Traditional Culture Encyclopedia - Traditional stories - Which country did Go originate in?
Which country did Go originate in?
The rules of Weiqi are very simple, but it has a very wide space for discs, which makes Weiqi more varied and complex than other games. This is the charm of Go. Playing Go is very helpful to the intellectual development of human brain, which can enhance one's ability of calculation, creativity, thinking and judgment, and also improve one's attention and control. Playing Go plays a positive role in the intellectual development of children and teenagers, enabling them to analyze things better.
[Edit Paragraph]Origin Legend
According to legend, in ancient times, after Yao capitalized on Pingyang and pacified the tribes and Fangguo, farming production and people's lives showed a prosperous and flourishing scene. However, there is one thing that makes Yao Emperor very worried. Although the son of Dan Zhu, who was born to the San Yi Clan, has grown up and is in his late teens, he is not doing his job, is idle, and often causes trouble by gathering his friends to fight against each other. Soon after Yu cured the floods, Dan Zhu sat on a wooden boat and let people push in the west bank of the Fen River, swinging around in the lake, happy even meals can not care about eating, home also do not go back, mother's words also do not listen to. San Yi said to Emperor Yao, "Yao, you are only busy with the people's affairs, your son Dan Zhu is getting more and more unruly, you do not care about it, how can he do great things for you in the future!" Emperor Yao was silent for a long time, and thought to himself, "If we want Dan Zhu to return to goodness, we must first stabilize his nature, entertain his heart, and teach him to learn a few skills. So he said to San Yi Clan: "You let someone find Dan Zhu back, and then let him bring his bow and arrow to the top of Ping Shan to wait for me."
At this time, Dan Zhu was playing water with a group of people at the Fen River beach, and suddenly saw a few of his father's guards, who could not be persuaded, forcibly dragged him up to Ping Shan, and stuffed the bow and arrows into his hands, saying to him: "Your father and mother asked you to come to the mountains to hunt, you have to load your parents with people ah." Dan Zhu thought to himself: How can I hunt when I have not learned the skill of archery? Dan Zhu looked at the mountain thorns full of slopes, look at the sky white clouds, where there is what rabbits, flying birds? This is clearly the mother and father to make things difficult for themselves! "Hmph, hunting I just do not learn, see what parents can do to me!" The guards talked and persuaded, Dan Zhu just sat and didn't move. As the group was arguing, Emperor Yao came up from the bottom of the mountain, assisted by his attendants, and his clothes were scratched. Seeing the father emperor panting appearance, Dan Zhu heart can not help but some soft heart, had to bow to the father emperor, kneeling, singing a yes: "Father emperor this age to climb such a high mountain, let the child on the mountain hunting, I do not know where to start?" Emperor Yao wiped his sweat, sat down on a rock, and asked, "Ungrateful son, you are not young, seventeen or eight years old, you still do not walk the right path, and do not know how to hunt, waiting for the future starvation? You see such a vast land under the mountain, such a good mountain and river, don't you worry a little bit for father emperor, to govern the land, the mountain and river, and the people well?" Dan Zhu blinked his eyes and said, "Rabbits run fast and birds fly high, there are no rabbits on this mountain and no flying birds in the sky, so what am I told to fight for. All the people in the world listen to you, and the land, mountains and rivers are well governed, so there is no need for my son to worry for my father." When Emperor Yao heard Dan Zhu's words, he sighed and said, "If you don't want to learn how to hunt, you should learn how to play stone chess, which is a form of military warfare. Dan Zhu listened to his father emperor does not ask him to hunt, instead of learning to play stone chess, heart a little change of mind, "playing stone chess is not easy? Sit down for a while and you'll learn it." Dan Zhu threw away his arrows and asked his father to teach him immediately. Emperor Yao said, "There is no such thing as learning something overnight, you just have to be willing to learn." Said pick up the arrow, crouched down, with the arrow in a flat slope on the rock hard carved vertical and horizontal more than a dozen squares, let the guards to pick up a pile of mountain stones, and half of the Dan Zhu, hand in hand will be their own in the process of leading the tribe during the battle of how to use stones to indicate the forward and backward battle tactics taught and explained to the Dan Zhu. Dan Zhu at this time also listen to, seem to have patience. Until the sun was about to set, Emperor Yao was still as dedicated to teaching his son how to play chess. At the urging of the guards, father and son only went down Ping Mountain, cared to wash their faces in the water spring, and returned to the capital city of Pingyang.
