Thought this was a "Sushi-Go" ripoff, but it's not. It is instead a German/international version of the game, exactly the same but with different art. Why? Don't know. Finden Sie Top-Angebote für myungin magnet go brettspiel weigi baduk stück stones reise faltbar bei eBay. Kostenlose Lieferung für viele Artikel! Play the ancient game of Go against your iPhone or iPad. Starting with the empty board, your goal is to surround territory — the simple rules of Go lead to a.
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Go Board Game How to Play Videolearn go in 15 mins
NetEnt hat einen frГhen Start in der Umsonst Spiele mit. - Stöbern in KategorienDragon Go Client. baypackersoffcialstore.com is the best place to play the game of Go online. Our community supported site is friendly, easy to use, and free, so come join us and play some Go! Games Chat Puzzles Joseki Tournaments Ladders Groups Leaderboards Forums English Sign In. Board Size Welcome to COSUMI! On this site, you can play 5×5 to 19×19 Go (a.k.a. Igo, Baduk, and Weiqi), which is a well-known ancient board game. If you do not know how to play Go, please look at Wikipedia (Rules of go) first, and then try a 5×5 game that is just right for a beginner like you. Go is an abstract strategy board game for two players in which the aim is to surround more territory than the opponent. The game was invented in China more than 2, years ago and is believed to be the oldest board game continuously played to the present day. The object of the game of go is, in rough terms, to control more territory at the end of the game than one's opponent does. Elements of the game Players. Rule 1. Go is a game between two players, called Black and White. The choice of black or white is traditionally done by chance between players of even strength. Go Game Go Board Games for Travel Portable Go Boards and Ceramic Stones Travel Go Set with 2 Bundle Pockets Weqi Games Travel Game Set for Gift, Gomoku Ceramics Stones out of 5 stars 15 $ $ Board Size. Welcome to COSUMI! On this site, you can play 5×5 to 19×19 Go (a.k.a. Igo, Baduk, and Weiqi), which is a well-known ancient board game. If you do not know how to play Go, please look at Wikipedia (Rules of go) first, and then try a 5×5 game that is just right for a beginner like you. Enjoy! The board game go has been in the news worldwide because a Go game master champion played a computer, with the computer winning more matches than the champion. Since each move opens up numerous possibilities the computer can make the necessary calculations it would take for a favorable outcome faster than a human. Online Go game. ⚫ ⚪ Live games, tournaments, multiple board sizes to choose from. Join our community of enthusiastic Go players.
The players take turns placing the stones on the vacant intersections points of a board. Once placed on the board, stones may not be moved, but stones are removed from the board if the stone or group of stones is surrounded by opposing stones on all orthogonally -adjacent points, in which case the stone is captured.
When a game concludes, the winner is determined by counting each player's surrounded territory along with captured stones and komi points added to the score of the player with the white stones as compensation for playing second.
Go was considered one of the four essential arts of the cultured aristocratic Chinese scholars in antiquity.
The earliest written reference to the game is generally recognized as the historical annal Zuo Zhuan   c. Despite its relatively simple rules , Go is extremely complex.
Compared to chess , Go has both a larger board with more scope for play and longer games and, on average, many more alternatives to consider per move.
The number of legal board positions in Go has been calculated to be approximately 2. In English, the name Go when used for the game is often capitalized to differentiate it from the common word go.
The Korean word baduk derives from the Middle Korean word Badok , the origin of which is controversial; the more plausible etymologies include the suffix dok added to Ba to mean 'flat and wide board', or the joining of Bat , meaning 'field', and Dok , meaning 'stone'.
Go is an adversarial game with the objective of surrounding a larger total area of the board with one's stones than the opponent.
Contests between opposing formations are often extremely complex and may result in the expansion, reduction, or wholesale capture and loss of formation stones.
A basic principle of Go is that a group of stones must have at least one open point bordering the group, known as a liberty , to remain on the board.
