En Peliculotas nos dedicamos a subir peliculas completas en espa. Nombre de usuario o correo electr Chaser Brand, based in Los Angeles. Stay comfy in our super cute peace graphic long sleeve. The perfect fit and super soft fabric will make this long sleeve a favorite! THE ONLINE DISCOGRAPHICAL PROJECT Created by Steven Abrams (who contributed the majority of information found herein) and Tyrone Settlemier, with contributions from many other collectors such as: yourself! All blame for any HTML errors (not to mention the. Once stocks are no longer in the top ten, they are replaced in the portfolio by those that are. We last looked at the Dogs in November last year, when half the portfolio. Go (game) - Wikipedia. Go (traditional Chinese: . It was considered one of the four essential arts of the cultured aristocratic Chinese scholar caste in antiquity. The earliest written reference to the game is generally recognized as the historical annal Zuo Zhuan. Compared to chess, Go has both a larger board with more scope for play and longer games, and, on average, many more alternatives to consider per move. One player uses the white stones and the other, black. The players take turns placing the stones on the vacant intersections (named . Beginners often play on smaller 9. However, boards with a 1. Capture happens when a stone or group of stones is surrounded by opposing stones on all orthogonally- adjacent points. When a game concludes, the territory is counted along with captured stones and komi (points added to the score of the player with the white stones as compensation for playing second) to determine the winner. This particular game quickly developed into a complicated fight in the lower left and bottom.(Click on the board to restart the play in a larger window.)Go is an adversarial game with the objective of surrounding a larger total area of the board with one's stones than the opponent. As the game progresses, the players position stones on the board to map out formations and potential territories. Contests between opposing formations are often extremely complex and may result in the expansion, reduction, or wholesale capture and loss of formation stones. When Black has only one liberty left (D), that stone is . An enclosed liberty (or liberties) is called an . Situations where mutually opposing groups must capture each other or die are called capturing races, or semeai. The game ends when both players pass. For each player, the number of captured stones komi is subtracted from the number of controlled (surrounded) points in . These bases help to quickly develop strong shapes which have many options for life (self- viability for a group of stones that prevents capture) and establish formations for potential territory. After the forcing move is played, the ko may be . Some ko fights are referred to as . A difference in rank may be compensated by a handicap. Stones or groups of stones which lose their last liberty are removed from the board. Rule 2 (the . Moves which would do so are forbidden, and thus only moves elsewhere on the board are permitted that turn. Almost all other information about how the game is played is a heuristic, meaning it is learned information about how the game is played, rather than a rule. Other rules are specialized, as they come about through different rule- sets, but the above two rules cover almost all of any played game. Although there are some minor differences between rule sets used in different countries. The scoring rules are explained separately. Go terms for which there are no ready English equivalent are commonly called by their Japanese names. Basic rules. Liberties are shared among all stones of a chain and can be counted. Here the black group has 5 liberties, while the two white chains have 4 liberties each. Two players, Black and White, take turns placing a stone (game piece) of their own color on a vacant point (intersection) of the grid on a Go board. If there is a large difference in skill between the players, the weaker player typically uses Black and is allowed to place two or more stones on the board to compensate for the difference (see Go handicaps). The official grid comprises 1. Chains may be expanded by placing additional stones on adjacent intersections, and can be connected together by placing a stone on an intersection that is adjacent to two or more chains of the same color. It is captured and removed from the board. A vacant point adjacent to a stone is called a liberty for that stone. A chain of stones must have at least one liberty to remain on the board. When a chain is surrounded by opposing stones so that it has no liberties, it is captured and removed from the board. Ko rule. This rule, called the ko rule, prevents unending repetition. If White were now allowed to play on the marked intersection, that move would capture the black stone marked 1 and recreate the situation before Black made the move marked 1. Allowing this could result in an unending cycle of captures by both players. The ko rule therefore prohibits White from playing at the marked intersection immediately. Instead White must play elsewhere, or pass; Black can then end the ko by filling at the marked intersection, creating a five- stone black chain. If White wants to continue the ko (that specific repeating position), White tries to find a play elsewhere on the board that Black must