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ChessPlayX

How to play Go

A complete beginner’s guide to Go: placing stones, liberties, captures, ko, life and death, and scoring. Learn with diagrams and a working 9 × 9 practice board.

Play Go

Quick answer

Go is a strategy game for two players. Black and White take turns placing a stone on an empty intersection to build and protect territory. A group with no liberties is captured. Two consecutive passes lead to scoring: agree on dead stones, count the controlled area, add komi and confirm the result. The higher score wins.

Players
2
Board
19 × 19
First move
Black
Objective
Score more points
Default komi
7.5 for White

What is Go?

Go is a two-player board game about surrounding and controlling space. Every stone has the same role. Once placed, a stone stays put until captured; its strength comes from its location, connections and liberties.

One game, several names

Go originated in China more than 2,500 years ago. It is called Wéiqí (围棋) in Chinese, Igo or Go in Japanese, and Baduk in Korean. Its simple rules allow deep strategy. AlphaGo’s 2016 match victory over Lee Sedol was a major milestone in artificial intelligence.

The board and the stones

Place stones on the intersections of the lines, not inside the squares. A standard board has 19 × 19 lines and 361 intersections. Smaller 9 × 9 and 13 × 13 boards follow the same playing rules. Star points (hoshi) are reference marks; in some handicap systems they indicate starting locations.

9 × 9 board: 81 intersections and five star points. A useful starting size.
9 × 9 board: 81 intersections and five star points. A useful starting size.
19 × 19 board: 361 intersections and nine star points. Black and White use the same intersections.
19 × 19 board: 361 intersections and nine star points. Black and White use the same intersections.
Which board size should you choose?
BoardIntersectionsStar pointsGood for
9 × 9815Learning the rules, quick games, life-and-death practice
13 × 131695A bridge to the large board and opening strategy
19 × 193619The usual size for full games and competition

The table shows common star-point layouts. Markings can vary by board manufacturer; they do not change legal moves or scoring.

A traditional full set usually contains 181 black and 180 white stones. Both sides start with no stones on the board in an even game. ChessPlayX defaults to 19 × 19 and also offers 9 × 9 and 13 × 13.

The goal and how to start a game

Win by controlling more area than your opponent after komi. Capturing stones is a way to secure space or weaken the opponent; having the most prisoners does not by itself win the game.

  1. Choose the board and conditions

    Use 9 × 9, 13 × 13 or 19 × 19. Check the scoring rules, komi and time control before starting.

  2. Begin with an empty board

    An even game starts with no stones placed. Handicap games use a different setup, explained below.

  3. Black plays first

    Black places one stone on a legal empty intersection. White then plays, and the sides alternate.

  4. Place one stone or pass

    On your turn, make one legal placement or pass. Stones already on the board do not move. A captured point can be used again if the new move is legal.

  5. Remove captured groups

    After a placement, remove every adjacent opposing chain with no liberties. Captures happen before checking whether the new stone’s own chain has liberties.

  6. Agree on the score

    Two consecutive passes enter scoring. Mark dead groups, then both players accept the same proposal. If you disagree, resume play to settle the position.

Komi compensates White for playing second

Komi is added to White’s final score. ChessPlayX defaults to 7.5 points; 6.5 is common under Japanese and Korean rules. These are common values, not universal requirements. Half-point komi prevents a tied numerical score.

Handicap games for unequal strengths

In traditional fixed-handicap games, the weaker player takes Black and places an agreed number of stones, commonly 2–9, before White’s first move. Komi is reduced and rulesets may add handicap compensation. Free placement also exists. The diagram illustrates four handicap stones; the current ChessPlayX Go setup starts empty and has no handicap option.

A traditional four-stone handicap on the corner star points of a 19 × 19 board. White plays next.
A traditional four-stone handicap on the corner star points of a 19 × 19 board. White plays next.

Liberties, connections and capturing stones

What is a liberty?

A liberty is an empty intersection directly above, below, left or right of a stone or chain. Diagonal points do not count. An isolated stone on an otherwise empty board has four liberties in the centre, three on an edge and two in a corner. Occupied neighbours reduce those counts.

Blue dots are liberties: four for the isolated centre stone, three on the edge, two in the corner, with the neighbouring points empty.
Blue dots are liberties: four for the isolated centre stone, three on the edge, two in the corner, with the neighbouring points empty.

Connected stones share liberties

Stones of the same colour touching horizontally or vertically form one chain. Count each distinct empty neighbouring point once for the whole chain. Diagonal stones are not connected: an opponent can cut between them. Connecting often helps, but the actual liberty count still matters.