One or more liberties enclosed within a group is called an eye , and a group with two or more eyes cannot be captured, even if surrounded.
The general strategy is to expand one's territory, attack the opponent's weak groups groups that can be killed , and always stay mindful of the life status of one's own groups.
Situations where mutually opposing groups must capture each other or die are called capturing races, or semeai.
Players may pass rather than place a stone if they think there are no further opportunities for profitable play. In general, to score the game, each player counts the number of unoccupied points surrounded by their stones and then subtracts the number of stones that were captured by the opponent.
The player with the greater score after adjusting for komi wins the game. In the opening stages of the game, players typically establish positions or bases in the corners and around the sides of the board.
These bases help to quickly develop strong shapes which have many options for life self-viability for a group of stones that prevents capture and establish formations for potential territory.
Dame are points that lie in between the boundary walls of black and white, and as such are considered to be of no value to either side.
Seki are mutually alive pairs of white and black groups where neither has two eyes. After the forcing move is played, the ko may be "taken back" and returned to its original position.
Some ko fights are referred to as picnic kos when only one side has a lot to lose. A difference in rank may be compensated by a handicap—Black is allowed to place two or more stones on the board to compensate for White's greater strength.
Aside from the order of play alternating moves, Black moves first or takes a handicap and scoring rules, there are essentially only two rules in Go:.
Almost all other information about how the game is played is a heuristic, meaning it is learned information about how the game is played, rather than a rule.
Other rules are specialized, as they come about through different rule-sets, but the above two rules cover almost all of any played game.
Although there are some minor differences between rule-sets used in different countries,  most notably in Chinese and Japanese scoring rules,  these differences do not greatly affect the tactics and strategy of the game.
Except where noted, the basic rules presented here are valid independent of the scoring rules used. The scoring rules are explained separately. Go terms for which there is no ready English equivalent are commonly called by their Japanese names.
The two players, Black and White, take turns placing stones of their colour on the intersections of the board, one stone at a time.
The players may choose any unoccupied intersection to play on, except for those forbidden by the ko and suicide rules see below. Once played, a stone can never be moved and can be taken off the board only if it is captured.
When both players pass consecutively, the game ends  and is then scored. Vertically and horizontally adjacent stones of the same color form a chain also called a string or group ,  forming a discrete unit that cannot then be divided.
Chains may be expanded by placing additional stones on adjacent intersections, and can be connected together by placing a stone on an intersection that is adjacent to two or more chains of the same color.
A vacant point adjacent to a stone, along one of the grid lines of the board, is called a liberty for that stone. When a chain is surrounded by opposing stones so that it has no liberties, it is captured and removed from the board.
Players are not allowed to make a move that returns the game to the previous position. This rule, called the ko rule , prevents unending repetition.
If White were allowed to play on the marked intersection, that move would capture the black stone marked 1 and recreate the situation before Black made the move marked 1.
Allowing this could result in an unending cycle of captures by both players. The ko rule therefore prohibits White from playing at the marked intersection immediately.
Instead White must play elsewhere, or pass; Black can then end the ko by filling at the marked intersection, creating a five-stone black chain.
If White wants to continue the ko that specific repeating position , White tries to find a play elsewhere on the board that Black must answer; if Black answers, then White can retake the ko.
A repetition of such exchanges is called a ko fight. While the various rule-sets agree on the ko rule prohibiting returning the board to an immediately previous position, they deal in different ways with the relatively uncommon situation in which a player might recreate a past position that is further removed.
See Rules of Go: Repetition for further information. A player may not place a stone such that it or its group immediately has no liberties, unless doing so immediately deprives an enemy group of its final liberty.
In the latter case, the enemy group is captured, leaving the new stone with at least one liberty. The Ing and New Zealand rules do not have this rule,  and there a player might destroy one of its own groups commit suicide.
This play would only be useful in a limited set of situations involving a small interior space. Because Black has the advantage of playing the first move, the idea of awarding White some compensation came into being during the 20th century.
