Hey all,
I’ve been working on a project based on a crowd favorite: teaching beginners and getting more people to play Go I’d like to share with you. This is a work in progress and especially the outer section is subject to change to suit any number of needs.
The Diagnosis
I see a lot of beginners, or would be casual players, simply never get to the point of passing and counting confidently by any rules, to really feel like they can play the game without a stronger player around or - more importantly - teach and create more beginners themselves. The structure is very sensei-led. For those that are all in, or just studious or “dive in” to hobbies, this is all fine and well. And I think there are a billion worthwhile methods and projects for those like us. But concepts like territory, even “controlling the board,” and amorphous, and especially hard for one beginner to describe to another. This means nobody can just find the game, in the wild, and play it and think they’ve reached an accurate conclusion. I always contrast this to chess - very bad players still play casually, and even teach others! They may be very bad at actualizing checkmate, but they get the goal, they see progress towards or away from it, they can answer any misunderstandings by simply rereading the rulebook, even for tricky things like stalemate, en passant, and castling and with the latter two, they can still functionally play the game without them. This is meant to supplement existing projects and methods, and target a different group of people, not to compete with or displace them.
My Proposed Solution
Some of the popular methods to get around this have been to teach Capture Go or, in some cases, to teach Population Go (i.e. “who can place the most stones on the board”). AGA pass stones can also be seen as an effort to mitigate this, allowing anything to be played out without penalty, and taking away some of the uncertainty of passing. This method builds on these themes. It is an extension of Capture Go, a shortening of Population Go, and a conversion of end-of-game conventions into physical actions, which require no guessing, no agreement, no understanding of concept, but still generate an almost identical result. This means that players don’t have to understand anything to play a game to completion, and for the winner of the game under these rules to certainly be the player who played a better game under any other ruleset. All of this in a simple trifold that can be included in any set, or fashined into a “rules and board” variation, much like those from Go and Math Academy and others.
The inner trifold, with the “meat”
The outer dressing, which may be changed any number of ways
Common Questions, Critiques
Feel free to extrapolate on these, just setting a baseline for recurring conversations
This seems more confusing, not less confusing
In a sense, it is, but it is mostly of looking at the game from a standpoint where you already understand so many of the “why” questions, especially how and why the game ends and how to accurately assess that state. It is also complete - this is all you need to know to 100% play and everything else is discoverable and even encouraged to be discovered by experience. When we write “simpler” rules, we leave a lot out. Any mention of territory is opening a complicated door to life and death, eyes, false eyes, seki, bent 4, and many other concepts, all of which have to be understood to accurately assess the end of a game, which is all left out and cannot be directly discovered by play because two beginners might not understand the implications and repeatedly agree to a wrong result. For people that want to learn, do teaching games, etc, that’s not an issue. But for people who are going to get maybe one quick session, and then be left to their own device or encounter Go in the wild? This is just unworkable. Many of you may share the experience of trying to explain exactly what the goal is and how to do it. And this has been an achille’s heel for mass go adoption for a long time.
Why not just do Population Go?
You certainly can! But it is still hard to imagine how to have a bigger population. At the end of the day, it can only be done by capturing. It’s about capture, baby! Always has been! Territory itself only exists to the extent that you can capture and not be captured anything that challenges it.
This method makes some tradeoffs for clarity of goal and playability that reaches a balance between being “real” Go and being palatable. Counting in Population Go is a bit combersome, especially when you get to 13x13. You still have passing. It’s a little more concrete on when that happens, but it still allows for funny end results with premature passes. This also (controversially) allows a sort of “mercy” rule for when players are still learning and maybe being outpaced. I view this as a positive. If you are leading by the designated number of captures, you are 99% likely winning, and your time is probably better spent playing another game than having all the rest of your stones wiped.
Aren’t there times you can win despite being down many captures?
Yes, and most of these examples are far outside the scope of this project. You are probably ready to play by other rulesets if you can do complicated exchanges. There are occasinoal edgecases of, say, needing to kill the internal liberties of a bulky 5 costing you stones you cannot afford. I’d love to do some kind of test to see what this is, but I can’t imagine it’s more than 1 in 1000 games of strong players that this is the case, and far less for the level it is designed for. All rulesets have slight deviations. This is no different, it just has to be worth it, and it is to me. In fact, it can be a learning step to realize “if we kept going, I would win, though,” and increase the max captures. When you increase the max to half the board + 1, you have eliminated all edge cases and are 100% playing Go.
Why are Rules 6 and 7 so weird
Mostly to avoid jargon and to make things like group tax/group difference and komi purely deterministic actions that physically do the counting for the player. It is passing by another name, but in such a way it can only be done when necessary. It allows players to feel the capture race of the whole board, and of any komi and how it represents the extra moves you’re going to need to be able to make before it runs out.
It’s a big ask, but I’d love to have this programmed as a mode on OGS some day, especially to test how often the winner of this game is the winner/strong leader of Go from that same point, but that might be an undertaking. The nice thing is you won’t have to program any counting into it, but doing rules 6 and 7 visually, or some other satisfactory way, might be a task.
Feel free to give me any questions and comments! Try teaching non-go players with this some time, especially in big groups where you’re not going to be able to give lots of hands on time to each person and just want to get them playing amongst themselves quickly! Because that’s where the magic really is, giving people a way to interact with the game completely independently, and teach others, even from a place of low information. More people will play go seriously if more people just PLAY go!