For some time after that, Dan Zhu was very focused on learning chess, and did not go out to wander around, so San Yi's heart was a little more solid. Emperor Yao said to San Yi, "The stone chess contains a very deep sense of governance of the people, the army, the mountains and rivers, if Dan Zhu really come back to his heart, understand these principles, to take over my throne, is a natural thing ah." Who expected, Dan Zhu chess has not yet learned y learn thoroughly, but listen to the bad words of the previous gang, think chess is too binding, no freedom, but also have to spend the brain, commit the old habits of the past, all the time, even want to use trickery to take over the position of the father emperor, scattered Yi's heartbroken, very sick, and died in disgust. Emperor Yao was so sad that he moved Dan Zhu to the south, never wanting to see him again, and ceded the throne to Yu Shun, who was considered to be not only virtuous but also wise and talented after three years of strict examination by him. Yu Shun also followed Yao's example and taught his son Shang Jun with stone chess. Later on, the graphics of Go squares appeared on pottery, and the history books recorded that "Yao made Go to teach Dan Zhu". Today, there are the remains of Go stone carvings in the west mountain of Jinzha Village, Longci Township.
[Edit Paragraph]Development of Chinese Weiqi
Weiqi is a treasure in the traditional culture of the Chinese nation, which embodies the pursuit of wisdom of the Chinese nation, and the ancients often used "qin, qi, shu, zhu, yin" to talk about a person's talent and cultivation, where qi refers to the game of Weiqi.
Compared to the black-and-white world, Weiqi is a favorite recreational and athletic activity of the ancients in China, and is also the oldest chess game in the history of mankind. Because it combines science, art and competition into one, and has the characteristics of developing intelligence, cultivating will quality and flexible strategic and tactical ideology, it has flourished for thousands of years, and gradually developed into an international cultural and competitive activity.
Go, known as game in ancient China, can be said to be the ancestor of chess in the entire ancient chess, which has been rumored to have a history of more than 4000 years. According to "Shiben", Go was made by Yao. Zhang Hua of the Jin Dynasty also said in his book "Museum", "Shun was fooled by his son Shangjun, so he made Weiqi to teach him." Shun is a legendary figure, and the saying of making Go is not credible, but it reflects the early origin of Go.
Spring and Autumn, Autumn and Warring States period
Go was widely spread in the society. Zuo Zhuan (左传-襄公二十五年)" recorded that in 559 B.C., the king of Wei, Duke Xian, was expelled from his country by Ning Shik and others. Later, Ning Shik's son promised to welcome back Duke Xian of Wei. Wenzi criticized, "The Ning clan is going to be in trouble. A player who is indecisive is not able to win the game, let alone placing the ruler without a definite decision." The use of the term "uncertainty" as a metaphor for political indecisiveness indicates that the activity of Go had already become a commonplace in the society at that time.
