How to Play
[Introduction]
[How to Play]
[Ending Games]
[Etiquette]
[Tactics]
[Strategy]
[Life and Death]
[Ranks/Grades]
Interactive Tutorial
I cannot recommend highly enough Hiroki Mori's "The Interactive Way to Go" site, which walks the user through all of the
following basic rules by allowing them to play through the necessary continuations.
Basic Principles
There are two players involved in a game of go, and each has a set of
"stones", which they take turns to place on the board. Stones are only placed,
never moved, though stones can be removed when the are captured (see liberties
and capturing below). One set of stones will be black, and the other will be
white, with black taking the first turn when the game is even (see handicaps
below).
The board is normally made up of 38 intersecting lines (19 horizontal and
19 vertical) which comprise to make a grid of 361 intersections (bearing in mind
that in Go, stones are placed on the intersections, not the gaps between the
lines). This is called, intuitively enough, a "19x19 board". There are also
standard board sizes of 9x9 and 13x13, which are normally considered to be
boards for beginners (though strong players still use them for quick tactical
games, the style of play required is different).
Picture of Go board with stones
Liberties and Capturing
To capture a stone, it must be completely surrounded on its horizontal and
vertical surrounding intersections - that is, the intersection above, below, to
the left, and to the right of the stone to be captured. Whilst these positions
are empty, they are considered to be "liberties" for the stone to be captured.

Stone in the middle has 4 liberties
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Stone on the edge has 3 liberties
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Stone in the corner has 2 liberties
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Once all the liberties are taken by the opposing player, the stone is
"captured" and removed from the board. If the game is being played under Chinese
rules, the captured stone is returned as it is not counted for scoring. If the
game is being played under Japanese rules, the captured stone is kept by the
capturing player as a prisoner, used to adjust scoring at the end of the game.

Stone with only 1 liberty White to play
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White captures the stone
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If stones are connected horizontally and vertically to other stones of the
same colour, they form a "chain". Chains can still be captured, but once again
all of the liberties need to be played on by the opponent, for each stone within
the chain.

Chain with only 1 liberty White to play
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White captures the stones
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Illegal moves
There really aren't many illegal moves in Go, you can really put a stone
anywhere that there isn't already one. There are only two rules that forbid you
from playing a stone in a certain position. The first is playing a stone where
it would be captured, either as a single stone or adding to a chain with only
the one liberty. As this would technically result in the stone being dead, it
is not permitted. The exception to this rule is when the stone actually makes
a capture - in this case, after the capture the stone would no longer be
dead, and therefore the move is permitted.

Black to play "X" is an illegal move
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With this move Black can now play at "X"
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White extends elsewhere and Black captures
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The Ko rule
The second "illegal move" rule is the "Ko" rule. One of the disadvantages of
the previous rule exception is that it can allow games to continue infinitely
as demonstrated in a continuation of the above position:

White recaptures
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Black captures again
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White recaptures again Position repeats indefinitely
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To combat this, the Ko rule was created to prevent the immediate repitition
of a position on the next move. So if black captures in the above position,
white cannot immediately recapture. If he plays elsewhere, black can either
respond to white's new move, play somewhere else entirely, or fill in the hole
left by the ko threat. If black does not fill in then white can recapture and
the roles reverse. Eventually the position will get filled in when it is
considered to be the most important move left to play on the board. The above
situation could pan out as follows:

White to play Cannot recapture
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Both Black and White play elsewhere
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Ko rule no longer applies and White recaptures
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There are more complicated "Super Ko" rules that are not covered in this
tutorial as they are not implemented on this site. These rules are designed to
prevent the exact repetition of a board position at any point in the game,
normally a result of a very unusual game status such as a triple ko (where there
a three significant ko threats on the board, and they can be played in sequence
to create the same position again and again). For completeness read the
following links from Sensei's library that discuss the Ko and Superko:
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Superko - This is the basic overview of superko on Sensei's library.
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Triple Ko - This is the basic overview of triple ko on Sensei's library.
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What's wrong with Super Ko - This is an excellent, if complicated,
discussion on the implications of super ko and the situations that
give rise to it.
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Robert Jasiek's Superko page - This is a good breakdown of the
various superko rules by Robert Jasiek, a German amateur 5 dan.
Handicap Stones
One of the great advantages of the game of Go is the ability to balance (to
some degree) games between players of different ability. Traditionally, amateur
go players have a rank (also known as a grade) that determines their ability
(see Ranks and Grades section). In a
handicap game, the weaker players starts with stones on the board in
predetermined positions, and plays as black. The stronger player then goes first
with the white stones. On a 19x19 board, one stone is equivalent to about 1
grade in ability difference, and the maximum standard number of stones considered
to keep a sensible game is 9 on a 13x13 or 19x19 board, and 5 on a 9x9 board.
Move on to [Ending the game]
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