Capture: If a group has no liberties, remove all stones in that group from the board
3) Turn Structure
Place 1 stone of your color on any empty intersection
Resolve captures (remove opponent groups with no liberties)
Suicide rule: You may not play a stone that leaves your own group with no liberties, unless that move captures adjacent enemy stones and thus creates liberties
Ko rule: You may not make a move that immediately recreates the previous board position (to prevent infinite capture loops). Play elsewhere for at least one move before retaking
You may pass instead of placing a stone
4) Ending the Game
The game ends when both players pass in succession
Remove any dead stones (stones that cannot avoid capture with perfect play)
5) Scoring (two common systems)
Territory (Japanese): Score = empty intersections you surround + captured stones + komi (White’s compensation, typically 6.5 or 7.5). Stones on the board do not count directly
Area (Chinese): Score = your stones on the board + empty intersections you surround + komi. Captured stones are not separately counted
6) Handicap & Komi
Komi: Points added to White to offset Black’s first-move advantage (e.g., 6.5/7.5)
Handicap: For unequal skill, Black places 2–9 stones on marked star points before White’s first move
7) Special Situations
Life & Death: A group is alive if it cannot be captured. Two secure eyes (separate internal liberties) usually guarantee life
Seki: Mutual life—neither side can capture without self-harm. Points in seki are not counted as territory in Japanese rules; counted as area under Chinese rules
8) Quick Tips
Open on corners → sides → center (efficient enclosure)
Value thickness and influence; avoid small early fights that create weak groups
Do not chase every capture; build territory while keeping groups alive
Read liberties before playing atari (a move that leaves an enemy group with one liberty)