Go strategy guide
Control more of the board than your opponent: your stones plus the empty points only you surround. White adds komi.
The rules in brief
- Black plays first unless the level says otherwise. Stones are placed on the intersections and never move.
- A stone or connected group with no empty neighbouring points (liberties) is captured and removed.
- Suicide is not allowed: you may not place a stone that would have no liberties unless it captures.
- Positional superko: no move may recreate an earlier whole-board position (this covers ko).
- You may pass. Two passes in a row end play. Score is your stones on the board plus empty points surrounded only by your stones, plus komi for White.
- Groups that cannot escape capture are marked as dead and scored for the other side. If that is uncertain, play resumes so it can be settled. Draws do not clear a level.
Strategy
- Count liberties
- A group with one liberty is in atari: it is captured on the next move unless you add liberties or capture first.
- Two eyes live
- A group with two separate eyes can never be captured. Make sure your groups have room to form them.
- Corners, then sides, then centre
- Corners need the fewest stones to surround territory, so play there first.
- Don't chase too far
- A ladder or chase that runs into your opponent's stones backfires. Read it out before you start.
- Handicap stones
- In handicap games White must take risks: invade early and look for weaknesses rather than playing safe.
What each level teaches
- One Liberty: Capture one black stone.
- Capture a Chain: See the shared liberties of a connected group.
- First Area Win: Connect groups and score area.
- Corner Balance: Choose between local replies and new areas.
- Light Stones: Keep groups flexible near the edges.
- Two Stone Challenge: Play White against two starting black stones.
- Wide Board: Manage multiple groups on a larger board.
- Three Stone Trial: Overcome a three stone handicap as White.
- Four Corners: Outscore a stronger local bot despite four opposing stones.
- Five Stone Final: Convert territory under a larger handicap and tighter clock.