How to Play Go: Complete Beginner Guide to Go Rules, Board Setup & Strategy
What Is Go? The rules of this ancient strategy board game are explained.
Go is one of the oldest games played on a board that is still in use today; it is called Weiqi in Chinese and Baduk in Korean. It dates back to ancient China, where it was first played around the 4000 B.C. and is now an international game of intellect. Some historical sources suggest that the game can be traced back to 2356 BCE, although most researchers believe it was created in the 2nd millennium BCE.
The game of Go has its origins in ancient China and has evolved over thousands of years.
The earliest written evidence for Go dates back to the Spring and Autumn period of ancient China (c. 770–476 BCE). The game during the Han dynasty (206 BCE–220 CE) was played on a 17×17 board. It was during the Northern and Southern dynasties (420–589 CE) that the board expanded to the now-standard 19×19 size. During this time the game was carried to the Korean peninsula and around 500 CE to Japan.
The Heian period (794–1185) was a time of great prosperity for Go in Japan. The modern professional Go system, however, was born during the Tokugawa Period (1603 - 1867). Four government sponsored Go schools were opened, making the career of Go a reality. Beginning in the 16th century, Japan has established an undeniable professional Go culture, breeding numerous legendary players.
Throughout much of the 19th and 20th centuries Japan controlled the world Go scene. South Korea emerged from the mid-'90s to the early '00s. Chinese Go, however, peaked in the early Qing period with a subsequent decline in the late Qing period and a modern revival. Nowadays Go is played all over the world, and in 1982 the International Go Federation was founded. The game made a significant leap in 2010 when it was accepted as an official sport at the Asian Games, and a further leap in 2023.
The program, AlphaGo, by DeepMind, defeated a human world champion in a formal match in 2016, which marked the start of a new era of the game. This was an incredible feat given the level of the game of Go, even for the most advanced AI systems at the time.
The Core Objective of Go.
The basic objective of Go is very simple: "Take more territory than the opponent". Two game players, one with black stones and the other with white stones, take turns placing stones in the intersections of the board. Both try to circle stones around empty spaces to be regarded as their land.
Players not only claim a territory, they also play an active game of attack-defense. You could try to surround opponent stones completely to capture them, or you could create solid formations that make it difficult for opponent stones to invade. The game is divided into three general stages: the initial (fuseki), the middle (chuban), and the final (yose).
The player who finishes the game with more territory. This territorial emphasis sets it aside from many other strategy games, as it is not about destroying the opponent's pieces, but is about creating a bigger 'empire' on the board.
The Rise of Go as a Popular Language.Why Go is becoming ubiquitous.
Go is much more than a game on the board. It's now a game that is well recognized as an effective cognitive development tool.
The essence of Go is logical thinking and strategic reasoning. Evaluating various future scenarios, considering risks and rewards, and adjusting to an opponent's changing plans are required for every move. Go has no optimal strategy, as there is close to an infinite number of variations, in fact, more board positions than there are atoms in the observable universe, which means being able to think in a flexible and creative way.
Concentration and focus are important skills that go is cultivating. One game may take anywhere from 20 minutes to several hours, so it is a continuous affair. The power to concentrate in this way is carried over into the classroom, the office and everyday life.
Another characteristic of Go training is "decision-making under uncertainty. Players have to make decisions based on incomplete information, continuously reevaluating their situation as the game progresses. This develops judgment and resilience – the ability to learn from errors and adjust to new situations.
The game is suitable for all ages. The basic concepts can be introduced to children aged 4 years and older. Go provides mental fitness for adults and a lifelong learning experience. The game's cognitive challenges are beneficial to seniors as they keep them mentally agile. Go is an incredibly inclusive game – the handicap system enables different skill levels to enjoy competitive games.

