Ing's SST Rules of Go
S tones and S paces are
T erritory
Janice Kim, Michael Simon, and Phil Straus
- * New ko rule avoids annulled games without allowing
false-eyed groups to kill real-eyed groups
* Simple, at-a-glance counting system reduces possibility
of error
* Disputed positions may be played out, without
eliminating the question of skill
* New provisions aspire to maximum freedom in how the
game is played
* Free placement of handicap stones
1 IntroductionWe are going to examine some
revisions to the rules of Go which were proposed by Mr. Ing
Chang-ki. To understand their significance, we should first
review some of the background.
China, Japan, and Korea all have different rules. The
nature of the game is essentially the same in each system,
but a number of incidents and the growth of international
tournaments has underscored the need for protocol. Although
the basic rules are simple, written rules that govern every
possible situation fairly are as difficult as understanding
those situations. Our intention here is to illuminate the
major issues and discuss the ramifications of the Ing rules
as guidelines for tournament directors and players. It is
beyond the scope of this article to explore fully the
principles or motivations of a system of rules, or to prove
the superiority of one system over another. Each system has
some merit, and some difficulty.
Recently, a number of systems were proposed. The AGA
rules compromise between territory and area counting in a
way which tries to yield the same result regardless of
which counting system is used. An elegant mathematical
proof by Robert High detailed how in an even game, if pass
stones were used to allow playing out all situations, the
result would be the same in both systems. Unfortunately,
handicap conventions differ in area and territory
counting.
AGA rules use Superko , which deals with the
problem of complex or multiple kos. Under Superko, no full
board position may be repeated. Superko handles triple kos
without too much difficulty. A question arises in "multiple
unbalanced double kos," detailed in Part 6B. In this case,
stones without eyes may rise up from the grave to kill
under Superko. Until now, Superko advocates claim that
since the difficult situations are so rare, the benefit of
having a simple rule outweighs the disadvantages of having
a questionable rule. Unfortunately, the rule that the full
board position may not be repeated is simply stated, but in
implementation the players must remember the game perfectly
to ascertain when the rule is broken. This is not simple
even for professionals when faced with these
situations.
The problem of complex or multiple ko is similar to
basic ko: the potential for endless repetition. Were this
situation allowed, the progress of the game would be
stopped and no result possible. The Korean Go Association,
loath to take away the right to play, annuls all games with
complex or multiple kos unless one side concedes local
defeat. Mr. Ing points out that annulling games can be an
unsatisfactory solution. The Ing rules outlaw endless
repetition by converting many complex kos to basic kos.
This allows the players to continue their contest and
determine a result. The Ing rules also put the burden on
the instigator of a cyclic sequence, allowing full board
repetition while not impeding progress. This may be an
improvement over the Japanese rules in that it seems more
natural that the person with a logically superior position
is permitted to play.
By using area counting, the Ing rules eliminate the
necessity of authority and precedent to solve the problem
of capturing dead stones without a loss of territory, while
leaving the question of skill. Whether or not one needs to
"play an extra stone" still involves a question of one
point, as playing inside one's own territory instead of a
neutral point entails a one point loss. Since one does not
rearrange territory during Ing counting, or need to keep
track of prisoners, mistakes are minimized, and dishonesty
nearly impossible.
The Ing rules contain provisions which aspire to a
maximum freedom in how the game is played. For example, Ing
rules allow a group to "suicide" by taking their own last
liberty and forcing their own removal. See "Suicide" in
Part 4.
The free placement of handicap stones is an interesting
addition, particularly for those who play many handicap
games with the same opponents. Freeing the placement of
handicap stones may add spice to these repeated
encounters.
The Ing rules are essentially area counting with a
modified ko rule. They may be suited to the needs of
American Go players, since they are often simpler in
practice than other rules, do not rely on authority or
precedent, and make many disputes moot issues. We are now
in a position where we can and must choose a protocol
without bias.
2 Playing the Game
Start of the game1. Verify that both players
have exactly 180 stones.
2. The older player takes a handful of white stones,
and the younger player selects one or two black stones,
signifying odd or even. A correct guess enables the younger
player to choose a color; otherwise the older player
chooses. In Japanese and Korean rules, the correct
guesser takes Black.
3. At the beginning of a handicap game, Black may
place the handicap stones anywhere on the board.
Technically, Black always moves first. In a game of
handicap N, White's first N-1 moves are pass plays.
4. White receives 8 points of compensation in even
games, given during counting. 8 points of komi seems
like a lot, but we are assured that this is reasonable.
Nevertheless professional players prefer White.
During the game1. Take turns playing a stone or
passing. Simply indicating a pass is all that is
necessary.
2. Captured stones are returned to the opponent 's
bowl. All the stones are eventually placed in their
color's territory, so you don't need to keep prisoners in
any special place.
3. Self-capture of single stones is equivalent to a
pass play. Suicide of groups larger than one stone is
legal in Ing rules. This may be useful as a ko threat
or in changing liberty counts: keep in mind by the suicide
move one takes off one's own stones rather than putting a
stone on the board, so one cannot place any stones in atari
or kill by suicide. Also, there is no advantage other than
the ones described in Part 4 and no point gain by
suicide.
4. Immediately capturing a stone that has captured in
ko is illegal. This is basic to every rule system.
5. Complex kos convert to basic kos. A cyclic
sequence may be initiated by a player once and only once
during the game. Explanations of the rules for complex
and multiple kos are in Part 6, "The Ing Ko Rules."
6. Unintentional illegal moves are retracted without
penalty. The spirit of this rule is that no one will
forfeit because of a technicality, as when Go Sei Gen was
forced to forfeit because he answered a move on a neutral
point with a move on another neutral point, when the
Japanese rules at the time prohibited playing a neutral
point while the game was not yet over. Note that an
unintentional and illegal move is extremely rare, and
players should be advised that it implies unfamiliarity
with the situation. The move must be illegal, not simply
unintended or unfavorable, to be considered a candidate for
retraction, and the player of an illegal move must present
