Les variantes du GO

On ne joue pas au Go à l'aveugle tel que décrit dans le manga ; tout au plus peut-on imaginer un début de partie sur un goban 13*13. Par contre, il existe de très nombreuses variantes plus ou moins exotiques (et plus ou moins jouables) du jeu de Go.

Le rengo est couramment pratiqué, en équipes de deux ou trois joueurs. Noir 1 joue, Blanc 1, Noir 2 et enfin Blanc 2. Il est naturellement interdit de communiquer pendant la partie. Le plus souvent les équipes sont constituées de joueurs de niveaux très différents. Variante, le pairgo, les équipes sont constituées d'un homme et d'une femme. Un championnat du monde amateur de pairgo existe depuis quelques années ainsi que la coupe Ricoh (réservée aux pros) qui réunit le gratin du Go.

Le Go fantôme nécessite trois goban et un arbitre. Chaque joueur ne voit que ses pierres, seul l'arbitre voit sur son goban la totalité du jeu; l'arbitre annonce si un coup est possible ou non, il annonce aussi les prises et les atari (menace de prise).
Le Go unicolor ressemble un peu au Go fantôme. Les deux joueurs ont des pierres de même couleur et
l'arbitre annonce si un coup est possible ou non, il annonce aussi les prises et les atari (menace de prise).

Le Go marseillais. On joue deux pierres à chaque coup. Il faut alors trois yeux pour vivre. La théorie du jeu n'est plus respectée.

 

Pourquoi faire simple quand on peut faire compliqué ? On peut imaginer toutes sortes de goban, circulaire, sphérique, toroïdal ...
Ci-contre, un goban circulaire. Noter l'absence des coins.

Sur cette page, vous pouvez jouer sur un cube.

Le Tactic Go. Un des joueurs dispose autant de pierres noires qu'il le souhaite sur un goban 13*13. Son adversaire choisit alors de prendre les blancs pour vivre (un territoire de deux points suffit) ou les noirs pour empêcher blanc de vivre.

Exemple :
Que choisir ? Blanc pour vivre ? Noir pour s'y opposer ? Et si il y a une pierre noire en plus en A ?

 

On peut aussi jouer en plein air ...
Congrès Européen, Berlin 2000

 

NB : Ce qui suit a été trouvé sur Internet, malheureusement la page n'existe plus
Juin 2002 : la page est revenue

Go Variants
Here are some variants of our noble game, in case you want to do something else. This is only for games that are real variants, for the variants in the rules of go itself see Fred Hansen's Compendium of Rules for Wei-Qi (Go,Baduk). I have added Tibetan go, though, because it differs so much from the normal (Chinese, Japanese or western) rules.

Contents:

Rengo
Zengo (source: Bob Sloane)
Zengo (II)
Tibetan go (source: Evan Behre)
Capturing game (also called atari-go)
Living Go, including the corner game
Tactic Go
One-colour go
Yose-go
Jokergo
Four-colour go
Phantom go
Go electrique
Atom go
Toroidal go
Other boardshapes
Round go
No-Go
Dagger handicaps (source: John Tromp)
Pink Stone Go (source: Nick Wedd)
Komi bidding
Connecting go (source: Stijn van Dongen)
Simultaneous play (source: Scott Dossey)
Twin move go
Sesquigo (source: Nick Wedd)
Bidding go
Simultaneous capture (thought out by John Tromp, elsewhere I have an analysis by Bill Taylor)

If you have anything you think would be nice to add to this page, or if you have corrections or other remarks, you can contact the page maintainer

Rengo
Instead of 2 players there are 2 teams of 2 or more players. Within each tema players must alternate making moves. Undoubtedly the most common variant on this page. Tournaments are sometimes held in this fashion, and in pairgo, which is nothing more or less than rengo with 2-person teams and the extra restriction that the two members must be of opposite gender, there are even official world championships. See for more information the page of the Japanese Pairgo Association.