Your First Steps: The Go Board and Stones.
You must become familiar with the equipment before playing your first game. Go's game consists of a board with a grid and round stones, but each has a definite purpose.
Go Board Sizes.
The standard sizes of go boards are three.
Official competitions and serious play is done on the 19×19 board. Composed of 19 horizontal lines, and 19 vertical lines, it has 361 intersections. It is the most strategic of the board sizes (and what most players end up playing) and is a full size.
The 13x13 board is used as a stepping-stone. Games are shorter and easier to manage than a full game of checkers, but still have the basic strategy of the full game.
The 9×9 board is perfect for beginner and children. The length of a game on a 9×9 board is between 10 and 20 minutes, so that novices can play full games easily and learn how their moves affect the outcome of the game. The 9×9 board is a favorite of many Go teachers to begin with, and is a good size to start with before learning on a larger board.
Basic Board Structure.
The board is made up of horizontal and vertical lines intersecting at 361 points at which stones are placed. It is not at the squares, but at these intersections that play occurs.
There are nine intersections with star points (hoshi in Japanese). These are used for orientation purposes graphically. The point in the center is particularly important and known as Tengen (which translates to “center of heaven”). The four corner star points are symmetrically placed and are often natural openings.
Conceptually the board is broken down into three areas, the corners (where two edges meet), the sides (along the edges), and the center (the open area in the middle of the board). Corners are the best places to make ground, sides are the second and the center is the least – a fact stated by the old Go proverb “Gold in the corners, silver on the sides, grass in the center”.
Go Stones.
Players are dealt a set of the flat and round stones, one player stones are black (181 stones) and the other player stones are white (180 stones). This is a minor issue due to the fact that black goes first and in some games, perhaps, might be able to put the last stone on, but in most modern games, the game ends before all stones are put in place.
In all formal Go games, black player moves first. This is a huge plus, as the first player will be able to take up the most valuable spots on the board. Fortunately, black gets additional points at the end of the game to compensate, which is known as komi (scoring will be discussed later).

Go Basic Rules: Essential Rules Every Beginner Must Know.
How to Place Stones.
The most basic principle of Go: 1 stone at 1 empty intersection per move. Players alternate, black always moves first. A stone can not be moved after it is placed. Stay on until someone catches it and takes it off the board.
One can place a stone on any empty intersection – except for two conditions: the case of no liberties, known as the "suicide" case and the case of immediate recapture in a ko case (defined below).
Understanding “Liberties” (Qi).
Each stone or cluster of adjacent stones has “liberties,” which are intersections adjacent to it (by the grid lines) that are empty. An uncovered stone has four liberties (up, down, left and right). At the edge it has three and at a corner it has only two.
Liberties are the key to a stone's survival. When opponent stones move into adjacent intersections they make it harder for your stones to have liberties. A stone that does not have any liberties is captured and taken off the board.
Let's take this example: A black stone is in the middle and four white stones are on the adjacent intersections on all sides. There are no liberties on the black stone - it is captured and removed. All Go tactics are based on the concept of “surrounding to capture”.
Tsumi / Te is Capturing Stones.
A stone (or set of stones) is captured as soon as it cannot move any more: this is called tsumi (Japanese) or ti (Chinese). The player who captures the stone(s) takes the captured stone(s) off the board and sets them aside as prisoners.
Single stone capture: Capture a stone which has no liberties. If a white stone is in liberty one (is “in atari”), then a black stone can be placed on it and the white stone is captured.
Multiple Stone Capture: Multiple stones connected to each other have liberties. If you want to get a full group shot, you need to get all liberties around the group! The group is then picked up as one.
It is important to be able to capture stones, but don't place too much emphasis on capture if you are a beginner. Keep in mind, capture should be a strategy to a goal - capture of territory.
Prohibited Moves.
Suicide is illegal. No stone is allowed to be placed on an intersection where there are no liberties unless the stone is captured at the same time. If a move captures enemy stones then the captured stones are removed and your stone may then have liberties.
No infinite loops with the Ko rule. Suppose that Black takes a piece of White's stone and White is able to move back to recapture the Black stone just taken, putting the board back in the original position. Having been formed to avoid this endless repetition, the rules forbid re-capture of any set immediately after it has been made. If a player has been called out in a ko, they must play somewhere else first (make a threat in a ko) before they can play back in the ko. In response to the threat, if the opponent retakes the ko, it can be retaken again; otherwise, it will be a true gain.
One of the most beautiful rules of Go is the "ko" rule. It is a "negotiation" rather than an infinite loop - players must consider the value of the ko and the value of responding elsewhere.