This is called komi , which gives white a 6. Two general types of scoring system are used, and players determine which to use before play.
Both systems almost always give the same result. Territory scoring counts the number of empty points a player's stones surround, together with the number of stones the player captured.
Area scoring counts the number of points a player's stones occupy and surround. It is associated with contemporary Chinese play and was probably established there during the Ming Dynasty in the 15th or 16th century.
After both players have passed consecutively, the stones that are still on the board but unable to avoid capture, called dead stones, are removed.
Area scoring including Chinese : A player's score is the number of stones that the player has on the board, plus the number of empty intersections surrounded by that player's stones.
Territory scoring including Japanese and Korean : In the course of the game, each player retains the stones they capture, termed prisoners.
Any dead stones removed at the end of the game become prisoners. The score is the number of empty points enclosed by a player's stones, plus the number of prisoners captured by that player.
If there is disagreement about which stones are dead, then under area scoring rules, the players simply resume play to resolve the matter. The score is computed using the position after the next time the players pass consecutively.
Under territory scoring, the rules are considerably more complex; however, in practice, players generally play on, and, once the status of each stone has been determined, return to the position at the time the first two consecutive passes occurred and remove the dead stones.
For further information, see Rules of Go. Given that the number of stones a player has on the board is directly related to the number of prisoners their opponent has taken, the resulting net score, that is, the difference between Black's and White's scores, is identical under both rulesets unless the players have passed different numbers of times during the course of the game.
Thus, the net result given by the two scoring systems rarely differs by more than a point. While not actually mentioned in the rules of Go at least in simpler rule sets, such as those of New Zealand and the U.
Examples of eyes marked. The black groups at the top of the board are alive, as they have at least two eyes. The black groups at the bottom are dead as they only have one eye.
The point marked a is a false eye. When a group of stones is mostly surrounded and has no options to connect with friendly stones elsewhere, the status of the group is either alive, dead or unsettled.
A group of stones is said to be alive if it cannot be captured, even if the opponent is allowed to move first. Conversely, a group of stones is said to be dead if it cannot avoid capture, even if the owner of the group is allowed the first move.
Otherwise, the group is said to be unsettled: the defending player can make it alive or the opponent can kill it, depending on who gets to play first.
An eye is an empty point or group of points surrounded by one player's stones. If the eye is surrounded by Black stones, White cannot play there unless such a play would take Black's last liberty and capture the Black stones.
Such a move is forbidden according to the suicide rule in most rule sets, but even if not forbidden, such a move would be a useless suicide of a White stone.
If a Black group has two eyes, White can never capture it because White cannot remove both liberties simultaneously. If Black has only one eye, White can capture the Black group by playing in the single eye, removing Black's last liberty.
Such a move is not suicide because the Black stones are removed first. In the "Examples of eyes" diagram, all the circled points are eyes.
The two black groups in the upper corners are alive, as both have at least two eyes. The groups in the lower corners are dead, as both have only one eye.
The group in the lower left may seem to have two eyes, but the surrounded empty point marked a is not actually an eye.
White can play there and take a black stone. Such a point is often called a false eye. There is an exception to the requirement that a group must have two eyes to be alive, a situation called seki or mutual life.
Where different colored groups are adjacent and share liberties, the situation may reach a position when neither player wants to move first, because doing so would allow the opponent to capture; in such situations therefore both players' stones remain on the board in seki.
Neither player receives any points for those groups, but at least those groups themselves remain living, as opposed to being captured.
In the "Example of seki mutual life " diagram, the circled points are liberties shared by both a black and a white group. Neither player wants to play on a circled point, because doing so would allow the opponent to capture.
All the other groups in this example, both black and white, are alive with at least two eyes. Seki can result from an attempt by one player to invade and kill a nearly settled group of the other player.
In Go, tactics deal with immediate fighting between stones, capturing and saving stones, life, death and other issues localized to a specific part of the board.
Larger issues, not limited to only part of the board, are referred to as strategy , and are covered in their own section.