Qin, Han, and Three Kingdoms period
Qin destroyed the six states and unified the world, and there are few records of Go activities. In the early Western Han Dynasty, there was an account of "Duling Du Fu Zi was good at playing Go and was the first person in the world" in Volume 3 of "Miscellaneous Records of the Western Han Dynasty", but such records were as few as stars, which showed that the development of Weiqi at that time was still relatively slow. By the early years of the Eastern Han Dynasty, the society was still in the situation of "Bo is practiced in the world, but the game is only isolated". Until the middle and late Eastern Han Dynasty, the Weiqi activity is again gradually prevalent. 1952, archaeologists in Hebei Wangdu No. 1 Eastern Han Dynasty Tomb found a stone Weiqi board, the game was square, four feet under the plate, the situation of vertical and horizontal 17, for the Han and Wei Dynasty Weiqi board formations to provide the image of the physical information. Linked to the frequent wars between the Han and Wei dynasties over the centuries, the battle of Weiqi also became an important tool for cultivating the talents of soldiers. Ma Rong of the Eastern Han Dynasty, in his Weiqi Fugue, regarded Weiqi as a small battlefield, treating playing Weiqi as using soldiers to fight, "The three-foot board is a battlefield; Chen gathers soldiers and pawns, and the two enemies are equal." At that time, many famous militarists, such as Cao Cao, Sun Ce and Lu Xun of the Three Kingdoms, were the best on two battlefields of this size, the frontier and the chessboard. Wang Chuan, one of the "Seven Sons of Jian'an", was an expert in the game of Go, in addition to being famous for his poems and writings. It is said that he had an amazing memory, knew the game of Weiqi by heart, and was able to re-set the "bad" game without losing a single piece. The system of Weiqi in China has undergone two important changes in history, mainly due to the increase in the number of board paths. The first important change occurred around the time of Wei and Jin. Handan Chun's "Art Scriptures" of Wei says that in Wei and Jin and before, "the game had 17 vertical and horizontal lanes, totaling 289 lanes, with 150 white and 150 black discs each". This is identical to the system of the Eastern Han Dynasty Go board found in Wangdu, Hebei Province, which was described earlier. However, the "Chess Scriptures" of the Northern and Southern Dynasties found in the stone chamber of the Mogao Grottoes in Dunhuang, Gansu Province, show that the game of Weiqi at that time was "360 ways, imitating the number of degrees of the circumference of the heavens." This indicates that the 19-channel Go game was already popular at this time. This is exactly the same as the current game form, reflecting the then Weiqi has been initially customized with the current Weiqi.
Southern and Northern Dynasties period
Due to the rise of metaphysics in the Northern and Southern Dynasties period, the literati took pride in talking about the game, and the game became more popular, and the game of Go was called "hand talk". Upper rulers are not good at chess, they set up officials with chess, the establishment of the "chess products" system, a certain level of "chess", awarded with the chess equivalent of the "character" (grade). At that time, Go was categorized into nine grades, and in "Nan Shi (Southern History) - Liu Yun Biography," it is written, "Emperor Wu of Liang was fond of playing Go, so he had Yun grade the Go games, and two hundred and seventy-eight people were awarded the grades," which shows that Go was a common activity. This is the origin of the present division of Go into "nine dans" in Japan. These changes have greatly contributed to the improvement of the technology of the game of Go, and laid the foundation for the further development of the game of Go in China and the spread of the game to foreign countries.
Tang, Song and Yuan periods
The Tang and Song periods can be regarded as the second period of major changes in the history of the game of Go. Due to the love of emperors and other reasons, Weiqi got a great development, and the wind of the game spread all over the country. At this time, the game of Go was not only of military value, but also of cultivating sentiment, delighting body and mind, and increasing wisdom. The game of Go, together with playing the zither, writing poems and painting, was regarded as a matter of elegance, and it became an amusement and recreation program suitable for both men and women, young and old. The silk painting "Ladies Playing Chess" unearthed in Tang Tomb No. 187 in Astana, Turpan, Xinjiang, is an image depicting the situation of aristocratic women playing chess at that time. At that time, the game of Go had already taken 19 lanes as its main form, and the Go pieces had been changed from square to round; the porcelain Go board unearthed from the tomb of Zhang Sheng of the Sui Dynasty in Anyang, Henan Province, in 1959, and the ivory inlaid pincer wooden Go board presented to Emperor Xiaomu of Japan during the Tang Dynasty and now housed in the Shosoin Temple of Japan are all of 19 lanes in both vertical and horizontal directions. The black and white round Go pieces of the Tang