Zengo
Zen go is interesting if you have several players available. For example, if a dan level player is giving a lesson to several kyu level players, and wants to analyze a game, have the group of kyu level players play a quick game of Zen go. It works like this :
Two players are selected at random. Player 1 plays three moves as black and player 2 playes three moves as white with the players alternating as in standard go. Then player 2 takes over black for three moves, and a new player comes in to take white. Keep doing this until everyone has had a chance to play, and then analyze the game.
Bob Sloane

Zengo (II)
Another variant going by the name of 'Zengo' is simply rengo with an odd number of players, 3 being most normal. This way each player will alternate playing black and white moves. Being able to punish your own overplays and answer your own kikashi gives this game a rather strange feel.

Tibetan go
1. play is on a 17x17 board instead of a 19x19 board. note: you can make a 17x17 or any odd sized board by drawing with felt pens (e.g. sharpie markers) onto cardboard.
2. before the game starts, black and white place stones on the board in fixed positions: black places stones on the 3-3 point of 2 diagonally opposite corners, and white places stones on the
3-3 point of the other 2 diagonally opposite corners. black and white also have starting stones, or "bo" alternating color, in 3-space jumps all around the board on the 3rd line. e.g black stones on c3, c11, g15, l3, p7, and p15. white stones on c7, c15, g3, l15, p3, and p11.

17 . . . . . . . . . . . . . . . . .

16 . . . . . . . . . . . . . . . . .

15 . . O . . . # . . . O . . . # . .

14 . . . . . . . . . . . . . . . . .

13 . . . . . . . . . . . . . . . . .

12 . . . . . . . . . . . . . . . . .

11 . . # . . . . . . . . . . . O . .

10 . . . . . . . . . . . . . . . . .

9 . . . . . . . . + . . . . . . . .

8 . . . . . . . . . . . . . . . . .

7 . . O . . . . . . . . . . . # . .

6 . . . . . . . . . . . . . . . . .

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3 . . # . . . O . . . # . . . O . .

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a b c d e f g h j k l m n o p q r

3. white always plays first and wins ties.
4. play begins near the corner, and you must play within one space of a previous play, or bo. this includes the adjacent intersection, a 1-space jump, a diagonal move, or a small knight's move, but not a 2 space jump or a large knight's move or any play greater than one space away from a previous play or bo.

examples of allowed moves:
adjacent int. 1-space jump

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diagonal move small knight's move

5. you may not play on a point from which a stone of yours has just been removed. All these situations (like for example snap-backs) are regarded as ko-situations.
6. handicaps, if any, are given in points, not extra stones.
7. the center intersection (j9 in the first diagram) is worth 5 points. whoever controls it at the end of the game gets the bonus.
8. if you lose both of your corners (1-1 point closest to your corner bo), and your opponent keeps both of his/hers, then there is a 20 point penalty!
9. other than these exceptions, you play it like go: try to surround more territory, or capture groups of opponents stones. winner has most points.

please send corrections to rules to evanb@clark.net
Addendum: Counting is Chinese. I don't know whether or not there is a 2-point penalty for each group.

Capturing game
This game is also called 'atari-go'. Apart from being a fun variation, it is often regarded as an easier 'starting game' to get new players started without having to explain territory immediately. The winner is the first player who captures a stone from his opponent. The game is like go, but with some remarkable differences. For example, two connected internal liberties count as two eyes instead of one. If used for educational purposes, one could then go to the first to capture n stones is the winner.
Reaction by Mindy McAdams:

There's a really cool handicap position for the capturing game (9x9):

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. . . x o x . . .

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If the teacher, presumably a stronger player, plays the first white stone in the position of the "o" above, it takes an adult beginner about four games to master the ladder ! Afterward, you can keep the same handicap position but make white's opening move one higher, i.e.:

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Living go
Black starts with a large number of stones already on the board in a standard configuration. The most common variant is giving black all four borders (except perhaps the corners), but 2 other possibilities areshown below. White starts, and must try to make a living group. White wins if he does so, that is, if at least one white stone is alive at the end of the game, black wins otherwise.

