How to Play Go: A Complete Beginner‘s Tutorial

One of the world's oldest board games, Go was developed in China more than 2500 years ago. Although it was a game of the past, it is one of the most mentally challenging games of all time that one can learn this day! The rules are the easy bit, and can be learned in a few minutes, but the strategic side is the part that's going to give you a lifetime of fun to play. From the basics to helpful hints that will help you get to your first full game, this guide will take you through it.

What Is Go? Rapidly grasping the Game in 1 minute.

Which Game is Go?

Go is a strategy board game for two players, using black and white stones, on a grid board. Compared to chess or checkers, Go stones are not allowed to move, instead they are played on intersections. The game is played on the corners of the squares, NOT inside the squares. The game is played alternately, with black playing first.

Why is the goal of Go to play?

The main goal is to expand more land than the other, by game's end. Territory is an empty crossing that is surrounded by your stones. The purpose of capturing your opponent's stones is to create empty space, not to capture the stones. Finally you add up the empty points within your territory, plus any stones that you may have captured. Player who has more total "wins" wins.

Why Go is More Complex Than Chess or Chinese Chess?

The figures tell a powerful tale. On a regular 19×19 Go board, there are 361 intersections, which can be empty, black or white. This results in a state space complexity of about 10¹⁷², which is much larger than that of chess (10⁴⁶) and Chinese chess (10⁴⁸). The complexity of the game tree is estimated to be 10³⁰⁰ for Go and 10¹²³ for chess. To give you a perspective: The number of possible Go positions is greater than the number of atoms in the observable universe (which is approximately 10⁸⁰).

However, complexity doesn't only apply to the numbers. Go is a game that is played strategically deeper since there are no such things as queens, rooks, or pawns with different movement rules. There is a great depth of complexity in this simplicity: each stone has a value that is determined by its location and the value of the stones around it. Chess is a more tactical game, Go has a more balanced strategy and tactics.

Who Should Take Go Lessons?

Go is for everyone. It's an easy game for kids as young as 5 years old, and a great brain game for adults. The game builds spatial reasoning, pattern recognition and strategic thinking skills. It's especially liked by individuals who like deep contemplative games instead of luck based and quick fast paced games. Go is for anyone who enjoys a challenge, for anyone looking to educate their kids, or simply for the inquisitive mind seeking new activities and entertainment.

To become familiar with the Go Board and Stones (Important for novices).

The Go board is made up of stones.Stones are used for the Go board.

Lines and Intersections. The basic game of Go has a 19×19 grid of intersections to place stones on. Stones are set at intersections (but not in the squares). There are three areas on the board: corners (4), edges (4 sides) and the middle area (the center).

Heavenly Point and Star Points. There are 9 intersections marked on the board which are called "star points" or "hoshi" in Japanese. The center star point is particularly known as Tengen or “heavenly origin”. These are used as visual reference markers in addition to marking handicap stones on the course when players of various strengths play. The star points at the corners of the board are at (4,4) from each corner, and are so strategically important that they are the most valuable positions on the board.

What are the qualities of Go Stones?

Black and White. Black and white stones, usually of glass, plastic, and traditional slate and shell are used to play Go. There are 181 black stones and 180 white stones (just over the 361 intersections). The additional stones are to represent any stones that may have been captured in the game.

For what reason do black players get first crack at the game? As the penalty for being second is not great enough, Black plays first. But this first-move advantage is not insignificant and is indeed real – facts and figures indicate that Black has won more games than White without compensation. In order to offset this, there is a system of komi (compensation points) with which extra points are given at the end to White.

Common Board Sizes

While the standard competition board is 19×19, beginners have several options.

Board Size Intersections Best For Characteristics
9×9 81 Children, absolute beginners, quick practice Games finish in 10-15 minutes; focuses on basic tactics and capturing
13×13 169 Intermediate beginners transitioning to larger boards More strategic than 9×9; introduces basic layout concepts without overwhelming complexity
19×19 361 Standard play, competitions, serious study Full strategic depth; games typically last 1-2 hours

The British Go Association recommends that beginners learn the basics on a 9×9 board, move up to 13×13 after a few games, and only play on 19×19 when you can complete a game within 15 minutes.

How To Play Go: Basic Flow.

Step 1: Determine who will be playing black (Komi).

Players select the player who will be Black before the game starts. In formal games, it is carried out in a similar manner with nigiri, one player takes several white stones, and the other player guesses the number of stones taken, whether it is odd or even. A casual game can be played with simply consenting. Player who takes Black will move first, but player who takes white will get komi points at the end to compensate for the advantage of Black.