Dynasty in the collection of the China Sports Museum, and the 50 black and white round pieces unearthed from the tomb of Yang Gongzuo in the Song Dynasty in Huai'an, all reflect the changes and development of Go during this period. The implementation of the system of "Go Waiting for Edict" in the Tang Dynasty was a new symbol in the history of the development of Go in China. The so-called "Chess Waiting for the Imperial Decree" was a professional chess player in the Hanlin Academy of Tang Dynasty who specialized in accompanying the emperor to play chess. At that time, the chess players serving the inner court were selected from a large number of chess players after strict examination. They all have the first-class chess, so there is a "national player" of the name. The famous chess waiter in Tang Dynasty were Wang Jixian in Emperor Xuanzong of Tang Dynasty, Wang Shuwen in Emperor Dezong of Tang Dynasty, Gu Shi Yan in Emperor Xuanzong of Tang Dynasty and Slide Neng in Emperor Xinzong of Tang Dynasty, etc. As the system of chess waiter was practiced, they were selected from many players after strict examination. As a result of this system, the influence of Go was expanded and the social status of Go players was raised. This system lasted for more than 500 years from the beginning of the Tang Dynasty to the Southern Song Dynasty, and gave a great impetus to the development of Go in China. From the Tang Dynasty onwards, the flourishing game of Weiqi gradually spread beyond the borders of China with the exchange of Chinese and foreign cultures. First of all, it was Japan, where the Tang delegation brought back Go, and the game was soon popularized in Japan. Not only emerged many famous Go players, but also the production of chess pieces and games is also very sophisticated. Such as Tang Xuanzong Dazhong two years (848 years) to Tang tribute to the Prince of Japan brought the game is to use "seize the jade" faceted and made, and the chess piece is used to set the real island of the hands of the pool in the talk of the "jade" made of. In addition to Japan, the Korean Peninsula, Baekje, Goryeo, Silla also have dealings with China, especially Silla repeatedly sent envoys to the Tang, and the exchange of Go is a common thing. The New Book of Tang - Dongyi biography of the Tang Dynasty described the Tang Dynasty Weiqi master Yang Jiying and Silla's chess players, indicating that the Silla's Weiqi also has a certain level.
Ming and Qing Dynasties
During the Ming and Qing Dynasties, the level of Go was rapidly improved. One of its manifestations is the rise of schools. During the Zhengde and Jiajing periods of the Ming Dynasty, three famous schools of Go were formed: the Yongjia school with Bao Yizhong (a native of Yongjia) as the crown, and Li Chong, Zhou Yuan, and Xu Xisheng attached to it; the Xin'an school with Cheng Ruliang (a native of Xin'an) as the crown, and Wang Shu, and Fang Ziqian attached to it; and the Jingshi school with Yan Lun, and Li Kua (a native of Beijing) as the crown. These three schools had different styles, different layouts and different emphasis on offense and defense, but they were all famous players at that time. Driven by them, Go, which had long been monopolized by the scholars, began to develop among the citizens, and a group of "small people in the alleys" emerged. They popularized the game of Go through frequent folk games. Along with the prosperity of the game of Go, some folk Go players also compiled a large number of Go games, such as the "suitable love record", "Shihou Xianji", "three talents will be the game", "Xianji Wuku" and "game history", "game question" and so on more than 20 kinds of the Ming version of the game of Go, are the existing valuable writings, from which you can see that at that time, Go skills and theories of the highly developed situation. The absorption and promotion of Han culture by the Manchu rulers also made the game of Weiqi highly developed in the Qing Dynasty, with many famous players and an unprecedented prosperity in the chess court. At the beginning of the Qing Dynasty, there have been a number of famous players, in order to pass the Park Ling, Sheng Shanda have, Wu Rui Cheng Zhu for the most. Particularly over the Park Ling's book "Four Children's Spectrum" two volumes, changes in the Ming Dynasty, the old spectrum of the method, detailed elaboration in order to fulfill its intention, became a masterpiece. At the end of the Kangxi period to the beginning of the Jiaqing period in the Qing Dynasty, the game is even more prevalent, and a large number of famous players emerged in the chess world. Among them, Liang Weijin, Cheng Lanru, Fan Xiping and Shi Xiangxia were known as the "Four Greats". Among the four, Liang Weijin's chess style was so strange and varied that Shi Xiangxia and Fan Xiping benefited a lot from it. Shi and Fan were both from Haining, Zhejiang Province, and both became famous at a young age, and were known as "Haichang Ermiao". It is said that when Shi Xiangxia was 30 years old and Fan Xiping was 31 years old, they played against each other in Danghu, and after 10 games, they won and lost equally. The "Danghu 10 games" was a thrilling game, and became a masterpiece that has been passed down through the ages.