Determine Who is the Winner for Go Scoring Rules.
When Does a Game End?
The game of Go is played until both players pass in turn (the second player after the first player has passed). This indicates a consensus that all lands have been taken and there are no more lands to be captured.
Once both players have passed, the game is in the scoring phase. Dead stones (stones which cannot survive if play continued) removed from board. The remaining stones and the lands of the stones are then counted.
How Scoring Works.
There are two methods to count, the Chinese way and the Japanese way.
The Chinese approach (mainland China) is based on the principle of ‘stones and territory count’ (zi kong jie di). All the stones on the board plus all the empty intersections you surround are counted. This is known as Counting Method (shuzifa). In present Chinese rules, white cannot win if he can't get over 176.75 points (including komi), black cannot win if he can't get over 184.25 points. In practice, this is simplified to: black wins at 185 points or higher; and white wins at 177 points or higher.
The Japanese method (Japan and Korea) only counts empty territory and opponent stones captured. If there are any stones left on the board, they are not scored. This is known as territory counting method (mokuzofa).
Although the details vary, the two systems will practically always give the same player the victory in any individual game.
What is Komi (Compensation Points)?
The disadvantage is black move first and black has a great advantage, on average, without any compensation; black will win more matches than white. Compensation points known as komi are given to white to compensate for this.
The komi value will differ depending on the region:
- China: 7.5 points (3¾ zi)
- Japan and Korea: 6.5 points
- Taiwan (Ing Rules): 8 points
The actual values have been derived through decades of statistical analysis. In 1949, Japan adopted 4.5 points, increased to 5.5 points in 1955, and reached 6.5 points in 2002. China changed to 2½ zi, then 2¾ zi and lastly to 3¾ zi (7.5 points).
Although these changes have been made, white's winning percentage at “under 7.5-point komi” (UPD) is still around 60%. The win rates are more even under 6.5-point komi. There's still some discussion in the Go community about further changes.

The first game: How to play it.
First Strategy: Avoid attacking; learn to build.
The biggest mistake of the novice player is starting too quickly and playing too aggressively. Try not to run after stones being thrown by the opposition. Rather, concentrate on creating spots that will be useful property.
The opening (fuseki), is very structured, corners first, then sides, and finally the center. This is referred to as “gold in the corners, silver on the sides, grass in the center”. Why? A stone in a corner requires only 2 stones around it, on the side it requires 3 stones and in the center 4 stones. Corners are just the best place to put a building.
In Your First Game, basic Move Order.
Step 1: Fill in the corners. The initial play should be to take the empty corners (usually near the star points). This establishes a presence in the most valuable areas.
Step 2: Stretch out on the sides. After claiming corners, go outwards from the corners to join corners. Consider this to be constructing walls between the corner “fortresses.”
Step 3: Compete for centre. The open center should be avoided until late in the stages. By then the territories around the corners and sides are mostly populated and the center is the only area that is fighting.
Best Things for Beginning Students.
Don’t chase captures. This is a common mistake that new players make; they will focus on taking opponent stones. This is a trap, but getting caught is good, it's not the end goal. Games are won by Territory.
Avoiding attacking all moves. If you don't have a reason to be aggressive you don't have to be. Every stone should be a part of your overall territorial plan. When attacking is not an end in itself, but can be used to develop one's position and/or to limit an opponent's options, it is useful.
Defend own groups. Before attacking, make sure that your stones are safe. Weak groups are the targets. If your opponent is able to take advantage of a single weak group, they can win the game.

5 Must-Know Techniques for All Newcomers.
Technique 1: Connect Your Stones.
Making connections: Make sure that your stones are connected and that they have liberties and cannot be easily separated from each other. Stones that are connected to other stones are more secure; they have more liberties and are more difficult to capture.
A 断点 (dan ten) is a crossing point which your opponent might play a stone to divide your stones. In every time of encountering a 断点, think about defending it with connecting.
The rule is: A group is connected, it is a safe group. If you have any questions, plug in.
Technique 2: Cut Your Opponent's Stones.
Offensive counterpart to connection is "cutting". A 断点 is played between opponent's stones, and creates weaker groups.
Cutting creates opportunities. Grouped together, each group has fewer freedoms than if they were alone, and are at risk of being captured. This is the message of the proverb "Go grows from cuts".
Technique 3: Identify Eyes and Living Groups.
An 眼 (eye) is an empty intersection which is completely surrounded with your stones. An eye is a “liberty” that is not available for your opponent to play – if they played there, they would have no liberties after playing.
There is a fundamental principle of 2 eyes: If a group has 2 eyes, then it cannot be captured. The opponent may not fill both the eyes at the same time, if he fills one eye, the other eye will remain empty and the group will have at least one empty eye forever. Many books are dedicated to the concept of creating or destroying eyes, as it is so crucial to the problem.The idea of creating or destroying eyes is so important that entire books are devoted to it and it is the basis of many life and death problems (tsumego).
Technique 4: Knowing how to choose the thickness and territory.
Points that are secured, counted points—the “cash in the bank”, is called territory. This is the area that you have already encircled and that you opponent cannot invade.
Thickness (aoste) is influence – potential future territory. A thick position – Strong, well-connected stones facing outwards – spread influence all over the board. Thickness doesn't yet lead to points, but it does make it harder for your opponent to move around and makes them feel the pressure.
Consider territory as cash, and thickness as investments. There's plenty of cash but not too much. Investments involve risk, but also have potential of higher returns in the future. The best players will be able to maintain a balance between the two.
Technique 5: Practice Life-and-Death Problems.
Life-and-death problems (tsumego) are puzzles which ask the question: Can this group live (make two eyes) or can it be killed? These problems are a very effective method of improving.
Take easy problems (groups with one move to live/die). As you work through, solve increasingly difficult problems that have multiple answer(s). 10-15 minutes of tsumego a day will help you develop your sense of shape, eyes, and capturing in no time.

