Duel Hall

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How to play

  • Black moves first. Tap any empty intersection to place a stone there; players alternate.
  • Capturing: a stone or connected group with no empty point (liberty) left next to it is captured and removed. You can't play a move that would leave your own new stone with zero liberties (suicide) unless it captures.
  • Ko: you can't immediately recapture in a way that would recreate the position from just before your opponent's last move.
  • Scoring: two passes in a row end the game — score is stones on the board plus fully-enclosed empty territory, counted immediately, no negotiation step. Capture anything you consider dead before you pass, or it counts as a live stone.
  • White gets a komi of 7.5 points to offset Black's first-move advantage, so there are no draws.
  • Online games get a clock sized to the board (10/20/30 minutes per side for 9×9/13×13/19×19). Running out of time loses.

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Go

The ancient territory game, on a 9×9, 13×13 or 19×19 board. Play a friend online with challenges, a rating and match history, take on the built-in computer, or pass-and-play on one device.

Play online

Challenge a friend by name or code, or anyone in the lobby. A ready-check on both sides, a board-sized clock each, and every result feeds a separate Go rating.

Vs the computer

A built-in bot that captures, defends its groups and avoids filling its own eyes — entirely in your browser, no server-side engine.

Pass & play

One board, one device, no sign-in. Pick 9×9 for a quick game or 19×19 for the full board.

Full rules

Captures, the suicide rule, ko, and strict area scoring with a 7.5-point komi — no draws, no dead-stone arguments.

Go You Win!

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Both players must start before the clock begins.

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