some compelling evidence that the move was unintended, for
example, the move in the Honinbo game which resulted in
forfeiture because the monitor implied that it was the
wrong person's turn to take a ko.
Ending the Game1. Continue alternating plays
until all neutral points have been filled.
2. Two consecutive passes signal an adjournment of
the game to discuss the status of groups. If the players
agree about the status of groups, the game is over.
Otherwise, play resumes until disputes are resolved. When
agreement has been reached, two more passes signal the end
of the game.
3. Since you can play in your own territory without
territorial loss, play out any situation in which there
is a dispute after the game is over. Keep in mind that
playing inside your own territory is not a loss but it is
not a gain, while playing a neutral point is worth one
point. Also, note that when we assign point values to
endgame, this is a relative, not an absolute term: we say
"half-point ko" in order to indicate that it should be
played after one point moves, not because it is actually
worth half a point. In Ing counting, technically every move
is "worth" an extra point, so neutral points are the
smallest on the board, but should be played before putting
stones in your own territory. Be aware that Ing counting
does not change how you should play, except that you should
take care to fill in the neutral points at the end of the
game. This kind of counting is useful only in that it
eliminates certain very rare problematic situations; only
the method of counting, not the play or the result, is
different.
Note that if a point is overlooked, the person whose
turn it is (a pass is a turn) should play it, but after the
final pass or counting has begun, an overlooked point
should be left empty, and play may not resume. Also note in
area counting it doesn't matter whose turn it is in a
dispute about the status of groups. In the past a disputed
position was disputed only because one side did not want to
spend extra stones taking out a dead group, thus losing
points in territory counting. This is not a question about
life and death, but about territory counting itself.
Players should be advised that in Ing counting this
question is moot, and giving pass stones is unnecessary and
has no effect. After filling in neutral points, in practice
both players may simply agree the game is over and begin
counting, without the formal process. For example, if there
is a bent four in the corner surrounded by a live group and
no seki on the board, the Ing rules allow but do not
require insisting that the group be taken off. Playing out
this situation is only to avoid the argument already made
moot by area counting, and has no potential to change the
result.
Counting1. Dead stones are returned to your
opponent.
2. Fill in all your own territory with your remaining
stones. Do not disturb the borders of your territory.
Unlike territory counting, one counts one's own area.
3. In sekis, there will be shared points which
neither player can play, and are not territory. Fill such
shared points alternately with an equal number of black and
white stones, leaving one shared point empty if there is an
odd number. If there is more than one seki, each side fills
in an equal number of shared points, leaving only one if
necessary.
4. In even games, place four White stones in Black 's
territory for compensation. This is equivalent to Black
giving White 7.5 points of compensation in territory
counting. If you have empty points left in your territory,
you have won. If you have stones left over and no territory
in which to put them, you have lost. You can see who won
at a glance.
To determine the margin of victory, place the
"losing" stones, if any, in the winner 's territory. At
this point, there should be only one empty point left on
the board, the "winning" point. The margin of victory is
the winning point plus twice the number of losing
stones. See Part 3. If there is an odd number of
shared points in a seki, the empty point will be in the
seki. Then the margin of victory is just twice the number
of losing stones. Only in this case can there be a tie.
Black wins ties.
5. In handicap games of N-stone handicap, White must
receive N-point compensation to make the result equivalent
to territory counting. If N is even, White places N/2
stones in Black 's territory. If N is odd, White places
(N-1)/2 stones in Black's territory, and one point of Black
territory is left open. In this case the margin of victory
is just twice the number of losing stones. In handicap
games, White wins ties.
Note that Black giving compensation in handicap games is
not found in any official documentation of the Ing rules.
AGA President Phil Straus has requested this convention so
that territory and area counting can give the same result
in handicap games. If there is an odd number of shared
points in a seki in an odd-numbered handicap game, there
will be two empty points at the end of the game, and an
extra stone. This is a losing stone and is added to twice
the number of losing stones on the board to find the margin
of victory. This may eliminate some of the visual
simplicity of Ing counting. It is not clear that area
counting should be changed to coincide with territory
counting and not the other way around; the other way is
simply to give Black "the N Advantage" in N-stone handicap
games.
Special note: What to do if stones are lost.
It is obvious when either side does not have the required
180 stones at the end of the game, because there should be
one and only one empty point left on the board after
counting. However, all is not lost if stones are missing,
because they can be counted at this point and those missing
simply replaced. A problem of this sort can be rectified in
less than two minutes, as was demonstrated at the World
Youth held in Palo Alto. Although it is true that having
exactly 180 stones each is helpful, anyone with a little
practice can get around the problem of not having the exact
number of stones, so this in itself should not be the cause
of rejecting area counting. In fact, territory counting
does not circumvent the problem of missing stones, it
merely assumes that stones are not misplaced during
counting.
3 Demonstrations of Ing Counting
-
Here are three 9 x 9 games. Each player started with 40
stones.
Remove the dead stones and return them to your
opponent. Fill Black's area with black stones and
White's area with white stones.
Even Game Counting
Put four white stones in Black territory (equivalent to
White receiving 8 points of compensation.) These are marked
with an "=" in the diagrams.
White then has one stone left over and Black has two
empty points, so Black has won. White puts the stone in
Black's territory. Black wins by 1 (winning point) + 2x1
(losing stone) = 3 points.
The winner can be determined visually.
Handicap game counting
Even-numbered handicap
Two Stone Handicap White adds one stone
(handicap/2) to Black's area for compensation. (This makes
the result equivalent to territory counting.) After filling
the territories, White has four stones left over, and Black
has five empty points, so Black has won. White puts the
four stones in the winner's territory. Black wins by 1
(winning point) + 2x4 (losing stones) = 9 points.
Odd-numbered handicap

