1.1 An Excellent Game
1.2 Go Spreads into the World
1.3 Origins of Go and Chinese Rules
1.4 Merits of Territory Rules
1.5 Major Defects in the Japanese Rules
1.6 Efforts at Formulating the Japanese Rules
1.7 The Central Role of Japan
2.1 Historical Customs
2.2 Difficulty of Formulation
2.3 Basic Problems of Territory Rules (Examples)
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- 2.3.2 Connecting a Final Ko
- 2.3.3 Questions of Reinforcement
- 2.3.4 Three Points without Capturing
- 2.3.5 Thousand-Year Ko
- 2.3.6 Triple Ko, Round-Robin Ko, and Eternal Life
- 2.3.7 Territory in Seki and the Problem of One-Sided Liberties
- 2.3.8 Problems in the Rules of Life, Death, and Seki
- 2.3.9 Special Positions
- 2.3.10 The Rules of Alternate Play and the End of the Game
3.1 The Two Types of Area Rules
3.2 The Super-ko Rule
3.3 Recreating the Same Position after a Pass
3.4 The Two Types of Concise and Complete Area Rules
3.5 The Disadvantage of Area Rules
3.6 Solutions
3.7 Territory in Seki and One-Sided Neutral Points
4.1 Features of Area Rules III
4.2 The Last-Competitive-Move Rule
4.3 Area Rules III and Territory Rules I
4.4 End by Agreement in Area Rules III
4.5 Completeness of Area Rules III
5.1 The Last Competitive Move
5.2 Counting by Territory and Prisoners in Area Rules III
5.3 The Preliminary End of the Game
5.4 Handling of Unusual Positions
5.5 The Super-ko Rule and the End of the Game
5.6 Territory Rules II
5.7 End by Agreement
6.1 Normal Case
6.2 Final Ko
6.3 Reinforcement Qustions
6.4 Bent Four in the Corner
6.5 Bent Four in the Corner with Seki
6.6 Territory in Seki
6.7 Three Points without Capturing
6.8 Thousand-Year Ko
6.9 Unstable Seki : Ko
6.10 Unstable Seki : Thousand-Year Ko
6.11 Unstable Seki : Capturing Half a Group
6.12 Shimada's Position