Two horizontally connected black stones share six distinct liberties, shown as blue dots.
Two horizontally connected black stones share six distinct liberties, shown as blue dots.
Diagonal black stones are separate chains. Blue rings show the two points between them where a cut may develop.
Diagonal black stones are separate chains. Blue rings show the two points between them where a cut may develop.

Atari and capture

A chain with one liberty is in atari. A legal move on its final liberty captures every stone in that chain immediately. The defender may be able to extend, connect or capture a nearby attacker. A move can capture several opposing chains at once. Removed stones are called prisoners.

Before: White has one liberty. Black plays at the blue ring to capture it.
Before: White has one liberty. Black plays at the blue ring to capture it.
After: the white stone is removed from the dashed red point. The green outline marks Black’s capturing stone.
After: the white stone is removed from the dashed red point. The green outline marks Black’s capturing stone.
These three connected white stones have one shared liberty. Black can capture all three by playing at the blue ring.
These three connected white stones have one shared liberty. Black can capture all three by playing at the blue ring.

Special rules: suicide, ko and superko

Suicide is forbidden

After removing captured enemy stones, your new stone’s chain must have at least one liberty. Otherwise the move is suicide and is illegal on ChessPlayX. Playing into a surrounded point can be legal if it captures enemy stones and thereby creates liberties, provided it also obeys superko.

Illegal: White at the red cross would have no liberty and would capture no black stones.
Illegal: White at the red cross would have no liberty and would capture no black stones.
Legal: White at the blue ring captures the outlined black stone on its left, creating a liberty.
Legal: White at the blue ring captures the outlined black stone on its left, creating a liberty.

Ko stops an endless exchange

A ko can let the players capture and recapture one stone. Immediate recapture is forbidden when it recreates the previous board. Usually the player seeks a threat elsewhere; the opponent may answer or ignore it. After play elsewhere, recapture is legal only if the whole resulting position is permitted.

1. Black plays at the blue ring and captures the white stone immediately to its left.
1. Black plays at the blue ring and captures the white stone immediately to its left.
2. White cannot immediately recapture at the red cross: it would restore the board shown in diagram 1.
2. White cannot immediately recapture at the red cross: it would restore the board shown in diagram 1.

ChessPlayX uses positional superko: a stone placement may not recreate any previous arrangement of black and white stones, regardless of whose turn it was. An exchange elsewhere is not an automatic exemption. Passing remains legal. Japanese rules use a different procedure for special cycles such as triple ko.

Life and death: eyes, false eyes and seki

An eye is an internal empty space protected by a group. A connected group with two separate true eyes cannot be captured while it preserves them: filling either one alone would be suicide for the opponent. A group with fewer than two eyes is not automatically dead; it may make eyes, escape, connect or live in seki.

Alive: the connected black group in the upper-left corner has two separate true eyes, marked in blue.
Alive: the connected black group in the upper-left corner has two separate true eyes, marked in blue.
Capturable: this fully surrounded black group has only the one blue-marked liberty. White can play there and capture the entire group.
Capturable: this fully surrounded black group has only the one blue-marked liberty. White can play there and capture the entire group.
  • False eyes

    A false eye looks enclosed, but its surrounding stones are not securely connected. The opponent may capture part of the wall or force you to fill the point yourself. Check the diagonal contacts and the liberties of each surrounding chain.

  • Seki: living together

    In seki, opposing groups survive because neither can safely start filling their shared liberties. Two eyes are not required for every group. Under area scoring their living stones count; shared empty points bordered by both colours count for neither side.

  • Dead stones at the end

    A dead group cannot avoid eventual capture against correct play. It is not dead merely because it currently lacks two eyes. During scoring, both players agree which groups to remove. Changing a dead-group mark clears both approvals; resume play if the status is disputed.

Ending the game and counting points

Pass when you see no useful move left. Two consecutive passes pause play and the room clocks, then open scoring. Review all groups and boundaries, mark dead stones and confirm the same score on both sides. The game finishes only after both accept. Either side can resume play if needed. In a timed room, resignation or running out of time can also decide the game.

  • Area scoring · used on ChessPlayX

    Remove the agreed dead stones. Count each living stone plus each empty point in a region bordered only by that colour. White adds komi, normally 7.5 here. Prisoners are not added again. Empty regions touching both colours are neutral.

  • Territory scoring · Japanese-style rules

    Count enclosed empty territory plus prisoners, including agreed dead stones removed at the end. Living stones on the board do not count directly. Japanese rules do not count territory in seki, and have specific life-and-death procedures. Komi is commonly 6.5; follow the rules agreed for that game.

Area-scoring example: Black surrounds four columns on the left; White surrounds three on the right. Small squares mark the empty controlled points.
Area-scoring example: Black surrounds four columns on the left; White surrounds three on the right. Small squares mark the empty controlled points.

