Go

Ancient East Asian board game — surround more territory than your opponent on a 19×19 grid of intersections.

📐goban~90 min🌤indoor

What is Go?

Go (called Weiqi in Chinese, Baduk in Korean, and I-go in Japanese) is a two-player abstract strategy game invented in China over 2,500 years ago and now played by an estimated 40 million people worldwide. Players alternately place black and white stones on the intersections of a 19×19 grid, aiming to surround more territory than the opponent. Despite rules that fit on a postcard, Go has more possible legal positions than atoms in the observable universe; it took DeepMind's AlphaGo — a milestone in artificial intelligence — until 2016 to defeat a top human, Lee Sedol. Go is recognised as a mind sport by the IOC and the International Mind Sports Association.

Quick facts

Category

Mind Sports

Type

Individual

Players

2–2

Duration

~90 min

Where played

indoor

Field / court

goban

Country of origin

🇨🇳 China

Estimated origin

c. 6th-4th century BCE (China); documented in the Zuozhuan (c. 548 BCE)

Olympic

No

Popularity

global

How it works

Objective

Control more territory (empty intersections surrounded by your stones) than your opponent, adding captured stones to your score.

Match structure

Black plays first; players alternate placing one stone at a time on empty intersections. Stones do not move once placed. A group of stones with no liberties (empty adjacent intersections) is captured and removed. When both players pass consecutively, the game ends. Territory is counted (dead stones removed) and komi (compensation for playing second) added to White's score. Highest score wins.

Rules

Basic rules

  • Placing stones

    Black moves first. Each turn place one stone on an empty intersection. Once placed, stones don't move (except when captured).

  • Liberties and capture

    Each stone or connected group has 'liberties' — empty adjacent intersections. When a group has zero liberties, it is captured and removed from the board.

  • Suicide rule

    You may not play a stone that leaves your own group with zero liberties (unless the move captures enemy stones and creates a liberty).

  • Ko rule

    You cannot immediately recapture a single stone that would recreate the previous board position — this prevents endless loops.

  • End of game

    The game ends when both players pass consecutively. Dead stones (those that cannot survive) are removed; remaining stones and their surrounded empty intersections are counted.

  • Scoring (territory vs area)

    Japanese/Korean rules: count empty territory + captured stones. Chinese rules: count territory + your stones on the board. Both usually yield similar results.

  • Komi

    White receives a compensation score for playing second — typically 6.5 (Japanese) or 7.5 (Chinese) points.

Advanced rules

  • Superko rule

    Some rulesets extend the ko rule to prevent any board position from repeating — used to prevent complex triple-ko situations.

  • Handicap games

    Weaker players place 2-9 stones on the hoshi points before White moves, evening out play across ranks.

  • Bent four in the corner

    A famous life-and-death shape officially declared dead by the Japanese Go Association without needing to be played out.

  • Seki (mutual life)

    Two adjacent groups that can't capture each other — neither counts as territory or captures.

Scoring

Points = territory (empty intersections surrounded) + captured stones (Japanese) or stones on board (Chinese) + komi (White).

ActionPoints
Empty intersection surrounded1
Captured stone (Japanese rules)1
Komi (White)6.5 or 7.5

Win condition · Highest final score after both players pass and dead stones are removed. Resignation is also common at pro level once the losing player concedes.

Playing area

Called

goban

Dimensions

19×19 grid producing 361 intersections. Smaller 9×9 and 13×13 boards used for teaching and casual play.

Wooden board (kaya wood traditionally), marked with 19 horizontal and 19 vertical lines. Nine handicap points (hoshi) marked with dots.

Equipment

  • Goban (board)

    19×19 wooden board with 361 intersections.

  • Stones (goishi)

    181 black + 180 white lens-shaped stones, traditionally slate and clamshell.

  • Bowls (go ke)

    Wooden bowls that hold each player's stones.

  • Clock

    For timed games — from 10 minutes blitz to multi-hour classical.

Officiating

Most casual games are self-officiated. Professional and top amateur tournaments have referees to resolve rules disputes and enforce time controls.

  • Referee (major tournaments)
  • Recorder (professional matches)

Strategies

  • Fuseki (opening)

    Establish influence in the corners and sides — 4-4, 3-4, and 3-3 openings each have deep theory.

  • Joseki (corner sequences)

    Learn common corner sequences — the standard 'book moves' from centuries of play.

  • Middlegame fighting

    Attack weak groups; use forcing moves (sente) before defending own weaknesses.

  • Endgame (yose)

    Count value of each remaining move; play highest-value moves first — precise counting decides most close games.

  • Life and death (tsumego)

    Reading skill is trained by solving daily life-and-death problems — the single most important improvement drill.