answer; if Black answers, then White can retake the ko. A repetition of such exchanges is called a ko fight. See Rules of Go: Repetition for further information. Suicide. Black naturally answers by playing at A, creating two eyes. A player may not place a stone such that it or its group immediately has no liberties, unless doing so immediately deprives an enemy group of its final liberty. In the latter case, the enemy group is captured, leaving the new stone with at least one liberty. This play would only be useful in a limited set of situations involving a small interior space. This is called komi, which gives white a 6. Japanese rules (number of points varies by rule set). In handicap games with two or more handicap stones, White may also take a 0. Black's territory (A) + (C) and prisoners (D) is counted and compared to White's territory (B) only (no prisoners). In this example, both Black and White attempted to invade and live (C and D groups) to reduce the other's total territory. Only Black's invading group (C) was successful in living, as White's group (D) was killed with a black stone at (E). The points in the middle (F) are . Both systems almost always give the same result. Territory scoring counts the number of empty points a player's stones surround, together with the number of stones the player captured. Area scoring counts the number of points a player's stones occupy and surround. It is associated with contemporary Chinese play and was probably established there during the Ming Dynasty in the 1. Any dead stones removed at the end of the game become prisoners. The score is the number of empty points enclosed by a player's stones, plus the number of prisoners captured by that player. The score is computed using the position after the next time the players pass consecutively. Under territory scoring, the rules are considerably more complex; however, in practice, players generally play on, and, once the status of each stone has been determined, return to the position at the time the first two consecutive passes occurred and remove the dead stones. For further information, see Rules of Go. Given that the number of stones a player has on the board is directly related to the number of prisoners their opponent has taken, the resulting net score, that is the difference between Black's and White's scores, is identical under both rulesets (unless the players have passed different numbers of times during the course of the game). Thus, the net result given by the two scoring systems rarely differs by more than a point. The black groups at the top of the board are alive, as they have at least two eyes. The black groups at the bottom are dead as they only have one eye. The point marked a is a false eye. When a group of stones is mostly surrounded and has no options to connect with friendly stones elsewhere, the status of the group is either alive, dead or unsettled. A group of stones is said to be alive if it cannot be captured, even if the opponent is allowed to move first. Conversely, a group of stones is said to be dead if it cannot avoid capture, even if the owner of the group is allowed the first move. Otherwise, the group is said to be unsettled: the defending player can make it alive or the opponent can kill it, depending on who gets to play first. If the eye is surrounded by Black stones, the . Effectively, the capture rule is applied before the suicide rule, and both are applied before White's play is completed. By the interplay of the capture and suicide rules, survival for a group can be guaranteed only by having two or more eyes. If two such eyes exist, the opponent can never capture a group of stones, because one liberty is always. One eye is not enough for life because a point that would normally be suicide may be filled by the opponent, thereby capturing the group. The two black groups in the upper corners are alive, as both have at least two eyes. The groups in the lower corners are dead, as both have only one eye. The group in the lower left may seem to have two eyes, but the surrounded empty point marked a is not actually an eye. White can play there and take a black stone. Such a point is often called a false eye. Neither Black nor White can play on the marked points without reducing their own liberties for those groups to one (self- atari). There is an exception to the requirement that a group must have two eyes to be alive, a situation called seki (or mutual life). Where different colored groups are adjacent and share liberties, the situation may reach a position when neither player wants to move first, because doing so would allow the opponent to capture; in such situations therefore both players' stones remain on the board in mutual life or . Neither player receives any points for those groups, but at least those groups themselves remain living, as opposed to being captured. The simplest are: each player has a group without eyes and they share two liberties, andeach player has a group with one eye and they share one more liberty. In the . Neither player wants to play on a circled point, because doing so would allow the opponent to capture. All the other groups in this example, both black and white, are alive with at least two eyes. Seki can result from an attempt by one player to invade and kill a nearly settled group of the other player.
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