An area-scoring example

Black
9 stones + 36 surrounded points = 45
White
9 stones + 27 surrounded points + 7.5 komi = 43.5
Result
Black wins by 1.5 points

Small squares mark each side’s enclosed points. Unoccupied neutral points (dame) score for neither side; occupying a legal dame before passing can add an area point.

Area and territory scoring often give the same winner, but the score difference is not always one point. Prisoners, passes, seki, handicap and the chosen komi can affect the comparison. Do not mix the two scoring methods during a game.

Practice board: try the rules now

Play both colours on this 9 × 9 board. It removes captured stones and rejects suicide and positional superko using the same rules as a full game. After two passes, mark dead groups and accept the score for both colours, or resume play. Nothing here affects your rating or saved games.

Loading the practice board…

Rulesets and variants

All major rulesets share placement, connection and capture. They differ in scoring, komi, repetition, self-capture and end-of-game procedures. The first row describes the rules implemented on ChessPlayX; the other rows are an introduction to rules you may encounter elsewhere.

Comparing common rulesets
RulesetScoringTypical komiRepetitionSelf-capture
Chinese · ChessPlayXArea7.5Positional superkoForbidden
JapaneseTerritory6.5Simple ko; special cycles can produce no resultForbidden
KoreanTerritory6.5Simple ko; special cycles follow the competition’s rulesForbidden
AGA (USA)Area, or equivalent territory counting with pass stones and the final-pass rule7.5Situational superko: board and player to moveForbidden
New ZealandArea7Repetition forbidden by superkoMulti-stone self-capture allowed
IngArea, counted by filling the board8; Black wins a tieSpecific Ing ko proceduresMulti-stone self-capture allowed

Komi values in the table are common conventions. Consult the event’s rules for exact repetition, handicap and scoring procedures. The variants below are for learning about Go; they are not additional selectable modes in this ChessPlayX Go game.

Other ways to play

  • Atari Go

    The first player to capture a stone wins. This teaching game trains liberty counting, but uses a different winning condition and no final area count.

  • 9 × 9 and 13 × 13

    The same basic rules on a smaller board. Games are shorter and easier to read. Both sizes are available alongside 19 × 19 on ChessPlayX.

  • Rengo and Pair Go

    Teams share one colour and take turns in a fixed player order. Common formats prohibit partners from discussing moves. Check the format’s team and turn rules.

  • Phantom Go

    Players cannot see the opponent’s stones. A referee or program handles placement and capture information. Hidden information changes how positions are read.

  • Toroidal Go

    Opposite edges join, so there are no corners or edges. Each intersection has four neighbours; how many are liberties depends on which are empty. Connections and territory wrap around the board.

Basic strategy and tips for beginners

  1. Corners, then sides, then centre

    Board edges help surround space with fewer stones. Corners are often efficient opening choices, followed by the sides. This is a guide, not a compulsory move order.

  2. Understand the third and fourth lines

    The third line from the edge tends to secure territory; the fourth develops influence. Avoid spending too many early moves on the first and second lines without a reason.

  3. Count liberties after each move

    Check both sides’ nearby chains. One liberty is atari; two may already be dangerous. Read possible captures and connections before deciding whether to escape.

  4. Protect important connections

    A cut can divide a strong-looking group into weak chains. Connect when necessary, but compare that move with larger points elsewhere instead of connecting automatically.

  5. Read the whole ladder

    A ladder chases a chain in a zigzag through repeated ataris. Stones farther along its path can break the ladder. Read to the end before starting the chase.

  6. Value area over prisoner counts

    Prisoners do not directly add points under area scoring. Captures still matter when they protect your stones or create territory. Do not chase a small group while losing a larger area.

Common beginner mistakes

  • Mistake: Treating diagonal stones as connected.

    Instead: Only horizontal and vertical contact connects a chain. Watch the cutting points between diagonal stones.

  • Mistake: Adding each stone’s liberties separately.

    Instead: Count each distinct liberty once for the whole chain. The number can change through escapes, connections and captures.

  • Mistake: Assuming one move elsewhere always permits ko recapture.

    Instead: Immediate recapture is forbidden, and the eventual recapture must still obey positional superko. A ko threat need not be answered.

  • Mistake: Calling every group without two eyes dead.

    Instead: Check whether it can make eyes, escape, connect, capture or live in seki. Only give it up after reading the position.

  • Mistake: Filling your own secure territory for no reason.

    Instead: Under area scoring this usually exchanges one empty point for one stone; under territory scoring it normally costs a point. Defend weaknesses when needed.

  • Mistake: Passing while boundaries are still unsettled.