Common Mistakes in Beginning English and how to correct them.
Mistake 1: Only move to take stones.
The issue: Beginners play Go as a capture game, rather than as a game of territory building.
The answer: Don't forget: Go is NOT a capture game. Captures are used to accomplish the greater objective of gaining lands. In attacking, ask yourself: Does this capture help me to gain more territory? If it isn't clear, then try building instead.
Mistake 2: Playing Randomly in the Center.
The issue: first-time players tend to start their game in the middle as this seems significant.
The answer: Take corners first! It's the least efficient place to start at the center. A stone in the corner adds value to your territory, a stone in the center adds value to the other territory. Follow the ‘Gold/Silver/Grass' rule.
Mistake 3: Not keeping track of One's Safety of Own Stones.
The issue: Players are too preoccupied with offense, allowing their own teams to be vulnerable, weak and unorganized.
The answer: Take a look at your own position before going on the attack. With each step ask: “Are there any groups that are weak?” Have you seen a move that is not a friendly move on your opponent? This is a sound principle to hold to: The best defense is a good defense, as put in a proverb.
Mistake 4: Not Evaluating the Generality.
The difficulty: Newcomers play move by move without being aware of the situation in the whole game.
The answer is Develop全局意识 (quanju yishi - global awareness). When moving, retreat and evaluate: Is it an increase or loss of territory? Who's stronger, who's stronger? What are the largest opportunities that still exist? This practice will make you become a reactive player to a strategic one.

Go Learning Roadmap: How to Improve Quickly.
Phase 1: Learn the Rules (1 Day to 1 Week).
Students will be learning board structure, how to place stones, liberties and capture, and basic scoring. Play 9×9 games and go on the journey of the entire game cycle from opening to scoring. Play a minimum of 10 games in this stage.
Key milestone: Being able to play a full game of the game and correctly tell the winner.
Phase 2: Basic Techniques Mastered (1 Month).
What to learn: Life and death (2 eyes), opening principles (corners first), joseki (corner sequences) . Once comfortable with the 9×9 board, move to a 13×13 board.
Key milestone: You can always out-think a complete beginner and know why you beat or lost.
Phase 3: Strength Improvement (3+ Months).
What to learn: Advanced life-and-death problems, endgame calculation (yose), game review (kifu) - analyse your own games and find out why you made mistakes.
Key milestone: Can play competitive games on 19x19 and mark own errors in the game.
Recommended Daily Practice.
- 10–15 minutes: Life-and-death problems.
- 1 game: Play a game on a board that is suitable for their skill level.
- 5-10 minutes: Reflect on your game and one bad move and one good move.
When & How to Start: Children and Go.
Best Age to Start.
The age of 4 is the age at which children can start to learn Go. Learning is not formal at this age, but through games and stories.
Children by this time are able to think abstractly, to grasp notions of “liberties” and can identify simple shapes on the board as they get the abstract idea by ages 4-5.
Most children are able to engage in systematic learning, in longer games, more complex strategies and formal learning at ages 6-7. This is the time when the game's requirements for calculation and judgment are appropriate.
Benefits for Children.
Go is a development of concentration—children will learn to concentrate for longer periods.
Develops logical thinking – each action has a repercussion that needs to be computed.
It teaches Problem Solving – generating creative solutions in stressful situations.
Develops resilience – learning to lose well and grow from mistakes.
Studies indicate that children who begin Go at 4-5 years will make significant gains in calculation, memory, and logical thinking in 2-3 years.
Selecting a learning method.
Face-to-face classes offer a more formal method of teaching and learning and a chance to interact with others in a classroom setting. Check for programs that have educated teachers and a well-defined curriculum.
Online education is convenient and provides quality teaching, irrespective of location.
Learning is reinforced through family practice (playing with parent(s) or siblings) in a low stressful setting.
Begin with 9x9 boards and follow the lead of young children, who do not have long attention spans: Keep sessions short and fun. The aim is to enjoy, not to make quick progress.