Three Stone Handicap White adds one stone
(handicap-1)/2 and an additional point is left in Black's
territory for compensation. After filling the territories,
White has four stones left over and Black has four empty
points, so Black has won. White puts the four stones in the
winner's territory. Black wins by 2x4 (losing stones) = 8
points.
4 SuicideTwo ways self-capture can change a game.
1. Suicide can create a ko threat.
Black can play at A as a ko threat. This threatens
another play at A, which would kill White. Note a Black
play at A is equivalent to taking the two Black stones off
the board, and is a complete turn.
2. Suicide can change liberty counts.
If Black were not allowed to play at A, White would win
the capturing race. White can capture at any time, for
example, by White B, Black C, White A, Black , White
D.

Black 3 at 1.
With suicide legal, Black can reduce White's liberties
by playing at 1. (The black stones are immediately
removed.) White tries to capture with 2 and 4 -

White cannot fill the last shared liberty. Both groups
live in seki.
5 Bent four in the cornerIn Ing rules only, life
or death of bent four in the corner is related to the whole
board. In the absence of a seki or involvement in a
capturing race, bent four in the corner can be captured at
the end of the game without any loss. In the presence of a
ko threat that cannot be removed (i.e., a seki) bent four
in the corner may live or be exchanged. In a capturing
race, bent four in the corner may kill or be killed
depending on the number of liberties.