Step 2: Place Stones, Take Turns.

Black puts a stone on any empty intersection. Then White makes a single move with one of the stones. This sequence goes on until both the players agree to end. Stones may be placed anywhere on the board that the rules allow, but stones are strategically placed according to some rules (which will be explained later).

Step 3: Stones Never Move.

After a stone is laid down, it remains in place—unless it is taken off the board by being captured. The immobility is an integral part of the strategy of Go. All placements are permanent and the “move” has consequences.

Step 4: Building Positions and Fighting.

During the mid-game, both players will continue to grow and invade the other player's space, and will fight tactical games. Stones are captured if they do not have any liberties (adjacent empty intersections). Stones that are captured are removed and are housed as prisoners.

Step 5: Finishing the Game (Two Passes).

One player may pass instead of making a stone when he/she thinks there can be no more profitable moves. If both the player passes in order, the game is over. In reality, players will frequently decide that it wouldn't make any difference if they played on.

Step 6: Scoring the game.

The player who has higher points will be the winner. There are two ways to score points: territory (intersections without any stones) and prisoners (stones captured by the opponents). How to Win is explained in detail, below.

The Top 10 Rules For Newbies.

What do “Liberties” (Qi) mean?

The places that have no stones or connected stones horizontally or vertically adjacent in all directions are called liberties. Consider liberties as a stone's “breathing room”. There are 4 liberties, 3 liberties, and 2 liberties respectively in the centre, on the edge and the corner of a single stone. If the stones are all the same color and are connected orthogonally (not diagonally) then they all count as one group. The more you're free the better, and easier to catch, position you are in.

When is a Stone Captured?

When all the liberties of a stone or group of stones are blocked by stones of the opponent, the stone or stones are captured. Immediately, the stones captured are removed from the board. Stones are removed only when it is during play.

In what ways is “Capturing” (Tizi)?

Capturing (or tizi in Chinese): Remove opponent stones which are surrounded by opponent stones with no liberties. The stones that you remove are prisoners and will be added to your total score. Capturing is essential to one's defense (to protect one's own groups), and can be used as an offensive strategy (to take away the opponent's groups).

The question of what is “Atari” (Dachi)?

A situation in which a stone or group of stones has only one place where it can move is called atari (also known in chess terms as “check”). When you put an opponent‘s stone in atari, you are threatening to capture it on your next move. Atari is one of the initial tactics you will learn – it is the ability to see atari – atari on your stones as well as in the opponent's stones.

Jinru Dian is what?What is a “Forbidden Point”?

Forbidden point is a point where a stone placed at the intersection would have no liberties. If you move to such a point and take one or more opponent stones, then you would have liberties for your stone, and can play on the point. This rule blocks out 'suicide' moves which would kill a turn.

What Is a “Ko” (Jie)?

To prevent infinite repetition, there is a special rule – Ko. Suppose that Black took one White stone and White could then take the Black stone that just moved; this could go on indefinitely. Ko: Player who has lost a stone is not allowed to recapture the same stone in the same place. They must play elsewhere first (must find a ko threat) and then only if the opponent responds, can they return to recapture. This rule introduces a lot of strategy, as players will need to decide whether to play to the ko threat, or play the ko itself.

What Is “Suicide”? Which rules can be followed?

Suicide: putting a stone on a point where it has no freedoms. Suicide is prohibited in most modern rules (such as Japanese, Chinese and AGA rules). Some computer implementations of Go (based upon the Tromp-Taylor rules) permit suicide, but as soon as a stone is suicided, it is removed as if it had been captured. The general rule for human play is: Don't put a stone that has no liberties in the game without capturing stones.

Understanding Scoring for How to Win at Go.

What do you mean by 'surrounding territory'?

Territory (or di in Chinese) are intersections which are surrounded on all four sides by the same color of stones. Each blank space in your enclosed area will be given 1 point. The game is essentially about doing more to enclose (more boxes) than your opponent does (less boxes) without getting your opponent to enclose more space.

What is a “point” (Mu)?

The basic unit of scoring is a point (or moku, in Japanese; mu, in Chinese) which is an empty intersection within your territory. With Japanese rules (territory scoring) you count only the points that you have surrounded that are empty, plus captured prisoners. In Chinese rules (the area scoring system) you are scoring your surrounded empty points and your stones that are still on the board.