Terminology

Liberty
Empty intersection adjacent to a stone or group — required for a group to stay on the board.
Atari
A group with exactly one liberty left — one move from capture.
Sente / gote
The initiative — moves that force reply (sente) vs. those that end your turn passive (gote).
Joseki
A recognised corner sequence — the 'book' openings of Go.
Fuseki
The opening phase — establishing framework across the whole board.
Yose
The endgame — precise territorial reduction.
Tsumego
Life-and-death problems — corner or edge puzzles trained daily.
Ko
A repeating single-stone capture — governed by the ko rule.
Komi
Compensation score for White (6.5 or 7.5) for playing second.
Seki
Mutual life — two adjacent groups that neither can capture.
Hane
A diagonal move that wraps around an enemy stone — a fundamental shape.
Dan / kyu
Amateur ranks (30 kyu → 1 kyu → 1 dan → 7 dan) and pro ranks (1 dan → 9 dan).

Major competitions

  • Ing Cup

    quadrennial · worldwide · since 1988

    First truly international pro tournament.

  • LG Cup

    annual · worldwide · since 1996

  • Samsung Cup

    annual · worldwide · since 1996

  • World Amateur Go Championship

    annual · worldwide · since 1979

  • Japanese Seven Major Titles (Kisei, Meijin, Honinbo, etc.)

    annual · Japan

  • World Mind Sports Games

    quadrennial · worldwide · since 2008

Where it is played

Governing bodies

  • International Go FederationIGF

    Founded 1982 · Tokyo, Japan

    Official site ↗
  • Nihon Ki-in

    Founded 1924 · Tokyo, Japan

    Official site ↗
  • Chinese Weiqi Association

    Founded 1962 · Beijing, China

  • Korea Baduk Association

    Founded 1954 · Seoul, South Korea

    Official site ↗

Famous names & records

Famous athletes

  • Go Seigen (Wu Qingyuan)
  • Cho Chikun
  • Lee Chang-ho
  • Lee Sedol
  • Ke Jie
  • Iyama Yuta
  • Shin Jinseo
  • Nie Weiping
  • Fujisawa Shuko

Records

  • Youngest world Go champion

    Shin Jinseo (KOR)16 y 10 m — Chunlan Cup 2016 (2016)

  • Most Nihon Ki-in Kisei titles

    Cho Chikun8 consecutive (1994)

  • AlphaGo defeats Lee Sedol

    AlphaGo (DeepMind)4-1 in a 5-game match (2016)

Learn this sport

beginner

  1. 1

    Rules (5 minutes)

    Place stones; capture by removing liberties; ko rule; count territory. That's it.

  2. 2

    First game on 9×9

    Play a full game on the smaller board to get comfortable with capture and territory.

  3. 3

    Basic shapes

    Empty triangle (bad), bamboo joint (good), tiger's mouth (good), one-space jump (efficient).

  4. 4

    First tsumego

    Solve 10-20 simple life-and-death problems per day — this is how everyone improves.

intermediate

  1. 1

    13×13 games

    Bridge the gap to full 19×19 — introduces multi-corner strategy.

  2. 2

    Basic joseki

    Learn 3-4 corner sequences per opening (4-4, 3-4) — do not memorise, understand.

  3. 3

    Endgame counting

    Compare move values to prioritise correctly in yose.

  4. 4

    Reviewing games

    Analyse your losses with a stronger player or AI — the single fastest improvement source.

advanced

  1. 1

    Whole-board direction

    Think about which side of the board each stone favours.

  2. 2

    Fighting spirit

    Learn when to attack, when to sacrifice, when to defend.

  3. 3

    Studying pro games

    Replay master games move by move; guess the next move to sharpen intuition.

  4. 4

    Using AI review

    KataGo, Leela Zero and Go pro analysis engines give per-move evaluations.

Frequently asked

Is Go harder than chess?+

By some measures, yes: Go has ~10^170 legal positions vs. chess's ~10^47, and computers only surpassed top humans in 2016 (DeepMind's AlphaGo) — 19 years after Deep Blue beat Kasparov at chess.

How long does it take to learn Go?+

You can learn the rules in five minutes and be playing on 9×9 by evening one. Reaching a strong amateur level (say 5 kyu) usually takes 1-3 years of regular play.

What's the difference between Chinese and Japanese rules?+

Chinese rules count area (territory + your own stones); Japanese rules count territory + captured stones. Both usually give the same winner but score differently. Japanese komi is 6.5, Chinese 7.5.

Where can I play Go online?+

Online Go Server (OGS), KGS, Fox Weiqi (China), Tygem (Korea), Pandanet-IGS (Japan) are the main servers. AI opponents like KataGo, Leela Zero and Sabaki are open-source.

Sources & provenance

Last verified 2026-08-24.community