 |
5.5 The Super-ko Rule and the End of the Game
As was observed in the discussion of area rules, the super-ko rule
is a basic principle of go which forces the game to progress without
degenerating into cyclic repetition. No exceptions must be allowed.
Various exceptions have been studied as ways of conforming to Japanese
tradition, but it has never been proved that these exceptions will not
lead to cyclic repetition; there is no telling what sort of anomalies
they may cause. Rules that make unproved exceptions to a basic principle
in order to preserve traditions that cannot be logically explained are
not only dangerous; they mar the simple and natural beauty of the rules
of go.
Territory rules I therefore respect the rule of alternate moves, the
rule of capture, and the super-ko rule as the three fundamental rules of
go, never to be broken by exceptions. These three rules also provide the
basis for an international set of rules of go matching area rules III.
If no exceptions are made to the super-ko rule, then it is natural
and proper to have the game end with two consecutive passes after the
preliminary end.
|
| |
 |