No ko threat, no capturing race. White is dead. Black may
start the ko to capture at any time with A, White B, Black
, White , Black A.

Ko threat smaller than the corner. Black should give up the
marked stones to capture the corner.

Ko threat larger than the corner. Black loses the marked
stones (more than Black gains) by killing the corner, so
Black should let White live.

Capturing race. The first player to play wins.
6 The Ing Ko Rules
A. Fighting KosIn Ing rules, complex kos are
converted to basic kos. A stone that has captured in a
basic ko cannot be captured without an intervening move or
pass play. Stones that may not be captured immediately are
called HOT STONES. Stones that have captured in a basic ko
are one type of hot stones. Immediate capture of hot stones
is prohibited because allowing it would stop the game's
progress.
Hot stones may be captured only after an intervening
move. Hot stones may be multiple stones, not just single
stones.
Double hot stones
This is a classic situation called sei-cho in
Japanese, or "long life." White can kill Black by playing
at A, so Black plays at A. White captures two stones. Next
Black can capture two stones. White must throw in at
to continue the attack, and Black plays at A again.

Long life.
Under Korean rules, this game is annulled unless one
side gives up the right to continue in this repetitive
position. Under Superko, White may not immediately throw in
at because that would repeat the initial position. Black
can live by playing at .
In Ing rules, this complex ko is treated as a basic ko.
The two connected stones become double hot stones and can't
be captured after capturing without an intervening move or
pass. (See the following three diagrams.) Note that White
may capture immediately at 2 because you may capture stones
before they become hot. (At 1, Black has not captured
anything yet.) Since they have captured, now the White
stones are hot so Black may not capture them
immediately.

Black 3 ko threat elsewhere. Assume 4 responds
elsewhere.


8 and 9 elsewhere. 11 elsewhere, etc.
Note every rule system distinguishes hot stones in basic
ko. For example, in this position, if White has played at 1
without capturing, Black may capture it without making a ko
threat. Ing rules extrapolate the concept of hot stones to
complex kos.

Twin Hot Stones
Triple ko - Single hot stones

In Ing rules, this triple ko converts to a basic ko - if
Black takes at 1, White may not capture 1 or immediately.
These become twin hot stones. White must play elsewhere
before capturing; once one twin captures and becomes hot,
so does the other.
Triple ko - Single hot and double hot stones

This situation also converts to a basic ko. When Black
captures at 1, White must play elsewhere before capturing
Black 1. White cannot capture at A either because the
marked black stones and Black 1 are twin hot stones. You
may think of these as fraternal, not identical twins.
B. Balanced KosIn a balanced ko, after a player
initiates a cyclic sequence, called DISTURBING, the same
player may not disturb the situation again for the duration
of the game. Balanced kos are distinguished in that each
side must have the same number (at least two each) of
separate internal liberties.
Balanced double ko - Seki, no ko threats

The two groups on the right side are both alive in a
double ko. Notice that both sides have two separate
internal liberties. It is a seki in all rule systems.
Notice the local situation can never become cyclic under
the rules of basic ko.

The problem comes with the situation in the upper left
corner. White is not alive, but insists that Black prove
it. When Black captures at 1, White uses the double ko as a
ko threat at 2. Black must respond, so then White can
capture Black 1. It seems that Black cannot take these
stones off. In Ing rules, since the lower right is a
balanced ko, White may disturb once and only once (and
Black may disturb once as well so as a ko threat it cancels
out), so White cannot keep the upper left in suspended
animation. In this way, a balanced ko cannot be used as a
ko threat, and false-eyed groups will die. Although the Ing
rules offer that stones are not dead unless they can be
captured, the result is comforting: at the end of the game,
the result is as one would expect.
Balanced quadruple ko - Seki, no ko threats

Since each side has two separate internal liberties, it
is a balanced ko. A player may disturb the situation once
and only once in the game, so under Ing rules this is a
seki, since neither side can capture the other. Note that
both sides may disturb or start the cycle once, so it
cancels out as a ko threat, and the whole board position
may repeat. As in the previous example it cannot be used to
fight a ko.
Unbalanced double ko -
Dead but a fount of ko threats
This situation arises in a variation of the Large
Avalanche joseki, here reproduced in miniature.

