression often leads to a long-standing opinion on the person or the subject in question, and this is no different when demonstrating the game of go to someone for the first time. Easy as the rules are, it is difficult to give a straightforward explanation of them. Often people get bogged down in unimportant specifics and sidetracked by insignificant facts that have little to do with what the beginner needs to know.

To keep things simple, do not offer too much information. You should start to explain a little more, only when asked specific questions. But even then, try to keep the explanation simple and explain only one new concept or idea at any one time. Ideally, one session should last between one and two hours.

diagram1 Go is usually played on a 19 x 19 grid, or board, resulting in 361 intersections on which the stones are placed. Diagram 1 shows an empty 19 x 19 board. Note the nine marked points on the board. These points are called the "star points." They serve both as points of reference and as markers on which stones are placed in handicap games. Although most go games are played on a 19 x 19 board, beginners often learn the game on a 9 x 9 board with 81 intersections. After a few games they move up to the 13 x 13 board, before graduating to the standard 19 x 19 board.

A standard go set contains 361 stones: 181 black stones and 180 white stones. The stones are kept in special bowls.

General rules

1. Go is played by two people, although games played by teams of one man and one woman have gained popularity lately.

2. One side plays with the black stones, the other side with the white ones. The players take turns playing their moves, one at a time.

3. A move consists in placing a stone on a intersection of a board and possibly includes removing captured stones. Stones can also be placed on the edge and the corner points.

4. Once a stone is placed on a intersection, it cannot be moved (if a stone is captured it is removed from the board altogether).

5. Black plays the first move.

First technical rule

A stone, or group of stones, without liberties cannot exist.

dia2,3 refe1.2
Diagram 2 : Beginners are advised to start on a 9 x 9 board with 81 intersections. Imagine Black places the first stone, black 1, on the center point. As you can see, there are four free intersections surrounding black 1 at points A, B, C and D that are adjacent to it on the horizontal and vertical axes, but not diagonally. These free adjacent intersections are called liberties.

Diagram 3 : In this example, black 1 has three liberties, A, B and C. White 2 has only two liberties at D and E.

Reference 1 : Note carefully that the points A through D are not connected through the lines to black 1 and therefore are not liberties. In the same way, E and F are not liberties of white 2 while G is not a liberty of black 3.

Reference 2 : At first, beginners often believe these two black stones are connected. They are not. For example, if there was a white stone at A and one at B it would be easy to understand that both the black stones, as well as the white ones, were not connected.

dia4-7
Diagram 4 : There are no restrictions on where you place each stone so long as the stone has at least one liberty after the move has been completed. So White could play at 2 to take away a liberty of black 1. Black 1 has only three liberties now, at A, B and C.

Diagram 5 : As a follow-up from Diagram 4, Black could now play at 3. Together with the marked stone, black 3 forms a "group," which has five liberties, A through E.

Diagram 6 : White could play at 4, but as Black plays 5, it becomes clear that White's stones are not connected-they do not form a group. Instead we say that black 5 "cuts" the white stones.

Diagram 7 : In the previous diagram, we argued that Black cut White. But by the same token, black 5 is cut off from Black's main group as well. If white 6 follows, black 5 is left with just a single liberty at A.

dia8-11
Diagram 8 : If Black ignores this issue and plays at 7, white 8 will take away the last liberty of the marked stone.

Now recall the first technical rule: A stone, or group of stones, without liberties cannot exist.

Diagram 9 : Therefore-and this is part of move white 8-the black stone is taken from the board.

When teaching a beginner the game of go, this much information is sufficient as a first step. The novice is now ready to play a game we could call "capturing go." This game prepares the beginner for the real game of go. The objective is simple:
capture one stone from your opponent.

Diagram 10 : In this game between two novices, White immediately attaches to black 1 with move 2 and cuts Black with move 4. Black's answer at 5 strengthens his weakest stone, black 1. When White reinforces with 6, Black tries to capture white 4 with move 7.

Diagram 11 : What happens when White tries to escape with move 8? Black skillfully pushes White against the edge with move 9, then captures White's group with moves 11 and 13 despite White's attempts to escape with moves 10 and 12.

Problems

prob1-4
Problem 1 : Black to play and capture a stone.
Problem 2 : White to play and capture two stones.
Problem 3 : White to play and capture some stones.
Problem 4 : White to play and capture some stones.

By Richard Bozulich

By Rob van Zeijst

  1. How to teach go
  2. The last rule--ko
  3. Basic strategy of go
  4. Go as a second language
  5. Building castles
  6. The secrets of the lazy
  7. Don't mistake movement for action !
  8. Madmen and common sense
  9. Breaking down the borders
  10. Go the 4th R in school curriculum
  11. Go an educational tool
  12. Mixed-doubles go
  13. Problems and answers
  14. The answer is in the doing
  15. Upsetting common sense
  16. Believing is winning
  17. The art of tenuki
  18. Classification and association
  19. Being in good shape
  20. Keeping in shape
  21. Games of Culture
  22. Deduction and Induction
  23. Asking the right questions
  24. War or peace ?
  25. Avoid simple solutions
  26. The master player
  27. The Ing Memorial Cup in Europe
  28. new ruler on the Kisei Throne
  29. Expectations and reality
  30. Quantity or quality ?
  31. Fujitsu Cup
  32. A Slip of the mind
  33. Losing your bonus
  34. Get out of that groove
  35. New lease on life
  36. Games people play
  37. Changing your mind
  38. Pick your fight
  39. Sanrensei-Part II
  40. Invasion tactics
  41. sanrensei strategy
  42. JAL Cup World Amateur Go Championship
  43. The Honinbo Title: Up for grabs
  44. O Meien becomes new Honinbo
  45. Rote memory vs calculation
  46. The problem with go
  47. The art of stealth
  48. Keep your options open
  49. Where Zen and go meet
  50. Think globally, sacrifice locally
  51. Yamashita the new Gosei king
  52. Toughing it out
  53. The leaning technique
  54. Learning by example
  55. Proverbs guide your hand
  56. Yoda, the new hero
  57. Young turk wars
  58. Evolving game
  59. Solution to last week's problem
  60. Every move is a new board situation
  61. King of ko
  62. Get stronger at ko
  63. Solutions to last week's problems
  64. Answers to last week's problems
  65. Go Training in Europe
  66. Kikashi and Nozoki
  67. Tips from the Pros
  68. Applying the theory
  69. Answers to last week's problems
  70. More on honte
  71. Aggressive players know boshi
  72. Boshi-old hat for go-getters
  73. Boshi-erasing influence
  74. Rui Naiwei-top woman player
  75. last week's problems
  76. Making the connection
  77. More connections
  78. professionals use connections
  79. Solutions to last week's problems
  80. Sometimes a person might wonder
  81. Solutions to last week's problems
  82. Solutions to last week's problems
  83. Guidelines for explaining the game
  84. Handicap in golf and go
  85. Atari-The last liberty
  86. The second technical rule
  87. Concept of territory
  88. The Concept of Life
  89. Mine is bigger than yours
  90. Third line vs fourth line
  91. How low can we go ?
  92. Wariuchi
  93. Changing your perspective
  94. Solution to last week's problems
  95. O Meien defends Honinbo title
  96. O Meien retains his title
  97. Thickness-a hard issue
  98. Upping the ante
  99. Look and understand-cutting is zilch
  100. Bad style vs good style
  101. Solutions and references
  102. In go, most people have,,,,
  103. Two eyes