[Edit Paragraph]Rules of Weiqi
Chapter I General Provisions
Article 1: The Tools of Weiqi
First, the board
A. The board
The board has nineteen equidistant, perpendicularly intersecting parallel lines in both the vertical and horizontal directions, and *** constitutes 19 x 19 = 361 intersections (hereinafter referred to as "points"). "). There are several small dots labeled on the disk. Known as the star position, the center of the star position is also known as "Tianyuan".
Second, the pieces
The pieces are divided into black and white. They are flat and round. The number of pieces should be 181 for black and 180 for white.
Article 2: How to play Go
1. Each side of the game holds a color of pieces, black first and white second, and plays alternately, and can only play one piece at a time.
2. The pieces are placed on the points of the board.
3. Once a piece is placed, it cannot be moved to another point.
iv. It is the right of both players to take turns playing, but either player is allowed to give up the right to play.
Article 3: Ki of a piece
A piece has a "ki" on the board, which is the empty point immediately adjacent to it in a straight line. If there are discs of the same color in the immediate vicinity of a disc, they are connected to each other to form an indivisible whole. Their chi should be counted together. If there is a disc of a different color present at a point immediately adjacent to a chess piece in a straight line, the chi shall cease to exist. If all the chi is occupied by the opponent, it is in a state of no chi. A piece in a state of no breath cannot exist on the board, which is the fourth rule - mentioning the pieces.
Article 4: Raising
The means of raising a kiless disc off the board is called "raising".
There are two types of tic-tac-toe:
First, when the opponent's disc is empty after a move, it should be extracted immediately.
Second, when both players' discs are empty after playing, you should extract the opponent's empty disc immediately.
After removing one of the opponent's discs, it is a forbidden point
Article 5: Forbidden Points
If any disc on the board, after a player has played, is in a state of no gas immediately, and at the same time, the player cannot extract the opponent's disc, the point is called a forbidden point, and the player forbidden to play is prohibited from doing so. This point is called a "forbidden point" and prohibits the player from making a move.
Article 6: Prohibition of homomorphic reproduction of the whole game
Article 7: Endgame
1. The endgame is when there is no single official or other official disc.
2. If one player concedes in the middle of the game, it is the endgame. The other side wins in the middle game
Article 8 Live and dead discs
In the endgame, all discs without two true eyes, as confirmed by both sides, are dead and shall be extracted. In the endgame, confirmed by both players, any disc with two or more true eyes is a live disc and cannot be extracted.
Article 9: Calculating victory and defeat
Article 1: Chinese rules
1. The rule of posting 3 and 3/4 discs
The first step is to pick up the dead discs. The second step is to count the number of points on one side and record it (usually the number of points is in units of ten), then count the number of discs on the other side and record it, then add up the number of discs and the number of discs. Step 3: Subtract 3 and 3/4 discs if you are counting black discs, and add 3 and 3/4 discs if you are counting white discs. In the fourth step, the result is compared to 180 and 1/2 (half of the 361 points on the board), and if it is more than that, it is a win, otherwise it is a loss.
2. Letting go and giving up discs
Letting go is not posting, and giving up discs is posting half of the number of discs given up (as if the letting party had received a single official in advance).
Second subrule: Japanese and Korean rules
The Japanese and Korean rules are the same, using the method of counting, with the black endgame posting 6.5 mesh. One side's mesh is counted and recorded, then the other side's mesh is counted and recorded, then the black pieces are subtracted from the 6 ? mesh, and finally compared to the white pieces, with the winner being the one with the most mesh.
Chapter 2: Rules of the competition
Article 1: Determination of precedence
The precedence of the game shall be determined by the drawing of lots by the General Assembly or by guessing the first move before the game.
Article 2 Posting
In order to offset the efficiency of Black's first move, Black is required to post three and three-quarter discs when calculating the winner in the final game of an official national tournament.
Article 3 Timing
Timing is one of the most important means of ensuring the smooth running of a game. Timing should be used in all games where it is possible to do so.
I. Time limit
Depending on the nature of the game, the time limit for each side of a game shall be specified in advance. A player may not use more than the specified time limit. The time limit for a game may be longer or shorter, 1-2 hours for grass-roots tournaments, and within one day for national tournaments.
