Mini-Go
GE2Capture territory with black and white stones.
Choose the White host level. Black moves first; capture groups and surround more area than White.
Opening Guide
- 1Leave connected groups room to breathe.
- 2Take every liberty from a White group to capture it.
- 3Build boundaries around empty intersections.
Board9x9
Black area0
White area0
Captures B / W0 / 0
Estimate-
Mini-Go Board9x9
The board is ready. Start when you are prepared.
Rules of Mini-Go
- Black moves first. Players alternate placing stones; Easy uses 9x9, Medium 11x11, and Difficult 13x13.
- A connected group is captured when it has no liberties (empty adjacent intersections).
- A stone cannot be played without liberties unless that move captures opposing stones.
- A move cannot immediately recreate the board position from two moves ago (simple ko).
- Area scoring counts stones plus surrounded empty intersections. There is no komi and no fixed move limit.
- The match ends when White has no legal move, Black resigns, or White concedes after falling far behind or late in a developed game once every remaining region is settled and Black leads; more area wins and a draw is possible.
How scoring works
Only a victory scores. Winning margin, controlled territory, captures, and an unbroken black shape add points.
Harder difficulties give more points: Easy is the base score, Medium adds a modest boost, Hard adds a larger boost, and Diabolical gives the largest boost.
A loss or resignation ends the duel with zero points.
