Go in South Korea

Although go was played in Korea long before it arrived in Japan, it is only since 1956 that it has been played professionally there. Go, called "paduk" in Korean, was traditionally regarded only as a pastime or a gambling game, but in 1980 it was officially recognized by the South Korean government as an important cultural asset.

The (South) Korean Go Association was founded almost single-handedly in September 1955 by Cho Nam Chul. Today, there are more than 150 professional players competing for prizes in 16 different tournaments, including eight newspaper tournaments and three TV tournaments.

From the middle of the 1970s, the player who dominated the South Korean titles was Cho Hun Hyun, a ninth-dan. In his youth, Cho studied in Japan, but instead of making his career there, as did his compatriot Cho Chikun, he returned to South Korea with the intention of raising the strength of his countrymen. His efforts have borne fruit. His disciple Lee Chang Ho, at the age of 22, is clearly the strongest player in South Korea and some think the strongest in the world. He holds most South Korean titles as well as some important international titles. Another South Korean title-holder, Yoo Chang Hyuk, is also a disciple Cho Hun Hyun.

Because of Lee Chang Ho's spectacular successes in domestic tournaments as well as in the international go arena, he has become a hero in his native land where he has ignited a huge following, somewhat like that of a rock star. This has caused a surge in the popularity of go in South Korea. Large South Korean companies have poured vast amounts of money into international tournaments and a legion of young prodigies are emerging. It has been predicted that in 10 years, South Korea will be the preeminent go-playing country in the world.

A review of the rules

Let's review the rules of go that I have presented so far.

1. Stones are played on the intersections.
2. The stones do not move after being played.
3. Black plays first.
4. Black and White alternate in making their moves.
5. The object of go is to control territory. The winner is the side that controls more territory at the end of the game.
6. A stone or a group of connected stones is captured if all of its liberties are occupied.
7. When stones are captured, they are put into a prisoner pile. At the end of the game, all the captured stones are placed into the opponent's territory.
8. Suicide is illegal. Players cannot fill the last liberty of their own stones.

Eyes and living groups

The concept of eyes determines whether a group of stones is alive or dead.

Dia1-2Point "a," surrounded by the group of seven white stones in Diagram 1, is an "eye," Black cannot play there unless he occupies all the outside liberties of these stones as in Diagram 2. In that case, he can capture them by playing 1. The result of this capture is shown in Diagram 3.

Dia3-4Now let's take two groups of stones with one eye each (Diagram 4), merge them into a larger group as in Diagram 5 (of course the groups in Diagram 4 cannot move in an actual game; this is done only for the purpose of instruction). Next, let Black occupy all the outside liberties (Diagram 6). The result is that the white group can never be captured. Why not?

Dia5-6Points "a" and "b" inside the white group are eyes, and it is suicide for Black to play on either of these points because, unlike Diagram 2, doing so does not result in the capture of White's group. If Black plays at point "a" in Diagram 6, White still has one liberty at "b" and vice versa. Since Black can never simultaneously occupy these two liberties, the white group remains alive. This gives rise to the following rule:

9. A group is alive if it can form two eyes.

By Richard Bozulich

By Rob van Zeijst

  1. Problems and answers
  2. How go is played / Four basic rules / The object: to control territory
  3. The origins of go / Four basic rules / The rule of capture
  4. Go comes to Japan / Six basic rules of go / Capturing two or more stones
  5. The development of go in Japan / Capturing stones in a game
  6. Professional go in Japan / More about capturing
  7. Defending territory / Illegal moves
  8. Go in China / More on illegal moves
  9. Go in South Korea / A review of the rules/ Eyes and living groups
  10. International go tournaments / Eye spaces
  11. Lee Chang Ho, Cho Chikun -- the superstars of go / False eyes
  12. Go and computers / Seki
  13. Rankings and handicaps / The rule of ko
  14. Go and intellectual development in children / An example of ko in a game
  15. Meijin title match / Double ko
  16. Kisei title and Cho-Kobayashi rivalry/ Triple ko
  17. Takemiya's cosmic go
  18. Go Seigen, the 20th century's greatest player
  19. Go equipment / How go is played / The rules / Elaboration /
  20. Kitani and his disciples / The rule of capture
  21. Atomic-bomb game / More on capturing stones
  22. Dosaku and Shusaku: The saints of go
  23. Go and the Immortals
  24. Women in go / Capturing races
  25. Eio Sakata / Capturing techniques
  26. Shuko Fujisawa, the first Kisei of the modern era / Capturing techniques: Nets
  27. Cho Chikun defends Kisei title / Illegal moves / Living groups
  28. Opening strategy / False eyes
  29. Joseki
  30. Lee Chan Ho, the undisputed world go champion
  31. Kobayashi wins Judan title
  32. Fujitsu Cup
  33. Tesuji and Intuition
  34. Go and business (1)
  35. Go and business (2)
  36. Japan-China Tengen match
  37. Go and war
  38. Legends on origin of go (1)
  39. Legends on origin of go (2)
  40. World Amateur Go Championship
  41. Go in Europe
  42. Go online
  43. Cho Chikun loses Honinbo title
  44. The 11th TV Asia Cup
  45. Long and short games
  46. Fujitsu Cup
  47. Go proverbs