II. Reading of the seconds
In matches where reading of the seconds is used, it should be stipulated in advance that a few minutes should be reserved within the time limit to start the reading of the seconds. In a national tournament, five minutes are reserved for the reading of the seconds, and in a basic tournament, one minute may be reserved for the reading of the seconds. When the seconds are read, any move which takes less than one minute is not counted. One minute will be deducted from the time allowed for each full minute, but the time allowed must not be used up. The referee reads the seconds at 30 seconds, 40 seconds, 50 seconds, 55 seconds, 58 seconds and one minute. The referee shall inform the players "X minutes left" in time for each deduction of the reserved minute. The last minute is read out as 30 seconds, 40 seconds, 50 seconds, then 1, 2, 3, 4, 5, 6, 7, 8, 9... The last minute is read out in 30 seconds, 40 seconds, 50 seconds, then 1, 2, 3, 4, 5, 6, 7, 8, 9... in a precise tone of voice. The final call is "10, time out and loss". The method of reading the seconds in a rapid chess match may be regulated by the Congress according to the circumstances.
Article 4: Endgame
1. In addition to the provisions of Article 7 of the General Rules, any game in which one of the players has forfeited the game, or in which the referee has ruled a loss or a draw for various reasons, shall be considered as an endgame.
2. The order of confirmation of the endgame shall be as follows: first the player who takes a turn to move, and then the other player who places a disc of a different color on the line in the lower right corner of the board.
Article 5: Suspension and closure of games
In games where suspension is provided for (e.g., one-day tournaments where suspension is required at noon, etc.), the duration of the suspension shall not be counted as part of the time limit for the game. In major tournaments, a blocking system may be used, whereby when the game has reached the required blocking time and the game has not yet finished. The player who has already played should retire immediately. The player whose turn it is to play should think about it, write down the points he/she intends to play on a piece of record paper, and hand it over to the referee in a sealed form. When the game is resumed, the referee opens the seal on the spot, plays the point at the marked position, and the game continues.
Article 6: Discipline
I. Players shall not forfeit or withdraw from the game without reason.
2. During the game, the players shall not do anything that may hinder the other player's thinking.
3. During the match, players may not discuss the game with others or consult relevant information.
4. During a match, players may not move around the court at will and watch other people's games.
V. Players should pay attention to civilized speech and behavior, and keep their clothes neat and tidy.
Article 7: Rights and obligations of players
1. When the seconds are read out, players have the right to ask their side how many minutes are left.
2. If there is anything that prevents a player from playing normally or if a problem is detected, the player has the right to make a suggestion to the referee. However, except in the case of more urgent matters, the opponent should do so within his own playing time.
3. When calculating the winner in the final game, the opponent has the right to ask for corrections in the counting of discs and in the calculation of the winner.
4. If the referee makes a decision, the opponent must obey it, and in case of doubt should immediately appeal to the General Assembly through the organizational procedures.
V. The opponent has the obligation to observe the discipline of the match.
VI. A player who makes a move while his opponent is away from the table has the obligation to tell the other player where the move was made.
VII. After the end of the game, the player has the obligation to organize his chess set and to leave the room immediately.
Article 8: Playing
1. If one player does not abstain from playing, and the other player makes two moves in a row, the player who makes two moves in a row shall be awarded a loss. 2. If a player takes a piece from the board after having played it and plays it elsewhere, the player is condemned to return it to its original place. The player is penalized for putting the piece back in its original position and is warned once. If a piece does fall, it is allowed to pick it up and choose a point of attack.
3. If, in the middle of a game, it is discovered that a piece played earlier has been moved, the player may, after obtaining the unanimous opinion of the players, rule that the moved piece be moved back to its original position, or rule that the move is valid. In the event of disagreement between the players, the matter shall be reported immediately to the referee. The referee may, according to the degree of influence of the moved disc on the progress of the game, rule that: the disc should be moved back to its original position; the disc should be valid; the game should be drawn; the game should be replayed; or, if the disc was moved intentionally, the player who moved it should be sentenced as a loser.
