The Nebraska GO Advisory Council

NebraskaGO.org

GO – It’s more than a game. It’s a game-changer.

We promote GO, not only because it’s fun to play, but because it creates better students and better citizens, leading to better communities.

Bill Gates - “When I was young… I wanted to be the world’s best Go player”
–Bill Gates Speaks: Insights from the World’s Most Successful Entrepreneur, p. 227.

What is GO?

(The Rules of GO are at the bottom of this page)

GO is an ancient, easy-to-learn, and fun to play strategy game. It is played by placing black and white stones on a grid.
Objective - The goal is to surround more territory than your opponent. You can also score points by capturing your opponent’s stones.
Simple rules - The rules are very simple and can be learned in a few minutes, even by four-year-olds.
Handicapping system - It has a simple handicapping system that allows children to play with adults and beginners to play with experts, without changing the “flavor” or “feel” of the game. This guarantees a close exciting game in which both players have an equal chance of winning.

Mission Statement

Because GO benefits both the individual and the community, the mission of the Nebraska GO Advisory Council is to promote the fun, fascinating, and educationally-beneficial game of GO in and near the state of Nebraska. Hopefully, our existence and, moreover, our success will be an inspiration to GO promoters beyond Nebraska.

THE EDUCATIONAL BENEFITS OF PLAYING GO

Research done in both the USA and South Korea has proven that playing GO significantly IMPROVES:

Who wouldn’t want to live in a community with students and adults with the above improved abilities?

Research Studies

NOTE: Baduk is the Korean name for GO.

“My faculty and I firmly believe in the value of engaging students through hands-on, minds-on learning, and the game of GO falls perfectly in the realm of stimulating learning experience.” – Joy Zhao, Director of Academics, YingHua International School, Princeton, NJ.

Vision Statement

To promote GO in Nebraska and the surrounding areas by:

Cooperation – To promote our vision, we look forward to working with other passionate, like-minded, individuals and organizations, including, but not limited to, the American Go Association (USGO.org) and the American Go Foundation (AGFGO.org). We are not interested in duplicating other organizations’ efforts, but in complementing and enhancing their efforts, in order to promote GO in and around Nebraska.

FREE Go starter sets are available from the American Go Foundation (AGFGO.org/start-a-club) for any K-12 school, library, YMCA, or community center. Also, ask about their home-schooling program.

FREE GO Presentations – We are available to do FREE one-hour GO presentations for your group, which includes:

The presentation, itself, takes about 20 minutes, but can be shortened for younger audiences. Teaching GO takes less than five minutes. Participants should be allowed at least 20 minutes to play a game or two. There is no charge for this service. However, if you would like to make a small donation to cover milage, that would be greatly appreciated, but is completely voluntary.

Fun Facts about GO

Nebraska GO Advisory Council members

Please note that none of the council members make any money from GO. Also, please note that we are always looking for new NGAC members to help promote GO in and around Nebraska (even if you don’t know how to play GO). Ask for an application form.

For more info, contact: Jim Story, Council Chair, jm9st96@gmail.com, (402) 672-9075.

Where to play GO in Nebraska

Omaha and Bellevue GO Club meeting times and places: Meetup

Omaha & Bellevue GO Clubs – Jim Story, (402) 672-9075, jm9st96@gmail.com

Lincoln GO Club – Levi Hagen, (402) 669-9844, or Isaac Remboldt, (785) 424-3066, isaacremboldt@gmail.com.

For other GO clubs and GO players in the USA, check out:

GO vs Chess – which is better?

by Jim Story (imho)

Both GO and Chess are great mentally-challenging games. Obviously, each games’ enthusiasts will have their own strong opinions about which game is better and why. I, personally, have played both games seriously for decades. For example, I’ve played in both GO and Chess tournaments, I have been the organizer of the Omaha GO Club since 2011, and, in 1994, I was the President of the Memphis, TN, Chess Club. Both are good games. However, if you must choose between starting a GO club OR a starting a Chess club, might I suggest a GO club, for the following reasons:

In conclusion, hopefully, you can start both GO and Chess clubs at your school, library, community center, or YMCA. However, if you can only start one, I strongly suggest starting a GO club for the reasons listed above. Lastly, if you can’t start a GO club, then, by all means, please start a Chess club.

Sincerely, Jim

The Rules of Go

The written rules are below. You can also watch a YouTube video to learn the rules. For free, kid-safe, beginner GO videos, go to: @WorldGoChannel – start with the playlist “Lessons in Logical Sequence”. The first video teaches the rules of GO (five minutes). The second video is a sample game with explanations (20 minutes). There are over 100 five-minute GO videos on this YouTube channel designed specifically for beginners.

The Rules of “CAPTURE GO”

As stated above, regular GO counts territory and captures to determine the winner at the END of the game. In CAPTURE GO, however, the winner is determined DURING the game. All of the “regular” GO rules apply with the following exceptions:

Starting position for beginners – When players first starting playing GO, they should start on a 9x9 board by placing stones as shown in the following diagram with Black to move first. Also, they should play Capture GO and, initially, play until a player has captured just ONE stone. By starting in the following position and only playing until a player has captured just ONE stone, both players immediately start to learn how to attack and defend. Later, they can abandon this pre-determined placement of stones and start with an empty board and, as stated above, White will start with five captured stones in compensation for Black being able to move first.

Handicap stones – When playing against beginners, it is best to give them some handicap stones at the start of the game in order to even out the game and give them a fighting chance. So, in addition to starting in the above position, 1 to 4 handicap stones can be added on the 3-3 points, as shown below. Also, I like to help a beginner win the first few games. As they win more games and gain competence, handicap stones can be removed one at a time. A rule we use is: If a player wins three games in a row against the same opponent, then, they need one less handicap stone to start the game or their opponent needs one more handicap stone. In Capture GO, Black always plays first, regardless of whether they receive handicap stones or not.

