The
game of Go
Go is more than just a board
game. Playing Go requires a balance of analytic insight and intuitive perception
that no other competitive encounter offers. Playing Go is an aesthetic,
artistic, even philosophical experience and yet is so exciting that you may
find your blood pressure at maximum levels in anticipation of your opponent's
next move. Although learning the rules of Go is easier than learning chess, the
tactics and strategy of the game are infinitely deep; proficiency requires
study and practice. The better you get, the more rewarding the experience.
You are rated by your level of
skill, and compete with a simple handicap system; if your rating is accurate,
you should lose about half your games. This demands a different attitude about
winning and losing. In Go, if you consistently win more than half your games,
you are promoted to a stronger rank; you are not allowed to win all the time.
Winning and losing complement one another, and while naturally, most people
would rather win, you must learn to lose at Go without feeling frustration or
shame. Go is an exchange, a give and take, between two
players pitting their skill against one another in a common goal, the
acquisition of territory within a confined domain.
Go has an
historic tradition:
The origin of Go is unknown. It is believed to be at least four thousand years
old and as such is the oldest known board game. The game originated somewhere
in China or Nepal or Tibet. It is believed that the rules are in the same form
now as they were at least three thousand years ago. The game was brought into
Japan between 500 and 700 A.D. and has been developed ever since with an
intense interest. By the 700's, Go was established as a refined intellectual
pastime. In Japan, the early development of Go was mainly due to Buddhist
priests. By 1100 A.D. people were fully aware of the tactics in Go, but its global
strategy was not well understood until more modern times.
Modern Go history starts at about
1600 A.D.. Four schools of Go were established and
supported by the Japanese Government and subsequently the study of Go
flourished. In the twentieth century, Go has spread all over the world and its
players are growing fast. Modern tournaments carry huge cash prizes. The 1993
winner of the Ing cup, held every four years, took
home over 500,000 U.S. dollars!
More about the
game:
Some say Go is a game of war, but it is not intrinsically violent, indeed, many
strong players see the game as a harmonious duet between the players. Go is a
game of pure skill, and its infinite strategic depth and tactical profundity make it the most fascinating of all games.
Go is traditionally played on a
solid wood board seven inches or more thick with a 19 by 19 grid of straight
lines painted on the top. The playing pieces are called "stones". The
black stones are made of slate and the white stones are made from clamshell.
The stones are ground into a circular shape that is double
convex. The stones are kept in finely turned wooden bowls. The traditional
Japanese set of Go equipment is composed of wood, stone, and shell. This simple
equipment, together with the game's geometry of straight lines on the board
with circular stones on top, enhances the aesthetic experience of playing Go.
Go is played by two contestants,
one playing the black stones and the other playing the white stones; the person
who plays white is always the stronger of the two. At the beginning of the game
the board is vacant. If there is no handicap, the black player plays first,
placing one of the stones on any intersection on the board, and thereafter the
two contestants alternately place one stone at a time on any vacant
intersection on the board which they desire to occupy. Once placed, the stones
are never moved, and they remain where they were played until they are captured
or until the game is over. Unlike western games, Go stones are played on
the points created by the intersections of the lines on the board, and not in
the squares formed by those lines. The nineteen vertical and nineteen
horizontal lines of the board form 361 intersections called "points".
The object of the game is to surround these vacant points forming
"territory". The player who has the most points at the end of the
game is the winner. Under certain conditions, the opponent's stones may also be
surrounded and captured, but that is not the primary object of the game.
Amateur players are rated by
their "strength" or skill into two categories: kyu
and dan. The kyu level
(pronounced kyew) is the beginning and intermediate
level and the dan level (pronounced dahn) is the advanced level. When you first learn the rules
you are about 35 or 40 kyu but after regular play and
study within a few months, you become stronger to about the 10 or 12 kyu level; after that, progress slows. The strongest kyu level is one kyu. The next
strongest level is one dan moving up to six or seven dan. It would usually take someone at least three or four
years of regular play and study to become one dan;
others say you must play a thousand games to become one dan.
Professionals play on a completely different level than amateurs, but are still
rated from one dan to nine dan. An amateur one dan would take seven handicap stones from a one dan professional for an even chance of winning. It takes
years of intense study from a young age to become a professional Go player; few
westerners have accomplished it.
The simple handicap system allows
players of widely different abilities to compete evenly based on their kyu or dan ranking. For example,
a 4 kyu and an 11 kyu
player will play with a seven stone handicap (11 - 4 = 7); the 11 kyu would place seven black stones on the board and the 4 kyu would move first playing white. A 2 kyu
player will place four black stones on the board when playing a 3 dan (3 dan - 2 kyu = 4 stones). When two Go players meet, the first
question asked is, "How strong are you?";
after that, they can determine the handicap and begin playing as soon as
possible.
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