Fourth, if the game is disorganized due to external force majeure, the game shall be resumed after both players have reviewed the game and confirmed the disorganization. If both players do not have the ability to review the game, a draw or replay will be awarded. If a player has really disorganized the game unintentionally, the game may be resumed. If it is not possible to resume the game, the player who has disrupted the game is awarded a loss. If a player intentionally disrupts the game, the game is declared a loss.
Article 9 - Raising
If a player mistakenly raises his opponent's disc by mistake after playing a game, the player who raises the disc by mistake is warned once and the disc is put back to its original place.
Article 10 Forbidden Points
If a player plays on a forbidden point, his move is invalidated and he forfeits once.
Article 11: Global homomorphism
1. If a player returns to a move immediately after a hijacking, the player who returns to the move is invalidated and forfeits once.
2. In the endgame, in accordance with the principle of prohibiting the reproduction of the global identities, it is not permitted to use the "false birth" as a live move.
3. In the rare cases of three- and four-rock cycles in which both players are at loggerheads with each other, and in the rare cases of a long life and a double move with two discs, a draw or a replay may be awarded.
Fourthly, according to the principle of prohibiting the reproduction of the whole game in the same shape, the opponents may not use it as a reason for not being able to end the game.
Article 12 Others
1. The referee shall make a reasonable judgment in accordance with the spirit of the General Rules or the Rules of Procedure on any foul play not covered by the Laws of Judicial Decision, and shall report to the head referee in a timely manner on any case which cannot be confirmed.
Secondly, the warnings awarded to the opponents shall be recorded, and if they are awarded twice in a game, the game shall be declared negative.
[Edit Paragraph]Go Terminology
Fei Men Guang Zi Long Double Cut Leads to Square Hands Gas Lit Flat Puff Card Roll Za Purpose Line Eat
Tip Punch Guan Clip Qu Tuo And Press Hang Kill About Ground First Extend Tie Tie Attack Supplementary Hijack Niu
Shape 芇 Cast Step Position Inflection Tiger Levies Top Spike Block Split Flavors Loose Empty Sniping Retreat Blocking Digging Posting
Seal Yoke Dot Squeeze Vertical squeeze squeeze Arches Holding Thickness Heavy Lightly Lift Invasion Consumption Cold Repentance Receive Stick Gai Wang
The game is a great example of the way in which the Chinese people can be encouraged by the Chinese government to take advantage of the situation.
Tucking, stretching, hooding, peddling, panning, eye-opening, mentioning towns, hitching, ferrying, forcing, nesting, fascia, enameling, jumping across
Touching, hooding, rolling, stilts, good offices, curling, gathering, skimming, wall-reclining, relying on excelsior, 毅 薄
大飞大龙 大关 大眼 大盘 大跳 大飞 小尖 小目 小盘 小侵 子力 上扳 下扳
下侵飛压飞攻飞补飞枷飞封飛鎮 公活公气雙活双活 双关 双打雙虎双吃
Double hijacking 双盘 Patch break Patch hijack hijack hijack fight hijack hijack hijack live hijack hijack kill
Looking for hijack, responding to hijack, throwing hijack hijack throw hijack, throw in hijack, throw in two hijacks, two scores, two live, two holds, situation pacing, abandonment, solidity
Low position, shape collapse, tortoise, excellent, wonderful, wonderful move, cold, finish, finish, extend, encircle the air, encircle the ground, single pass, single hijack
Holding to eat, levying, field, real profit, real air, real eye, lone, waste, waste, shape, set up, set up, blind, fail, failing
Tigers and fighters, odd, odd hand Change, try, relax, relax, soft, fine, accept, accept first, break up, shoulder charge, shoulder invade
Shallow dip, shallow elimination, conversion, sniping, net kill, net eat, net live, endgame, endgame, straight win, head invasion, invasion points, invasion elimination, alive, kill, point eye, point empty, point eye, structure, wall, stalemate, sequence, selection, point, point of urgency, common tendons
Common hand, repetition, reversal, cheap, win line, win, win, win, rectangle, ghost, holding, rake, replay, replay, reverse, pounce
Splitting two single passes Splitting two diagonal flights Levies relationship Chicken Standing Alone Relaxing triangles Sticky hijacks to close the queen Splitting two toward the sky Rolling packets to close
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