American Go Association (AGA) Concise Rules of Go

  1. The Board and Stones: Go is a game of strategy between two sides usually played on a 19x19 grid (the board). The game may also be played on smaller boards, 13x13 and 9x9 being the two most common variants. The board is initially vacant, unless a handicap is given (see Rule 4). The two sides, known as Black and White, are each provided with an adequate supply of playing tokens, known as stones, of the appropriate color.

  2. Play: The players alternate in moving, with Black playing first. In handicap games, White moves first after Black has placed his or her handicap stones. A move consists in playing a stone of one’s color on an empty intersection (including edges and corners), or in passing. Certain moves are illegal (Rules 5 and 6), but a pass is always legal (Rule 7). Points are awarded for controlling space in a manner described below (Rule 12). The object of the game is to end with the greater total number of points.

  3. Compensation: In an even (non-handicap) game, Black gives White a komi (compensation) of 7 ½ points for the advantage of the first move. This komi is added to White’s score at the end of the game. In handicap games, Black gives White ½ point compensation. This avoids draws.

  4. Handicaps: The game may be played with a handicap to compensate for differences in player strengths. The weaker player takes Black, and either moves first, giving only ½ point compensation to White, as in Rule 3 (this is known as a “one stone handicap”), or places from 2 to 9 stones on the board before the first White move. If the players have agreed to use area counting to score the game (Rule 12), White receives an additional point of compensation for each Black handicap stone after the first.

  5. Capture: A liberty of a stone is a vacant, horizontally or vertically adjacent intersection. A single stone in the middle of an empty board has four liberties: the vacant intersections above, below, left and right of the stone. The intersections diagonal to the stone are not adjacent and are not counted as liberties of the stone. A single stone on a side intersection has a maximum of three liberties; a single stone in the corner has a maximum of two liberties.
    Stones of the same color are said to be connected if they are adjacent along horizontal or vertical lines on the board (each occupies a liberty of the other). Two stones are part of the same string if they are linked by a chain of connected stones of the same color. The liberties of a string of stones are the liberties of all the individual stones in that string.
    After a player moves, any stone or string of stones belonging to the opponent which is completely surrounded by the player’s own stones, leaving no liberties, is captured, and removed from the board. Such stones become prisoners of the capturing player. It is illegal for a player to move so as to create a string of his or her own stones which is completely surrounded (without liberties) after any surrounded opposing stones are captured.

  6. Repeated Board Position (Ko): It is illegal to play in such a way as to exactly recreate a previous full board position from the game, with the same player to move. The most typical example is a situation where the players can each alternately capture and recapture a single stone. This is known as ko. (“Ko” is the Japanese Buddhist word for eternity.) After the first capture, the player moving next may not recapture immediately, as this would repeat the board position; instead, that player must play elsewhere on the board (or pass).

  7. Passing: On his or her turn, a player may pass by handing the opponent a stone, referred to as a pass stone, rather than playing a stone on the board.

  8. Illegal Moves: An illegal move is one violating the rules. If a player makes an illegal move, it shall be taken back, treated as a pass, and a pass stone exchanged.

  9. Ending the Game: Two consecutive passes normally signal the end of the game. After two passes, the players must attempt to agree on the status of all groups of stones remaining on the board. Any stones which the players agree could not escape capture if the game continued, but which have not yet been captured and removed, are termed dead stones. If the players agree on the status of all such groups, they are removed from the board as prisoners of the player who could capture, and the game is scored as in Rule 12. If there is a disagreement over the status of some group or groups, play is resumed as specified in Rule 10.

  10. Disputes: If the players disagree about the status of a group of stones left on the board after both have passed, play is resumed, with the opponent of the last player to pass having the move. The game is over when the players agree on the status of all groups on the board, or, failing such agreement, if both players pass twice in succession. In this case any stones remaining on the board are deemed alive.

  11. The Last Move: White must make the last move–if necessary, an additional pass, with a stone passed to the opponent as usual. The total number of stones played or passed by the two players during the entire game must be equal.

  12. Counting: There are two methods for counting the score at the end of the game. One is based on territory, the other on area. Although players’ scores may differ under the two methods, the difference in their scores, and the game result, will be the same. Territory: Those empty points on the board which are entirely surrounded by live stones of a single color are considered the territory of the player of that color. An empty point is surrounded by stones of a single color if one can’t reach any stone of the opposing color from that point by moving only to adjacent empty points. There are rare situations (Japanese seki) in which empty points are left at the end of the game which are not entirely surrounded by stones of a single color, and which neither player dares to fill. Area: All live stones of a player’s color left on the board together with any points of territory surrounded by [those stones] constitute that player’s area. Neutral Points: Any empty points left on the board at the end of the game which are not completely surrounded by either player’s stones are known as neutral points, and are not counted toward either player’s territory or area.

Counting by Territory: When counting by territory, players add up their total territory less any prisoners held by the opponent (including dead stones removed at the end of the game). The player with the greater total (after adjusting for any compensation offered according to Rule 3) is the winner.

(It is customary for the players to fill in their opponent’s territory with their prisoners, and to then rearrange their territories to facilitate counting. These are merely mechanical conventions to simplify counting.)

Counting by Area: When counting by area, the players add up their total area. Prisoners are ignored. The player with the greater total area (after adjusting for any compensation offered according to Rules 3 and 4) is the winner.


GO, written in different East Asian languages and scripts where GO is very popular:

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