众所周知,世界范围内的围棋规则至今都没有统一,而且统一之路困难重重。那么到底世界各地的围棋规则是怎么样的呢,他们之间又有啥不同呢。
在本篇中,我尝试着找几个有代表性的围棋规则,尽可能地搜索这些规则的原文链接,把它们整理起来。一来是希望能够方便以后的查询,二来是想比较一下这些规则之间的差异。
这里我选了 7 个比较有影响力的规则:中国规则、日本规则、应氏规则、新西兰规则、美国规则、智运会规则和 Tromp-Taylor 规则。
在最基本的规则方面(比如轮流落子、黑先白后、气尽提子),这些规则没什么区别,只是表述不同罢了,这里就不谈了。
我们主要从 6 个方面考察各个规则的区别,即是否采用禁全同、是否禁止自尽、终局条件、死活判定方法、计点方式、等效贴点值。
这其中,前面三项这里姑且归类为行棋规则,后面三项归类为胜负规则吧。
我认为行棋规则相较于胜负规则更加基本,因为一盘棋怎么下、是否下完依据的是行棋规则,而下完之后判断胜负依据胜负规则。
我将分别列出 7 个规则的 6 个方面的条款,这些条款我尽量选取较为可靠的版本,有原文链接的我将尽量列出,感兴趣的小伙伴可以在读完全文后去原文详细阅读。最后我们用表格的形式来概括一下各个规则。
中国规则
中国规则应该是我们最熟悉的了。中国规则是最先采用“禁全同”的正式围棋规则,但是由于执行起来困难等原因,在比赛中,“禁全同”规则没有严格执行,甚至于在规则文本中对一些特例指明了可以使用替代方案。下面的网站上有比较完整的 2002 年版中国规则:
关于“禁全同”的条款:
着子后不得使对方重复面临曾出现过的局面。
第20条 禁止全局同形再现
全局同形再现是妨碍终局的唯一技术性原因,原则上必须禁止。
1、禁止单劫立即回提;
2、禁止假生类多劫循环;图三……
3、原则上禁止三劫循环、四劫循环、长生、双提两子等全局同形再现的罕见特例。根据不同比赛,也可制定相应的补充规定,如无胜负、和棋、加赛等。图四为……
1、棋局下到双方一致确认着子完毕时,为终局。
2、对局中有一方中途认输时,为终局。
3、双方连续使用虚着,为终局。
第21条 终局
1、轮到着手的一方提议终局,随之放弃着手。如果对方不同意就此终局,则应允许对方着子。放弃着手方随即恢复着手权利,对局重新开始,直至双方一致同意终局。
2、双方已经确认终局,如果盘上尚留有可争之点,其归属按双活方式处理。例如图五……
3、双方已经确认终局后,一方或双方即使又发现了有效手段,也不允许重新开始对局。例如图六……
1、终局时,经双方确认,不能被提取的棋都是活棋。
2、终局时,经双方确认,能被提取的棋都是死棋。
第21条 终局
4、对死棋和活棋的确认,对局双方意见必须一致。如有争议,重新开始对局,由认为是死的一方先下,以实战解决。
着子完毕的棋局,采用数子法计算胜负。将双方死子清理出盘外后,对任意一方的活棋和活棋围住的点以子为单位进行计数。
双方活棋之间的空点各得一半。
棋盘总点数的一半180.5点为归本数。一方总得点数超过此数为胜,等于此数为和,小于此数为负。
交互に相手方の石一個を取り返し得る形を「劫」という。劫を取られた方は、次の着手でその劫を取り返すことはできない。
第十二条(無勝負)
対局中に同一局面反復の状態を生じた場合において、双方が同意した時は無勝負とする。
盤上は、縦横十九路、その交点三百六十一であり、石は、第四条に合致して盤上に存在できる限り、交点のうちの空いている点(以下「空点」という)のすべてに着手できる。
第四条(石の存在)
第九条(終局)
1、一方が着手を放棄し、次いで相手方も放棄した時点で「対局の停止」となる。
2、対局の停止後、双方が石の死活及び地を確認し、合意することにより対局は終了する。これを「終局」という。
3、対局の停止後、一方が対局の再開を要請した場合は、相手方は先着する権利を有し、これに応じなければならない。
1、相手方の着手により取られない石、又は取られても新たに相手方に取られない石を生じうる石は「活き石」という。活き石以外の石は「死に石」という。
2、第九条の「対局の停止」後での死活確認の際における同一の劫での取り返しは、行うことができない。ただし、劫を取られた方が取り返す劫のそれぞれにつき着手放棄を行った後は、新たにその劫を取ることができる。
一方のみの活き石で囲んだ空点を「目」といい、目以外の空点を「駄目」という。駄目を有する活き石を「セキ石」といい、セキ石以外の活き石の目を「地」という。地の一点を「一目」という。
第十条(勝敗の決定)
1、終局の合意の後、地の中の相手方の死に石はそのまま取り上げ、ハマに加える。
2、ハマをもって相手方の地を埋め、双方の地の目数を比較して、その多い方を勝ちとする。同数の場合は引き分けとし、これを「持碁」という。
应氏规则
实手:本规则创“除穷任择”:着必有变,变穷禁着。颗、块子自提,有变可着。热子即提,越环再搅颗子自搅,变穷禁着。
第五条 打劫:变穷打劫 劫分争搅
变穷:简称“穷”乃变方互不相让之同型反覆或循环。穷则无胜负,穷如何除尽乃五千年不解之谜。
打劫:乃劫子除穷规则,本规则创“劫分争搅”:反覆为争循环为搅。热子禁提除争穷,越环禁搅除搅穷。穷已除尽,任何劫型死活,皆有一定结果。
争劫:乃生死劫,连续反覆所争之劫子称为“热子”。凡提取热子须间隔一实手或虚手,否则争穷。
热子:传统仅“单热子”,本规则创:长生劫之双劫子逢双皆成“双热子”。争三劫除单热子外另一单或双劫子,视同热子,皆成“孪热子”。
搅子:乃搅方所造成之循环劫,搅方连续提劫,不争热子无关死活。越环后环环相同,实为搅穷。本规则创“越环禁搅”:搅方如越环应禁止续搅,否则搅穷。衡劫活搅还原,虚劫死搅被提。
虚手:单方虚手认输,着手终止。非认输之单方虚手,着手继续。单官着完,双方虚手,着手休止,清除死子如有歧见,着手可再继续。死子清完,双方再虚手,着手终了,四虚终局。
死活:死活有歧见应以“提取”证明之,提取为死子,不提取为活子。任何劫型死活,一律提证死活,不得判定死活。
实务:本规则创“填满计点、以子量地”为计算实务:原有邻界一子未变,胜负点数幼儿可一目了然。
填满:四虚终局后,即须计点。余空称“胜空”,余子称“负子”。双活中邻界黑白兼有之“公空”,多于一空各填其半,少至一空不得填子。
新西兰规则
A move consists of
1. making a play so that the resulting board position does not repeat the whole board position as it was after any of that player's previous moves or ...
A play consists of placing a stone (of that player's own colour) on an unoccupied intersection, then removing any of the opponent's stones that then have no liberties (if any), and then removing any of that player's own stones that then have no liberties (if any).