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A variant on the first diagram, in which white already has stones on the 3-3 points, and black plays first in each quadrant, is also known as the 'corner game'

Tactic go
There are two players, A and B. Player A puts a number of black stones on the board, the number and positions to be chosen freely. Then player B choses whether (s)he wants to play white or black. Next from this position a game of living go (see above) is played, that is, white starts and tries to make a living group. During the European Go Congress of Marseille, 1997, a European Championship was held.

One-colour go
Both players use the same colour of stones, and one just has to remember which stones are whose. Not really something to play on a light evening with some beer, but a good way to train one's concentration.

Yose-go
The game is started not with an empty board, but with a situation from an existing game, for example some little known recent professional game. The players get some time to study the board, then play out the game, and count. Then the colours are witched, and the position is played out once again. Winner is the person who has the largest number of total points (that is, the one who won twice, or if both players won once, won with the largest difference. During the European Go Congress 1997 in Marseille a European Championship was held (results (about half-way on the page)). Personally I think that the tournament would be nicer if instead of playing the same game twice, it is played only once, and then results are compared to those of the other players in the tournament, for example like is done in a bridge pairs tournament (the player who had the worst score with his colour gets 0 points, the next worst 2, 4, etcetera).

Jokergo
Instead of putting a stone you may throw a dice, draw a card, or something like that. Each throw/draw corresponds to a certain shape consisting of one or more stones, which you then have to lay on the board, or some non-standard kind of move. Het paard once sold (or still sells?) special cards to play this game. At a club this can also be done by having someone who doesn't play every now and again ordering a change in the rules ('we now start playing checkers', 'black must play a white stone on his next turn', 'remove all stones on the tenth rows'...).

Four-colour go
Four players play, each for themselves. Every player has his/her own colour. Special colours of gostones are sometimes sold for this purpose. Often the weakest player will win, as he is the one who is feared least, so has the smallest chance of getting the other three cooperating against him.

Phantom go
For this variant one needs a third player, acting as a judge. Both players have their own board, and cannot see one another's. The moves that you do are not added on the opponent's board, only on your own and the judge's. The effect is, that you only see your own stones.
The judge tells you when the move you want to do is illegal, i.e. either on a place already taken or suicide. Sometimes other things are told as well, like when stones are put in atari or captured.

Go electrique
If you play a move, in all 4 directions the closest stone is attracted (if your opponent's) or repelled (if your own). That is, it is moved in a straight line away from or to the stone just played, until it reaches the edge or another stone (in the case of attraction always the stone just played).

Atom Go
If a stone is killed all 4 stones around it die also. So if a group of Stones dies then all surrounding stones are removed, too.
Thomas Hillebrand

Toroidal go
The upper and lower line of the board are the same line, as well as the right and left line. Changes your normal 19x19 board in an 18x18 borderless board. It's quite hard to make territory or moyo when there are no edges...

Other boardshapes
In fact toroidal go is only an example of a more general change to the rules, in which the shape of the board is changed. The smallest change is using another board size, which is much done in practice, but one can also think of playing on, say, a hexagonal board. Or any other kind of graph.
Here is an example by Jim Bonomo:
Well, I did play a few games with a modified board. We arbitrarily "cut out" the central 5X5 points, leaving a symetric toroid. The most interesting difference was the new kind of "exterior" corners produced by the hole. Of course, the hole also isolated joseki that involved ladders from the diagonally opposite corner. The variant also has an advantage in that the board is easy to make - just cover the center with a piece of paper.

All in all though, the variant seemed too simple. The center obviously was less important, and the games "just" involved a series of unrelated tactical fights.
Jim Bonomo

I've done similar things, but removing a lot more of the centre leaving a 4 wide "ring" (IE the handicap points are these concave points) then the 3-3 points (1-1 from the concave corners) are VERY powerful.
Steve Bailey

On the go-club of Enschede, each year games are played on special 'Sinterklaas' and Christmas boards. Instead of normal go stones they use candies. And because captured stones are being eaten, it comes as no surprise that they use Chinese counting ...