Since Black can always connect at A, push into the
corner, and capture White, this situation is not a seki. It
is not a balanced ko because White has only one internal
liberty. A double ko cannot become cyclic by the rule of
basic ko. Therefore, White may freely play in this area.
White wants Black to spend moves taking off the dead
stones, but Black doesn't want to take time out to do this
in the middle of the game. So as it stands, if another ko
starts elsewhere on the board, White will have seemingly
endless ko threats. But at the end of the game the White
stones can be taken off easily, so they pose no technical
problem.
It's perfectly legal in any system.
What kind of ko am I?
The most common mistake is in confusing external with
internal kos. Look at the following example. Can you tell
what's going on here?

In every rule system White is dead. In Ing rules, if
White claims to be alive in ko, those kos must be balanced,
but in that case, a player cannot disturb more than once.
If White claims to be alive, White can play at A in
response to Black 1 only once, after which White may not
take here again and is helpless to avoid eventual capture.
It may be simpler to observe the ko on the left is external
so this is actually just an unbalanced double ko. White is
being unreasonable even to think of this as a potential
balanced ko, because White has only one internal liberty.
White may of course use A and B as nearly endless ko
threats during the game, because it is an unbalanced double
ko.

This situation is different. In this case all three kos
are internal. Each side has two internal liberties, so the
position is balanced. Each side may disturb only once (so
this is a bankrupt position as far as ko threats are
concerned) and both live in seki. Notice that even though
prohibited from disturbing more than once, neither side can
then be captured. That is why this is seki and in the
previous example White is dead.
The questionable case in Superko
Here are two unbalanced double kos. If looked at in
isolation, Black has dead groups in both the upper left and
the lower right corners, and each local position cannot
become cyclic by the rule of basic ko. However, because
there are two unbalanced double kos, the whole board
position may become cyclic. We would expect that any ko
rule would not force White to die because Black has two
dead groups.

