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AGA Rules Win

Chris Garlock | Published on 9/19/2024

A remarkable incident at the New England Go Open held over Labor Day weekend produced a useful lesson – in Go and AGA rules. 

At the end of a 4th round shodan vs shodan game, the players could not agree on the status of a large White group. Black said it was dead and should be removed, White thought seki. 

TD Trevor Morris, AGA Board Chair and experienced organizer, was called in, and – astutely -- told the players to play it out -- which they did not understand how to do. Fortunately, Terry Benson was also at the event. Benson, AGA Rules Committee chair and author of the 1989 AGA rules, explained that once the players have made what they think is the last pass by white and then have a disagreement, the game resumes with Black to play - either a stone on the board or handing over a prisoner.  White can then proceed to capture the group - or not. The game is back on. 


In this case neither player made optimal moves during the playout (as commented on by several high-ranking onlookers) and the White group lived outright, and White won the game.

This is exactly what AGA rules are designed to do. The players decide what is dead or alive; not the TD or a referee or a pro. The players play out any unclear situation without any cost (in territory) nor the need for a rule book or outside intervention. Even 25 kyu players can resolve (to *their* satisfaction) any situation on the board and count the game. It’s the players’ game.  Along with the super-ko rule (no repetition of the board position) AGA rules have no abandoned games and no special cases.  The logic is complete. 


Under AGA rules each side plays the same number of stones (white must pass over the last stone). Both territory and stones “count” in the *scoring* (as in Chinese rules), but because the stones are equal, you only have to count the *territory* and add komi.  AGA rules are a hybrid of the best of the two rule systems: the logic and completeness of area scoring, the simplicity of territory counting, and they add a completely non-language way to indicate the end of the game. You hand over a stone. 


Like similar strategy games, you can’t really “pass” under AGA rules.  Either you put a stone on the board or hand one over aa a prisoner. So there’s an incentive to finish the walls, occupy any so-called neutral points, and capture whatever you think needs to be taken off.  

AGA rules work for amateur players – particularly those less skilled - and are perfect for TD’s: the players play it out. 

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