Chinese Rules vs. Japanese Rules: What‘s the Difference?

Aspect Chinese Rules (Area Scoring) Japanese Rules (Territory Scoring)
What you count Your stones + surrounded empty points Surrounded empty points + captured prisoners
Komi 7.5 points 6.5 points
Double-life (seki) Both players‘ surrounded empty points count Empty points in seki don‘t count
Filling neutral points Both players typically fill them Usually skipped

In practice, the final winner is virtually always the same with both systems. The big difference for novices is that understanding which strategy your game employs for counting. The majority of online Go servers default to the Japanese rules and many Chinese servers to Chinese rules.

In this scenario, what is the point of Komi?

In the game, Komi (compensation points) corrects Black's edge for being first to move. Historical data reveals that Black's chances of winning have been much higher without komi. The following are the current komi values:

  • **6.5 points in line with Japanese and Korean standards.
  • **7.5 points Chinese, AGA, Ing.
  • **New Zealand rules - 7 points.

Half point (6.5 or 7.5) is used to avoid ties. Not only were these values not picked out of the air, but they were the result of decades of statistical analysis. Black won less than 51.855% of 15,000 professional games in Japan during 2001, in a period of less than 5.5-point komi. The next gains to 6.5 and 7.5 points were closer to 50% win rates.

Some tips on how to quickly tell who's winning.

The easiest way to do this if you are a beginner is to take a look at the visual area each player has. Without making calculations on the board, guess which player has enveloped more empty space. This is a challenge in complex positions, however. The reliable method is counting; each player's safe territory (under Japanese rules, captured prisoners are counted in), intersections without players are counted, compared and the one with the most is the winner. You'll learn to do the assessments intuitively with practice.

The must know techniques for every beginner.

Corners 1st, Edges 2nd, Center 3rd.

This is the simplest of all the strategic rules of Go. Corners are the most efficient area to create territory as all the corners are surrounded by just two sides. Edges are more efficient than the center of the grid, where you need to surround on all four sides, but you need to surround three sides around them to make the edge. Professional players usually start by taking corners, then play around edges and then battle it out in the middle.

Connect Your Stones.

The Captured stones are much more difficult to capture than the Connected ones. If two stones have the same color and are orthogonally adjacent, then they are connected to create a string or group that can be treated as a single stone.Two stones with the same color that are orthogonally adjacent are connected in a string or group of stones that can be considered as a single stone. Keep an eye out for any opportunity to make your groups' connections—and just as importantly, opportunities to destroy your opponent's connections.

Avoid Isolated Stones.

There is only one stone in the centre, with four liberties, which is vulnerable. It's even more vulnerable if the stone is on the edge, and has only three liberties. One stone cornered is very fragile. Isolated stones are an easy target for your opponent. If practicable, position stones alongside existing groups so they are able to provide support.

Wait to Get Too Deep In Enemy Territory.

The early game has an open board with players establishing their positions. When you begin invasion too early (before your stones are strong enough to protect you), it is likely that your stones will be surrounded and captured. Don't invade until you are in good groups to do so, or until your opponent is leaving some gaps that you can strike.

Protect Your Liberties.

Every liberty matters. A group that is safe has many liberties, a group that is atari has only one liberty, and is about to be captured. If your opponent moves to decrease your liberties, move to increase your liberties by increasing liberties of your group or by connecting to larger group.

Construct sturdy, strong shapes.

Thickness (atsumi in Japanese) is a thick group that is well knit together with few weaknesses. Sculptures with thick forms are hard to attack and provide a starting point for an attack. Do not use shapes that are too thin and long, or are vulnerable to being cut or attacked. Good Shapes are compact, connected and have many liberties.

Explanations to common Go Terms (Essential for following tutorials).

Qi (Liberty). Unoccupied lane that is next to a stone or group. If any of the liberties of the stone are blocked then it is captured.

Tizi (Capture/提子). Taking opponent stones which have no liberties.

Dachi (Atari/打吃). A situation where there is only one liberty left for a stone/group of stones that is about to be captured.

Jie (Ko/劫). A rule that prohibits an infinite turn taking game in one position.

Mu (Point/目). The basic unit of scoring—one empty point of territory.

Di (Territory/地). The empty space that you have surrounded.

Shi (Influence/势). Not so much power and potential as the outward power and potential of a group, not so much secure territory.

Hou (Thickness/厚). Position that is difficult to attack, strong and well connected.

