Tri-Color Balancing Go
Here’s a variant for three players I thought might be interesting. If it works as intended (and what ever does on the first attempt?), then kingmaking and one player being left out in the cold will be minimized or (if I may be unreasonably optimistic for a moment) eliminated. It’s probably been done before, but I’m not sure what it was called.
I would love to try this if I can find two other players. I’d recommend making a ternary pm thread for the game where we write our moves, as I don’t see any way to use OGS for it.
Rules
- NZD rules with 0.0 komi apply unless specified otherwise. First exception: suicide is not allowed. Any board size (or shape) may be used, though I think 13x13 may be a good size to begin play-testing on.
- There are three players hereafter called
Alpha,Beta, andGamma.Alphaplays first, followed byBeta, followed byGamma. Turns continue in this sequence until all three players pass consecutively. (As a variant of the variant, players could play according to the Thue-Morse Sequence) - Liberties are not shared between different colors, and a group’s liberties may be removed by a combination of colors of opposing stones.
- Area scoring is used. The player with lowest score loses. The player with the highest score also loses. The player with the middle score, wins. If two (or three) players tie, then one of them is the middle score, and so they all share in the win/it’s a draw amongst them. If the tie is two or more players with 0 points, all players with 0 points lose and the remaining player (if any) wins.
- A single player may not unilaterally resign, but if two out of the three players agree that neither of them can win, they can both decide to resign together, and the remaining player wins.
Strategic Implications
For the following examples,
Alphawill be assumed to currently have the lowest score on board,Betathe middle score, andGammathe highest score (thusBetais winning for the moment).
Alphamust work to increase their own score, while decreasingBeta’s score, and not lettingGammadecrease their score.
Betamust work to keepAlpha’s score low andGamma’s score high, while being pulled in opposite directions byAlphaandGamma.
Gammamust work to decrease their score while increasingBeta’s score, while not lettingAlphaincrease their score.
Gammawants to reduce their own score, but as suicide is disallowed, they cannot get their groups captured without the cooperation of one of their opponents, both of whom want them to maintain a high score and thus stay ahead!
Gammamight try filling in all of the eyes in one of their groups, butBetawill attempt to gain a border with this group so that they can create a seki with one shared liberty:Gammawill be disallowed from playing there, andBetawould no longer have the middle score if they played there, so seki! On the other hand,Alphamay try to prevent the seki if it would be a large enough loss to giveGammathe lowest score, thus puttingAlphainto the winning position.
Since Area Scoring is used, captures are not used in determining the final score. If using them while counting the game, remember to subtract them from the player who lost them; it doesn’t matter who made the capture.