Round go
A special place among the special boardshapes is taken by round go. It was very popular during the European Go Congress 1996 in Abano di Terme, Italia. See the congress bulletin for more information. Saijo Sensei, 8 dan pro from Japan can be seen playing the game here.

No-go
After a player has made a move, his opponent may refuse it, and he has to make another one. The opponent may not object to this second move.

Dagger handicaps
There is the variation where one side (the weaker) gets one or more "daggers", which is the option to force the opponent to pass after your move, so you get to play two moves in a row. A dagger is said to be worth 6 handicap stones. Of course the threat of using it is more useful than its actual use, since the opponent is forced to play super-solid. John Tromp

Pink Stone Go
White (the weaker player), has a pink stone which he may play at any time, instead of a normal stone. This stone has two intrinsic eyes, and so can live anywhere, conferring life to any white neighbours. Used skilfully, it is said to be worth about five handicap stones.
Nick Wedd

Bidding komi
Both players bid how much komi they want to give. The one who bids highest gets black (and gives the bid amount of komi).

Connecting go
Play go whith your favourite set of rules. First player succeeding in connecting either east to west or north to south wins. So, you have to connect opposite sides of the board, in the strong sense of connectedness: it takes a chain of at least 19 stones. It does not matter whether the chain is alive, as long as the finally connecting move is not an autoatari.
To this, I added the rule that black may not start on tengen. Perhaps, it is reasonable to add the rule that if white makes an opposite-side connecting chain *one* move after black, then white wins. This may force black into really having to capitalize on the advantage of having the first move. I never played jigo whith this game, that is, no player succeeding in the goal.
Funny things happen: once it is clear that both players are going to succeed in connecting two (the same pair of, necessarily) sides, it becomes very profitable to step in between an ikken-tobi. After this, the opponent has to play 2 extra moves to connect the two stones forming the ikken-tobi. However, you can't do this early in the game, as concepts like thickness play a role just as in normal go.
Stijn van Dongen

Simultaneous play
Both players write down a move on paper. Then they show their moves to each other and if they didn't both choose the same spot, they place their pieces on the place they chose.
If they did choose the same spot, that position is "off-limits" and they choose again. They keep a list of off-limits moves on their scrap paper until they actually make a move, at which point all moves become legal again.
Capture is done as in Simultaneous Capture Go. Play ends either when both players pass or both players use up all available move spaces in their "off-limits" list (astronomically rare).
Note: No ko rules are necessary, no komi need to be given.
Scott Dossey

Twin move go
Black's first move is normal, but after that both players make 2 moves in a row. The advantage of this variant is that neither player has a real advantage of going first. Both moves of a pair of moves are independent; the first move may not be a suicide to be 'liberated' by the second, the second may be on a place that has become free through a capture on the first move.

Sesquito
Whenever a player played only one stone on her previous move, she may choose to play two stones. They must be played separately, one after the other.
My limited experience suggests that if the game starts to go BBWWBWBBWWBW it is to White's advantage. Therefore a player requires a big incentive ever to play two stones.
Nick Wedd

Bidding go
Players alternate turns, black first. A turn consists of making an integer number "offer"; and then:-
(i) If the opponent accepts the offer, his score increases by that amount, and the offerer makes a move on the board (which may be a pass);
(ii) If the opponent refuses the offer, the offerer's score increases by the amount, and the refuser makes a move (or pass) on the board.
Board moves are as in normal go.
The play ends when EITHER two successive passes are made, (subject to the usual conventions about agreement on dead stones), OR when either player's score advantage is greater than the number of points on the board. After the play ends, the area scores are added to each player's score.
Bill Taylor

Simultaneous capture
Pondering on the simplicity of current Go rules, I came up with the following simple variation, that might be called "simultaneous capture":
After placing a stone, remove ALL (ie. both black and white) stones that have no liberties.
John Tromp

Elsewhere I have an analysis by Bill Taylor of this game.
This page is being maintained by Andre Engels (engels@win.tue.nl)