The game is finished when both players agree that there are no more worthwhile moves. 'Dead' stones may then be removed from the board by mutual agreement. If they cannot agree which stones are dead they must play on. If they cannot then agree who shall move next, all stones stay on the board (are alive) and are counted.
Territory of a player (at the end of the game) consists of all points occupied by that player's stones plus all unoccupied points adjacent to that territory.
In an even game, 7 points (komi) are added to the white players territory.
美国规则
6) Repeated Board Position (Ko): It is illegal to play in such a way as to recreate a previous board position from the game, with the same player to play.
5) ... It is illegal for a player to move so as to create a string of his or her own stones which is completely surrounded (without liberties) after any surrounded opposing stones are captured.
9) Ending the Game: Two consecutive passes signal the end of the game. After two passes, the players must attempt to agree on the status of all groups of stones remaining on the board.
Any stones which the players agree could not escape capture if the game continued, but which have not yet been captured and removed, are termed dead stones.
If the players agree on the status of all such groups, they are removed from the board as prisoners of the player who could capture, and the game is scored as in Rule 12. If there is a disagreement over the status of some group or groups, play is resumed as specified in Rule 10.
10) Disputes: If the players disagree about the status of a group of stones left on the board after both have passed, play is resumed, with the opponent of the last player to pass having the move. The game is over when the players agree on the status of all groups on the board, or, failing such agreement, if both players pass twice in succession.
In this case any stones remaining on the board are deemed alive. Any stone or group of stones surrounded and captured during this process is added to the capturing player's prisoners as usual.
5) ... After a player moves, any stone or string of stones belonging to the opponent which is completely surrounded by the player's own stones is captured, and removed from the board. Such stones become prisoners of the capturing player. ...
7) Passing: On his or her turn, a player may pass by handing the opponent a stone, referred to as a pass stone, rather than playing a stone on the board.
11) The Last Move: White must make the last move--if necessary, an additional pass, with a stone passed to the opponent as usual. The total number of stones played or passed by the two players during the entire game must be equal.
12) Counting: There are two methods for counting the score at the end of the game. One is based on territory, the other on area. The players should agree in advance of play which method they will use. If there is no agreement, territory counting shall be used.