    Instead: Close useful boundaries, resolve weak groups and check neutral points before passing. Resume play if scoring reveals a disagreement.

Common Go terms

Liberty
An empty intersection horizontally or vertically adjacent to a stone or connected chain.
Atari
A chain has exactly one liberty and can be threatened with capture there.
Ko
A local capture-and-recapture cycle. Immediate repetition is forbidden; superko also considers earlier board positions.
Eye
An internal space protected by a group. Two separate true eyes secure a connected group while they are preserved.
False eye
An apparent eye whose surrounding stones can be broken or forced to fill it.
Seki
Mutual life: opposing groups survive because neither can safely initiate capture through shared liberties.
Komi
Points added to White’s score to compensate for Black playing first in an even game.
Dame
Neutral empty points between opposing groups. Unoccupied dame belong to neither side.
Prisoner
An opposing stone removed by capture. Prisoners count in territory scoring, not as extra area points.
Hoshi · star point
A marked intersection used for orientation and, in fixed-handicap games, stone placement.
Sente
A move that invites an important reply, allowing the player to retain the initiative. The opponent can still choose to ignore it.
Gote
A move or sequence after which the opponent can take the initiative elsewhere.
Shicho · ladder
Repeated ataris that chase a chain along a zigzag path toward capture, unless the ladder is broken.
Geta · net
A loose surrounding move that prevents a chain from escaping even while it still has liberties.
Joseki
A studied local sequence, usually in a corner, considered balanced in an appropriate whole-board context.
Fuseki
The opening phase, when players develop positions across the corners, sides and centre.
Tenuki
Playing elsewhere instead of answering the opponent locally.

The rules in one minute

  1. Two players alternate. Black starts on an empty board and places one stone on a legal empty intersection.
  2. Placed stones do not move. They leave the board when captured or when agreed dead during scoring.
  3. Stones of one colour connect horizontally and vertically, never just diagonally.
  4. Distinct empty neighbouring points are liberties. A chain with no liberties is captured as a whole.
  5. Remove captured enemy stones first; the newly played chain must then have a liberty. Suicide is forbidden.
  6. A placement may not repeat any previous board position: positional superko.
  7. You may pass. Two consecutive passes open scoring; agree on dead groups and confirm for both sides, or resume.
  8. Area score = living stones + surrounded empty points. Add White’s komi, normally 7.5. The higher total wins.

Frequently asked questions

How do you play Go?

Take turns placing black and white stones on intersections. Surround space, connect your stones and capture opposing chains by filling their liberties. After two passes, agree on dead stones and confirm the area score, including komi.

How do you win?

Have the higher final score: living stones plus surrounded empty points, with komi added to White. Capturing the most stones is not enough by itself. In a room, the opponent can also lose by resignation or time.

How many liberties does a stone have?

An isolated stone on an otherwise empty board has four in the centre, three on an edge and two in a corner. Only empty orthogonal neighbours count. Connected stones share the set of distinct liberties.

What does the ko rule prohibit?

It prohibits immediate recapture that recreates the previous board. ChessPlayX also forbids any stone placement recreating an earlier arrangement of stones. Play elsewhere or pass, and check superko before a later recapture.

Why is komi usually 7.5 here?

White receives compensation for moving second. ChessPlayX uses 7.5 by default, a common area-scoring value. The half point prevents equal numerical totals. Other rulesets and events can use different komi.

Can a Go game be drawn?

Half-point komi prevents a tied area score. Integer komi can allow a tie, called jigo. Some rulesets can declare special repetition cycles a no-result game, which is different from an equal score.

Can I play on a point with no liberties?

Yes, if the move first captures enemy stones so that your resulting chain has a liberty, and it does not violate superko. If your chain still has none after captures, the move is forbidden on ChessPlayX. Some other rulesets allow self-capture.

How do Chinese and Japanese scoring differ?

Area scoring counts living stones and surrounded empty points; territory scoring counts territory and prisoners, with extra endgame rules. Komi can differ too. The two methods are related, but their totals do not always differ by a fixed point.

Does passing cost a point?

There is no direct pass penalty in the ChessPlayX area rules or ordinary Japanese rules. You may still miss a valuable move. AGA rules use pass stones and a final-pass procedure to align area and territory counting.

Which board should a beginner use?

Start with 9 × 9. Short games make liberties, captures and scoring easier to see. Then try 13 × 13 before moving to the full 19 × 19 board.

What should you learn next?

Rules and references

ChessPlayX uses Chinese area scoring, positional superko and no suicide, with 7.5 komi by default. This guide explains the complete playing and scoring procedure used here. The comparison in this guide introduces other rulesets; tournament procedures, handicap adjustments and komi can differ. Only the standard game and the three board sizes are offered in this Go mode.