What you need to get started – selecting your Go Equipment.
Essential Items.
A basic Go set includes:
- A board with a playing grid
- 181 black stones and 180 white stones
- Bowls (or containers) to hold the stones
Selecting the appropriate Board Size.
9x9 boards are good for beginners and kids – easy to learn the concepts and quick games. A lot of starter sets come with a board that has 9×9 on one side, and 13×13 on the other side, so you can put the board back to the original way on the board.
Learning can be done with 13×13 boards, which are smaller in size.Learning can be done with 13×13 boards which are smaller in size.
Once you have mastered the fundamentals you can play 19×19 board games.
Types of Boards.
Wooden boards are beautiful and durable, but are heavier and more costly than plastic boards.
Folding boards can be carried and used in different places when traveling, or in storage.
Bags of magnetic sets hold stones in place on the way.
A 9 x 9/13 x 13 folding board that folds back and forth with plastic or melamine stones is the best option for beginners. Later they can proceed to upgrade to a 19×19 wooden board if they continue to play.

FAQ
There are how many Go stones?
There are 181 black stones and 180 white stones in a standard set. The total number of stones is 361 which corresponds with the intersections of a 19×19 board, but games do not always use all stones.
Should the black or white be first?
Black moves first in all formal Go games.
Why is the Go board 19×19?
The 19x19 board was developed in the Northern and Southern Dynasties period (420–589 CE) with the previous board size being 17x17. This size is optimum for strategic playability. The 361 intersections offer lots of variation, much more than chess, but are not too complicated for human players. Smaller boards (9×9 or 13×13) are used to teach or play fast games.
Is Go more difficult than chess?
Go and chess are not easy to play. Chess is more tactical than other games which have more piece types, more movement rules and immediate threats. Go is more complex of a strategy—a larger board, greater branching factor and abstract game objective (territory). Some people think Go is more of a strategy game than the one with the tactics approach because there are no “optimal” moves, and a global evaluation of balance is needed, not local tactics. Both games are in one's lifetime endeavours.
How long it takes to learn Go?
The rules of the basic game can be mastered in an hour. It is possible to play a full game on the first day. At a basic competency (able to play casual beginners regularly) it takes 1-3 months of continual playing. Just as with any difficult skill, knowing how to program in Go is a life-long process.
Is there any need to learn Chinese in order to learn Go?
Not at all. Go is played throughout the world and is language independent, although the term is Japanese, Chinese, and Korean. All the major resources of Go are in English. English is spoken by players all over the world and the International Go Federation (IGF) and many online communities help them do so.
What is the difference between Go, Weiqi and Baduk?
These are the same game with various names in different parts of the world:
- Go or Nō — the Japanese name, used world wide.
- Weiqi (围棋) — the Chinese name.
- Baduk (바둑) — the Korean name
Conclusion.
Go is a game as old as humanity, as deep as its history.Go is a game as old as humanity, as deep as its history, as captivating as millions of people around the world are to it. It's easy to learn in an afternoons time, and can provide years of discovery in its strategic depth.
What you have learned: The board has 361 intersections, stones are put on the intersections, not the squares. The Life of a stone is determined by liberties, if it has no liberties, it is taken. The aim is not to take territory but capture. Black makes the first move, but gives komi to white. The most efficient place to build is at corners, the least is at center.
The first moves: Begin with a 9×9 board. Strategies of cornering and creating safe groups. Avoid chasing captures – rather make area. Try to recap your game and what went well and what didn't.
Patience, strategic thinking and willingness to learn from mistakes is rewarded by Go. All games have a learning curve. When the board is waiting—put the first stone in and start your journey!