Territory: Those empty points on the board which are entirely surrounded by live stones of a single color are considered the territory of the player of that color.
Area: All live stones of a player's color left on the board together with any points of territory surrounded by a player constitute that player's area.
Counting by Territory: When counting by territory, players add up their total territory less any prisoners held by the opponent (including dead stones removed at the end of the game). The player with the greater total (after adjusting for any compensation offered according to Rule 3) is the winner.
Counting by Area: When counting by area, the players add up their total area. Prisoners are ignored. The player with the greater total area (after adjusting for any compensation offered according to Rules 3 and 4) is the winner.
3) Compensation: In an even (non-handicap) game, Black gives White a compensation of 7 ½ points for the advantage of the first move. This compensation is added to White's score at the end of the game. ...
智运会规则
Section 4 Prohibiting the Reappearance of the Same Board Position
It is illegal to play in such a way as to recreate a board position that previously existed on the board.
禁止着子后,全局还原到对方某一步棋以前的状态。
Section 3 Liberties and Dead Stones
5. Forbidden points: A forbidden point is an unoccupied point on the board which, if played, would leave that stone and its connecting unit of stones without liberties, while failing to remove any of the opponent's stones. A player cannot play on a forbidden point.
Section 5 Ending the Game
Two consecutive passes signal that both players believe that there are no more points to contest for in the game. The game of placing the stones in alternation comes to an end and the competition is over. Then:
1. The two players remove dead stones by mutual agreement. The game ends when all the dead stones have been agreeably removed.
2. In case of disputes on the life and death of any of the stones or the rights to the vacant points, either player may propose to resume the play and continue in the original order, until there are two consecutive passes again and the game comes to its end. In this case, all stones remaining on the board are alive.
3. Play may only be resumed to confirm the life or death of stones and the rights to the vacant points enclosed by the living stones. If one or both players find other contestable points on the board after two passes,
those points shall be left as they stand and are evenly divided between the two players.
双方连续弃着表示双方均认为已无可争之棋,双方一人一手的对局结束,棋局中止。然后,
1、对盘上尚未完成的提取死子等必然过程,双方达成共识,简化这一过程,按共识终局。
2、任何一方均可提出恢复对局实证,按原顺序继续轮流着子,再至双方连续弃着,棋局结束,终局,则此时盘上所有子均为活子。
3、恢复对局的理由和目的必须是实证死活、确认局部归属。如果一方或双方又发现了有价值之处,不允许恢复对局,有价值之处的归属按双方各半计算。
Section 7 Counting the Score
There are three methods for counting: counting the stones and the surrounded points; counting the surrounded points after filling in the captured stones; and counting by filling in all the stones. Although methods differ, the result will be the same, and all the methods may be offered as choices. ...
在本规则下,使用数子法、数空法和填满计点法结果是一致的,均可采用。本次比赛采用填满计点法。
局终后双方各自把棋子填入自己的空中,填满为止,然后数子。本方法必须保证棋盒内棋子数为准确的180颗,如此则根据填满之盈缺立即能得出胜负结果。
Section 6 Determining the Winner
There are two types of compensations. The first type depends on who passes first in the game. If White passes first, Black's score is reduced by 1. If Black passes first, no such compensation is given.
The second type of compensation aims to balance the advantage enjoyed by the player who makes the first play.
To ensure a fair game, the Black player is asked to deduct an amount from his total points, traditionally known as the komi (tie-xian in Chinese). The amount of komi in this tournament is set to be 6.5 points.
为平衡先行之利,使对局公平,通常要求先行方作出补偿,称为贴先。贴先数由比赛组织者确定。本比赛采用贴 6 点半。
Tromp-Taylor 规则
6. A turn is either a pass; or a move that doesn't repeat an earlier grid coloring.
★ 6. 一手棋要么是虚着,要么是一着不重复之前格点染色的着法。
After only 2 consecutive passes, the players may end the game by agreeing on which points to empty.
After 4 consecutive passes, the game ends as is.
总结
★ 很多规则都使用禁全同来表述打劫规则,但日本规则还是没有采用禁全同。
★ 在是否禁止“自尽”方面,各个规则也有分歧。
★ 终局条件方面,很多规则都采用“先暂停再判定死活最后终局”的模式,Tromp-Taylor 规则在使用协议死活时也是这个模式,而原始的 Tromp-Taylor 规则简单粗暴地将“两虚”作为终局条件。
★ 死活判定方面各个规则也不太一样,但大多是“协议死活,争议实战解决”的模式,而日本规则下死活仍然依赖判例和裁判。
★ 计点方式上,除了传统的数子法和数目法,美国规则使用了“等手比目”,智运会规则使用“首虚”实现“收后还子”。
★ 各个规则的等效贴点值基本是 6.5 或 7.5,新西兰规则贴 7 点允许了和棋。