Event Proposal: "One Stone Zen Go" — A Worldwide Community Relay Match

Hi @anoek and the OGS Team,

I am an artist, data designer, and 9k player based in Victoria, BC, Canada. I want to propose a unique, large-scale community event for the server: One Stone Zen Go.

The concept transforms Go into a collective, asynchronous human relay: a single ongoing game where each registered OGS player is permitted to make exactly one move.

The Concept: A player joins the game page queue. When their turn strikes, they play their single, permanent stone, and are then permanently cycled out so the next human player in the queue takes over.

Real-World Proof of Concept: I recently hosted this as an interactive art installation at the 2026 U.S. Go Congress in Boston. The community fully embraced the high stakes of making a single, irreversible choice. We reached move 189, players ranging from 30-kyus up to a 9-dan professional (Michael Redmond) AGA posted about this Congress-wide zen go.

This project is being featured in an upcoming issue of the European Go Journal as part of my art exhibition about whether there is still a move for us to make. One Stone Zen Go helps explore who is “us”. I am turning the Congress-wide go game kifu into a physical artwork and potentially the OGS hosted game can be made into one.

I would love to collaborate with you on how we might handle the queue or queue-balancing mechanics to test a trial game.

Thank you,
Anna Vital/genkong

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Sounds neat! There’s platform documentation here: Play Go at online-go.com! | OGS and the github repo here: GitHub - online-go/online-go.com: Source code for the Online-Go.com web interface · GitHub , these days I reckon you could point your favorite LLM coding agent towards those things and it’d take care of the details for ya :slight_smile:

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What is the difference with the implemented rengo we have already in OGS? Even we ran already a few ones with many participants (there are no limits)

Maybe it’s about joining the queue during the game? I don’t think it’s possible here.

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I think Groin is correct - our “Rengo” system supports this already!

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Almost all the Rengo games I played ended up in a timeout. I’m guessing the chances of timeout will increase proportionally with the number of players.

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If there is a buffer of available players, then the move may go to the next in line on timeout

Right but doesn’t their relay suffer from the same problem?

Yes, I’m just pointing out an issue with games that involve many players.

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As catdevzero said, use “casual” mode and the game just continues without the timer-outer.

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I still remain curious if in our rengo, someone can register after the game started or not?

@Groin does OGS rengo support limiting each player to a single turn?

No - I think the answer there is to fill the game with enough players that there are more players than turns.

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Yep as @GreenAsJade said, no need to limit when you get hundreds of registered players

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No … I guess in theory “there is no reason why not”… we just never had a need.

To respect the original spirit, that could maybe be a small modification of our implementation?

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If we ran out of players because of a long ko fight for example

If the system can be redesigned to allow registration on the fly then it won’t be difficult to restrain registrations to players who didn’t play a move yet.

Do players register without color assignment until they actually play their move? Or they are placed in a queue with color already assigned? And then given some time to play the move or release their turn to next player on list of their color?

It’s hard to answer to any of this interesting points until the implementation of 'on the fly" is made

Makes sense. I appreciate the brainstorm :slight_smile:

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