Duan (Cut/断). Isolate enemy stones, preventing them from being able to help each other.

Lianjie (Connection/连接). Connecting your stones together to have liberties and strength.

Sente/先手 vs. Gote/后手. One who has the initiative is "sente": the adversary has no choice but to respond to you. If you say you're 'gote' you are participating, and you've lost the initiative. Sente is one of the most fundamental of strategic concepts in Go.

10 common beginner's errors.

Error 1: Fixating on taking shots, NOT territory. Many people who are just starting out believe that they're playing Go to capture the most stones. It's not the goal is not to surround more territory. Capturing is not the goal but a way to achieve it.

Error 2: Not considering Your Stones' Liberties. People who are new to the game may not realize that they are in atari. Always ask: "Is there sufficient liberty for that group? Does my opponent want to decrease them?

Error 3: Fighting too early in the beginning. The initial phase (fuseki) is to set positions, not for a battle. If it's a battle early, it will lead to ineffective plays and weak teams.

Error 4: Running around and running around after opponent stones. One of the common beginner mistakes is to chase one group of opponents when there are other groups on the board. You will be expending moves in other areas which will not support your territory growth while your opponent's advances in another direction.

Error 5: Not utilizing Corners. Corners are the most productive area in which to establish territory. Newbies tend to play in the center first, which is far less efficient.

Error 6: Playing Stones Too Scattered. Placing isolated stones on the board without connections makes poor groups that are easily attacked. Maintain stones in a chain and supportive of each other.

Error 7: Thin Shapes. There are many cutting points in thin and/or over-extended shapes, and they are easy to attack. Construct solid, bulky objects, rather.

Error 8: Not Making Connections When They Are Needed. If it seems that your opponent is coming to split your groups, it is necessary to unite them in order to maintain strength.

Error 9: Never Sacrificing Stones. Sometimes losing a few stones is the best outcome—it saves your larger group or allows you to gain compensation elsewhere. Learn when to sacrifice.

Error 10: Giving up too soon. When beginning a weight loss program, people tend to give up on the program when they lose a few stones or when they fail to measure up on one of the points. However, Go is a long game - positions can quickly change. Play through the game and take the lessons from each game.

Beginner Bamboo Go Board Set | 361 Jade-Style Stones

Opening Strategies for a Game of Go - Beginner Friendly.

How and why are Claim Corners arranged first?

There are fewer stones needed to surround territory on a corner.The corners have the fewest stones needed to surround territory because two sides are already "protected" by the borders of the board. Corners are best place on the board as they are most efficient. In professional games, most often the corners are used first.

Common Star Point Openings.

The recommended openings for beginners are all the star point openings, which are 4-4 (the fourth line from each edge). The corner is taken by a star point move, and has many possibilities of development; you can grow the open side or the open centre. The star point's primary quality is balance; it doesn't swing either side or side.

Small-Model (Komoku) Openings.

Another typical opening is the small-model or komoku (3-4 point). A komoku stone is used to focus on the immediate acquisition of territory as opposed to a star point. This is a bit more conservative and offers a good roadmap to solid corner. Komoku is preferred for its reliability by many professionals.

  1. Play in a corner star position (4-4).
  2. Play on an adjoining corner star point.
  3. If opponent has not claimed all corners, claim them.
  4. Grow along the edge from corner locations.
  5. When corners are reasonably developed, contest the center; when edges are reasonably developed, contest the center.

Mistakes to Avoid, Opening.

Don‘t invade your opponent‘s territory too early. Avoid playing in the center prior to corners. Be sure to react if your opponent goes to your corner. And don't be playing too many stones on one local area and ignore the other areas.

The rules for improving their Go skills quickly.

Dare to do life and death problems everyday.

Life and death puzzles, also known as tsumego, are puzzles that require a decision whether a group can live (the 'eye') or be killed. These problems will enhance your reading chops: your ability to see series of plays in your head, the core of a Go skill. Begin at 10 problems per day on beginner level problems.

Read and understand some basic Joseki (Standard Sequences).

Joseki are regular combinations of moves in corner positions which are considered balanced for both players. Do not memorize them - try to understand why each move is being played. Use simple joseki such as star-point and komoku joseki.

Take a look at Your Own Games.

Reviewing (fu pan in Chinese) is a process of analysing a finished game and finding error and missed opportunities. Take a close look at your worst plays and what you should have done. Now, AI tools are available to provide instant feedback on your games.

Watch Strong Players.

