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6.8 Thousand-Year Ko (1)
Thousand-year ko refers to positions like the one in Dia. 6-13-1.
Usually the ko is resolved during the game, but if the position remains
on the board at the end of the game it can cause problems in territory
rules. The current Japanese rule is that one side must capture and
connect the ko, making a seki, before the game can end. If this rule
is applied to Dia. 6-13-2, Black wins by one point. If Dia. 6-13-2 is
played out by area rules II or III or territory rules I, however, White
wins by one point.
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Dia. 6-13-1 |
Dia. 6-13-2 (52) |
Under area rules III Black 53 passes, making White 52 the last
competitive play. White plays 54 in Dia. 6-13-3, Black plays 55,
White connects the ko with 56, and Black captures at 57. White 58 and
Black 59 pass, ending the game. White has forty points; Black has
thirty-nine. |
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Dia. 6-13-3 (52-57) pass: 53, 58, 59 56 connects |
Under territory rules I Black 53 and White 54 pass, establishing the
preliminary end of the game. Then Black plays 55 in Dia. 6-13-4, White
takes the ko, Black plays 57, and White 58 connects the ko. Black 59 and
60 pass, ending the game. White has thirteen points of territory minus
one prisoner: total twelve. Black has twelve points of territory minus
one prisoner: total eleven. |
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Dia. 6-13-4 (52-58) pass: 53, 54, 59, 60 58 connects |
By capturing and connecting a thousand-year ko after the first pass in
area rules III, or after the preliminary end of the game in territory
rules I, a player can gain two points as compared with traditional
territory rules. This is an indication that there is something illogical
about traditional territory rules. |
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