_Go_ is played on a thick square board with heavy legs. The surface is
marked with nineteen parallel lines crossed by as many similar lines,
making the total number of points of intersection three hundred and
sixty-one. The game is played on these points, and not in the squares
formed by the parallel lines; and like _shōgi_, two persons take part
in it. Either side has a box of round, flatfish pebbles small enough
to be placed without overlapping on consecutive points. They are
distinguished by colour; and the black is always given to the poorer
player who opens the game, while the other takes the white.
[Illustration: THE GAME OF _GO_.]
The object of the game is to take as many as possible of the enemy’s
stones by surrounding them with one’s own. A stone once put on a point
is immovable unless it is surrounded and taken off the board; it
cannot move from one point to another. This siege of the enemy’s stone
lies in cutting it off along the lines passing through the point it
occupies. The siege is successful in its simplest form when a single
stone is surrounded on the four adjacent points on the two lines
intersecting at its point. There is no way of breaking the square
formed by these four stones, for the only way in which relief can be
brought to a threatened stone is to make it a part of a chain which
cannot be completely surrounded by the enemy. When a stone is thus
surrounded on all sides, it becomes a prisoner and is taken off the
board. A stone at a corner of the board is imprisoned by two stones
as there are no other adjacent points, and one on the edge by three
stones. In a word, a stone cannot act diagonally, but must always work
along a line. In practice, of course, it is usually a group of stones,
rather than single stones, that find themselves prisoners, as the
siege operations are more difficult to detect when carried out on a
large scale.
If it was only to surround the enemy and capture his stones, the game
would be comparatively simple. It is complicated by the formation
of vacant enclosures, within which if the enemy ventures, he must
infallibly be captured. The object is to make these enclosures as
large as possible, and since such camps, as they are called, would
narrow the enemy’s field of operations, he does his best to break the
cordon by intruding a chain of stones before it is completed. Hence,
there are four operations going on at the same time: we must break up
the enemy’s attempted cordon and surround his stones, and prevent his
surrounding our stones and form our own cordons. This formation of
camps, though really nothing more than a defensive measure, is in fact
more important and difficult than the capture of the enemy’s stones;
and the issue of the game depends generally more upon the size of
these cordons than upon the number of prisoners actually taken.
Public-domain text, read in full here on John Shaqi.
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