Watching how strong players play different positions, will help you grasp the principles of strategy quickly. Pay attention to professional and/or high-level amateur games. Note their first selections and their reaction to threats, as well as whether and when they attack or defend.

Play Against some Stronger Opponents.

The best way to improve is to play against players that are just better than yourself. You‘ll be challenged without being overwhelmed. At the end of the game, ask your opponent what your biggest errors were.

Use AI Analysis Tools

Modern AI programs like KataGo provide detailed analysis of any position. While you shouldn‘t just copy AI moves (they‘re often incomprehensible to humans), using AI to identify your biggest mistakes is tremendously helpful.

How to Practice, for Beginners: A roadmap of 5 stages.

Stage 1: Learn the Rules (Week 1-2). Know the concept of liberties, captures, atari, ko and simple scores. Let's just try out a couple of games on a 9×9 board.

Stage 2: Practice Capturing (Week 2-4). Practise tactical skills: atari recognition, basic capturing skills and race capture. Play 9×9 games, the basic objective of which is to capture stones.

Stage 3: Learn Opening Principles (Week 4-6). Move to 13×13 boards. Understand the importance of corners, star points and komoku and know some simple sequences for opening.

Stage 4 is to learn Life & Death (Week 6-8). Begin to solve real-life problems that involve life and death every day. Understand and identify basic eye shapes and how to determine whether a group is alive or dead.

Stage 5: Complete Games (Week 8 & onwards). Play 19×19 boards and full set-up to counting. You no longer need to be a beginner, you've now started to be able to learn to improve at Go for a lifetime.

FAQ

How long does it take to learn Go?

The rules can be mastered in 15 minutes or so. It can take several weeks to get used to playing and having a basic understanding of the rules. It's a game that you can master over a lifetime, hence the game's timeless appeal.

Is there any way that adults can learn Go?

Absolutely. Adults may learn more quickly than children due to their ability to learn the strategic concepts faster. Children learn to intuit their feel more quickly but adults have an analytical feel which provides them with a good head start.

So, what is it harder to do: go or chess?

Go is typically thought of as being more complex. The numbers bear this out: Go's state space is 10¹⁷² while chess' is 10⁴⁶. But harder is relative to one's mind: chess requires thinking tactically and Go requires thinking strategically and intuitively.

What‘s the difference between Go and Chinese chess?

Chinese chess (Xiangqi) is a chess-like game, in which the pieces move on lines. In Go, there are similar pieces, no piece movement, and is played on intersections. Go is a game that is more strategic and less tactical.

Is it necessary to memorise joseki?

The principles of joseki are much more important than memorising sequences – NO. Building a base of some simple patterns and getting a sense of why the move is played.

What is it to be able to teach myself Go?

Yes, absolutely. Self-study is effective with online resources, AI analysis and all the tutorial videos. However, the teacher and playing partner helps them progress quicker.

What is the best amount of practicing per day?

The typical 30 minutes spent each day (10 minutes life and death problems, 20 minutes of playing) will give a steady improvement for the beginner. It's more important to be consistent than long.

Should I start on 9×9 or 19×19?

Start on 9×9. The smaller board will help you focus on some simple tactics without getting overwhelmed. When comfortable, change to 13×13, when comfortable to 19×19.

Why is it that Black has to play first?

The first player (black) makes a move. This is to give White an advantage and he gets the komi points at the end.

Does there have to be a time limit in Go?

In casual play, no. Yes, during competitions, the time is dependent on event but can be as little as 30 minutes per person or as much as several hours which could include extra overtime period (called byoyomi).

The message: It's not as hard as you think to go.

First, the rules and then techniques. Go rules can be explained in minutes, but take a lifetime to understand their applications. Avoid learning too much or all at once. First learn the fundamentals of the game – liberties, captures and scoring – then build up to strategic ideas.

To enhance, play and review. It can be useful to learn about reading games of Go, but, of course, nothing beats playing the game. All of the games will provide you with a lesson—particularly if you learn from your errors. Losing is a good learning experience as well.

Your learning roadmap. Do the following in order to achieve the most efficient improvement: opening principles → life and death problems → basic joseki → middle-game tactics and endgame technique. All the stages are sequential.

After all, it's been played for more than 2000 years, to the precise degree that it has seemingly infinite depth in the face of simple rules. The game you're about to learn is the one that's had a challenge and delight many over many cultures and centuries. You begin with one stone, on an empty board. Place it well.

Back to blog
RuffRuff Apps RuffRuff Apps by Tsun