الغو · الأدلة

نهاية الغو: العب دائمًا أكبر نقطة

Games are lost in the endgame more often than anywhere else, usually by playing a five-point move when a twelve-point move was available.

هذا الدليل متاح بالإنجليزية فقط في الوقت الحالي.

The endgame — yose — begins when the boundaries between territories are roughly settled and what remains is the details. It is the most learnable part of go, because the moves can be counted.

Counting the value of a move

The value of a move is the difference between the position if you play it and the position if your opponent does. A move that gains you two points and denies your opponent two is worth four, not two.

This double-counting is what beginners miss. A boundary move usually swings points in both directions, and the swing is the real number.

Sente and gote

A sente move must be answered, so you keep the initiative and can play again elsewhere. A gote move does not, so your opponent gets the next free move.

A sente move is effectively free, which makes it worth roughly double a gote move of the same nominal size. The endgame order follows directly:

  1. Double sente — moves that are sente for both players. Play these first; they are enormous.
  2. Your sente moves, largest first.
  3. Gote moves, largest first.
  4. Your opponent's sente moves, played as reverse sente to take the initiative away.
  5. Neutral points, which are worth nothing and go last.

Don't answer everything

Beginners answer every move automatically. Before responding, ask what the opponent gains if you ignore it. If it is less than the biggest move elsewhere, ignore it.

Common endgame moves and their rough sizes

MoveTypical value
Monkey jump along the edge8–12 points, often sente
Hane and connect at the boundary4–6 points
First-line descent2–4 points
Filling a neutral point0 points

These are approximations that depend on the position, but the ordering is reliable. The monkey jump in particular is worth learning because it is large and beginners rarely see it coming.

Knowing the score

The Count button shows the current area score without ending the game. Use it. Knowing whether you are four points ahead or four behind changes everything: ahead, you simplify, connect and avoid fights; behind, you must create complications while there is still board left.

Under area scoring, playing an extra stone inside your own territory costs nothing, which means there is no penalty for making a group unambiguously safe. That is a genuine simplification for beginners compared with territory scoring.

Ending the game

When only neutral points remain, fill them and pass. Two consecutive passes end the game and the final count appears. If you pass while a real point remains, you have simply given it away — check the boundaries once before passing.

Why the endgame is worth studying

Openings are vague and fights are hard to read, but endgame moves can be counted exactly. A player who plays the endgame well gains five to ten points in a typical game, which on a 9×9 board is the entire margin. It is the cheapest improvement available.

ما يجب تذكّره

  • A move's value is the swing between both sides playing it.
  • Sente moves are worth roughly double gote moves of the same size.
  • Play double sente first, then your sente, then large gote.
  • Do not answer a move without checking what ignoring it costs.
  • Use the count button to decide whether to simplify or complicate.

أسئلة شائعة

When does the endgame start?

When territory boundaries are broadly settled and no group is in danger.

Does area scoring change endgame play?

Slightly. Filling your own territory is free, so defensive moves cost nothing under this system.