There are several tactical constructs aimed at capturing stones. Recognizing the possibility that stones can be captured using these techniques is an important step forward.
A ladder. Black cannot escape unless the ladder connects to black stones further down the board that will intercept with the ladder.
The most basic technique is the ladder. Unless the pattern runs into friendly stones along the way, the stones in the ladder cannot avoid capture.
Experienced players recognize the futility of continuing the pattern and play elsewhere. The presence of a ladder on the board does give a player the option to play a stone in the path of the ladder, thereby threatening to rescue their stones, forcing a response.
Such a move is called a ladder breaker and may be a powerful strategic move. In the diagram, Black has the option of playing a ladder breaker.
Another technique to capture stones is the so-called net ,  also known by its Japanese name, geta. Sudoku Classic!
Simple Word Search Free. What's new in this version This is the initial Windows 8 release. Features Novice to professional level AI Snapped mode play Portrait mode play Pinch to zoom 9x9, 13x13, or 19x19 board sizes Undo Hint Multiplayer and chat coming soon!
Upgrade to Windows 8. Additional information Published by Chris Bordeman. Published by Chris Bordeman. Copyright C Chris Bordeman. Developed by Chris Bordeman.
Approximate size 5. Age rating For all ages. The black string at the top left of Diagram 11 is already alive even though there is a White stone inside one of its eyes.
Since White can never capture the black stones, the White stone caught inside the string cannot be saved. In the course of a real game, players are not obliged to complete the capture of an isolated dead string once it is clear to both players that the string is dead.
We call this a hopeless string. In Diagram 11 , once White has played at o , the situation may be left as it is until the end of the game. Then, the hopeless strings are simply removed from the board and counted together with the capturing player's other prisoners.
At the top of Diagram 12 , Black can capture a stone by playing at r. This results in the situation at the top of Diagram However, this stone is itself vulnerable to capture by a White play at u in Diagram If White were allowed to recapture immediately at u , the position would revert to that in Diagram 12 , and there would be nothing to prevent this capture and recapture continuing indefinitely.
This pattern of stones is called ko - a Japanese term meaning eternity. Two other possible shapes for a ko, on the edge of the board and in the corner, are also shown in this diagram.
The ko rule removes this possibility of indefinite repetition by forbidding the recapture of the ko, in this case a play at u in Diagram 13 , until White has made at least one play elsewhere.
Black may then fill the ko, but if Black chooses not to do so, instead answering White's intervening turn elsewhere, White is then permitted to retake the ko.
Similar remarks apply to the other two positions in these diagrams; the corresponding plays at w and v in Diagram 13 must also be delayed by one turn.
Usually a string which cannot make two eyes will die unless one of the surrounding enemy strings also lacks two eyes. This often leads to a race to capture, but can also result in a stand-off situation, known as seki , in which neither string has two eyes, but neither can capture the other due to a shortage of liberties.
Two examples of seki are shown in Diagram Neither player can afford to play at x , y or z , since to do so would enable the other to make a capture.
When you think your territories are all safe, you can't gain any more territory, reduce your opponent's territory or capture more strings, instead of playing a stone on the board you pass and hand a stone to your opponent as a prisoner.
Two consecutive passes ends the game. Any hopeless strings are removed and become prisoners. If you cannot agree whether a string is dead or not, then continue playing; you can then complete capture of disputed strings or confirm they are alive.
Playing during a continuation does not change the score as each play is the same as a pass. Since Black played first, White must play last and may need to make a further pass.
As remarked in the introduction, one of the best features of the game of Go is its handicap system. A weaker player may be given an advantage of anything up to nine stones.
These are placed on the board in lieu of Black's first turn. Unlike chess the Go pieces do not mover about the board, there is also a balanced handicap system that allows a beginner to compete with an advanced player.
Sorry chess players that is not going to happen in chess. Go game and the modern computer software challenge. The board game go has been in the news worldwide because a Go game master champion played a computer, with the computer winning more matches than the champion.