Black captures at A. White can take at B, Black takes at
C, White takes at D, then Black takes B, White takes A, and
Black takes D. Now White wants to capture C. Under Superko,
White would not be allowed to make the capture. Black could
then kill the lower right White group.
Under the Ing ko rule, each side is allowed to initiate
a cyclic sequence, even one that involves the whole board,
once but only once. Since the whole board position may
repeat, White is allowed to capture at C but Black will
then be prohibited from capturing at A, starting a second
cycle.
To avoid capture, the false-eyed player will need to
begin the ko cycle, but will then be prohibited from
initiating the cycle a second time, and so will die.
7 The ClockWhen playing with the clock, one may
use the system of "second counting," or the Ing Time
Purchasing System, depending on the instructions of the
tournament director (TD). Since it is impossible to
legislate sportsmanship in the rules of play, there are
problems with malfunctioning clocks and language barriers,
and TDs are not able to watch every game, players should be
aware that this is fertile ground for unfortunate
situations. Although if one's clock indicates that one has
lost, one has lost, there are a number of situations which
should be clarified. A non-exhaustive list includes:
At the beginning of a game, players should not start the
clock of an absent opponent unless specifically instructed
by the TD to do so. The TD may impose a time penalty for
not being present at the announced starting time, usually
twice the elapsed time.
During the game, if one's opponent is absent, one may
play and press the clock, but it is polite to indicate the
move played when the opponent returns. It is not rude to
leave the board. It is not necessary to remind your
opponent to press the clock, but it is polite if you notice
that the clock is malfunctioning to your advantage to tell
your opponent.
If a player observes that the clock is malfunctioning so
that the game cannot fairly continue, that player should
announce the intention to pause the clock, and after
pressing the SET button on an Ing clock (do not turn off an
electronic clock), call the TD. Make sure you know how to
pause the clock, as turning it off unfortunately must
result in forfeiture unless both players and the TD agree
on the time left for both sides. Watch your clock
carefully, as the TD can only replace a broken clock, not
arbitrarily reimburse you for lost time if your clock
malfunctions, and must assume that the time indicated is
correct unless both players and the TD agree to an
alteration.
In case of significant disruption, the players or the TD
may pause the clock. Players should inform each other of
their intention to pause the clock and summon the TD
without looking at the board. The TD will resume
timekeeping.
During overtime, If one player MUST leave for a short
time (i.e. a call of nature), it is acceptable behavior to
ask permission of one's opponent to pause the clock. The
opponent must openly refuse in this case in order to
declare a victory on time if one's time elapses.
In the following cases, the TD may call on the highest
ranked player present to adjudicate or declare a victory
based on the frozen position on the board:
-
During the game, if the clock indicates that you have
lost on time due to a malfunction, and your opponent
agrees that the clock has malfunctioned and the players
and the TD do not agree to an amount of time left; or
If the clock ceases operation altogether or
indicates that both players have lost on time, and the
players and TD cannot agree on an amount of time
left.
During the game, if the clock indicates that you have
lost on time and you believe that it has malfunctioned, but
your opponent does not, you must forfeit unless you can
demonstrate to the TD that it is not possible that you have
lost on time. If the players and the TD then do not agree
to an amount of time left, the TD may call on the highest
ranked player present to adjudicate. Notice that sticky
buttons or failure to push your clock do not indicate that
a loss on time is impossible.
These cases only refer to games with no official
monitor; if there is an official monitor, that person is
responsible for maintaining a functioning clock, resetting
the clock if he or she deems it necessary, and declaring
any victory on time. If you have no official monitor, by
agreeing to play you are agreeing to cooperate with the TD,
even if he or she is absent during the incident or you do
not agree with any of the steps taken, unless they directly
contradict the written rules for that tournament.
To avoid any argument, one should specifically and
immediately (before playing the next move) announce a win
on time if the opponent's clock runs out. Once a game is
resigned, or there is cause to believe that the last
significant move has been played, or a result reported by
the players to the TD, a victory on time may not then be
called. After both players verify the score and the game
has been cleared, the result may not be changed.
If one player indicates that he or she believes with
cause that the last significant point has been taken (the
abstract definition of the end of a game of Go), a victory
on time may not be called against that person. The official
monitor, if there is one, stops keeping time for that
person at that point. In a game with no monitor, if a
person believing with cause the game to be over then "runs
out of time," that player cedes any unclaimed points and
the chance to make needed protective moves, but does not
lose on time or lose the right to demonstrate a group's
status by defense or removal, although an immediate
response is required.
The spirit of this rule is that it is impossible to
fairly involve the use of a clock after the game is over in
a game that ends by mutual agreement. Otherwise, in a
sudden death or time-purchasing situation, one player may
legally force the other to go over the time limit by
pointlessly continuing or spuriously challenging the status
of groups. The purpose of the clock is thwarted by
rewarding rather than penalizing playing indefinitely, and
its use after the last point has been taken serves only to
invite gamesmanship. In a game of second counting this rule
may seem overly flexible, but since it only protects and
does not penalize (one player is not receiving more time to
potentially change the outcome on the board) it is
recognized as advantageous to both players to eliminate the
injurious effects of potential gamesmanship. On the other
hand, players should be aware when an opponent is trying to
win on time, and be especially careful to avoid
ambiguity.
This lengthy discussion of the uses of the clock is made
necessary by a possible misunderstanding by Western players
of Asian rules concerning the clock. The rules of Go on
this issue have not been widely established in the American
Go community. This is perhaps because of an impression that
they are understood, much in the way that the general rules
of Go are believed to be understood. Unfortunately opinions
vary on exactly what the rules are.
These guidelines are not required by Ing rules, but they
are suggested to TDs unless they specifically set forth
another set of guidelines, and submitted to players as an
overview of the unwritten rules governing professional
play.
8 SummaryWe have now examined some of the major
issues together. Our hope is that readers will be able to
make informed decisions keeping some facts well in mind:
1. Every rule system is extraordinarily difficult.
Dismissing these or any rules as overly complex is to make
the erroneous assumption that there are simpler rules.
2. The nature of the game is that it may be required to
decide without being able to prove that one rule is more
desirable than another. For example, who should be
prohibited to play in a cyclic position? It only matters
that the rule should be consistent; there are legitimate
arguments for both sides.
3. Since the fundamental nature of the game is the same
in all rule systems, and problem cases are rare enough to
not affect the enjoyment of the game, deciding on a rule
system or allowing the sponsors of a tournament to decide
on a rule system is not a moral issue.
4. Studying the rules is not that much fun, but Go
should be.
Credits Michael Simon had the idea of writing this
document, which Phil Straus approved. Michael and Phil
created outlines. Janice Kim wrote the text. Layout and
graphics by Michael with help from Phil. Thanks to the many
reviewers for their suggestions. Many of the examples are
from Ing's SST Laws of Wei-Ch'i 1991 by Ing
Chang-ki. Some are from Simplified Ing's Goe Rules
by Sidney Yuan.
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