If you can’t place all your stones, the rest of your turn is skipped. That’s where a cycle would happen, if it could - near the end of the game when players are removing more stones than they’re adding.
By the way, I am a part of some groups which are running leagues/tournaments/casual games of toroidal Go on the Variant Go Server, and wondered whether it’s possible to add some sort of sound or countdown + visual indicator to notify when one is low on time?
(for example with less than 20 or 30 seconds remaining).
(I’ve been in games in which players have timed out 3 times now, as there is no notification or sound prior to running out, so if one is reading deeply, it’s very easy not to notice the clock. )
It’s not exactly like endgame is a well defined concept, it’s kind of just roughly when most groups are alive, and the size of the moves being played is getting roughly below a certain point etc. It’s kind of fuzzy as opposed to say “the endgame always starts at turn 120” etc.
It sounds more strange to me to try to change the rules to fill in a couple of dame or other niche things
The endgame does not have to be well-defined, as I was not suggesting a rule depending on a definition of it. Only having to play a keima if possible (rather than always) would just start to make much difference at the stage of boundary plays.
As I suggested, it is a question of how many new problems you want to take on at once. I quite like the incremental approach; you may prefer throwing in at the deep end (this brings back memories of learning to swim, which was happily not that traumatic!). I like the idea that my intuitions about the boundaries would not need too much adjustment.
I think that does make sense. I could see both options leading to interesting and enjoyable variants. The first option may introduce new “pathological” problems for the scoring phase, but that could be interesting in its own way.
So I take it that you would prefer option 2 then, correct? ( The second placement is skipped)
Or maybe a third option?