News & Events

2018 WAGC - Report from Hordur Thordarson
13 May 2018 04:532018 WAGC - Report from Hordur Thordarson

  I just came back from the 39th World Amateur Go Championship in Tokyo. A huge thank you to Coli [ ... ]

2018 WAGC - Results
13 May 2018 04:52

Yi-Tien Chan, Taipei won, undefeated Sangcheon Kim, Korea second, one loss Two losses, 
Chen Wang, [ ... ]

Tony's Go Club vs Senthé Montreal!
09 May 2018 05:09

On Sunday 6th May, six games were played on OGS between players of Tony's Go Club and the Senth [ ... ]

NZ player, Alan, ranks No 1 on OGS
15 Feb 2018 06:53NZ player, Alan, ranks No 1 on OGS

As of 15th February 2018 A member of the University of Canterbury Go Club has achieved the no 1 posi [ ... ]

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Rules of the New Zealand Go Society Incorporated


  • 1.1 The Society shall be called “New Zealand Go Society Incorporated”.
  • 1.2 The purpose for which the society is formed shall be:
To publicise and promote Go within New Zealand by all means possible.
To co-ordinate Go activities in New Zealand and represent this nation in international Go affairs.
To arrange a national tournament and confer national titles.
To maintain master (dan) grades consistent with international standards and award suitable diplomas.


  • 2.1 Membership shall be open to all interested in the game of go.
  • 2.2 Subscriptions, the amounts of which shall be determined from time to time by resolutions of general meetings, shall have effect from 1 July to 30 June each year. New members joining after 31 January shall be registered until 30 June the following year.
  • 2.3 A Go Club may become affiliated to the Society be registering all of its members (of whom there must be at least 5) with the society. Registration shall be effective upon receipt by the Society’s treasurer of a club’s membership list, accompanied by the appropriate subscription which shall be derived by multiplying the number of members on the list by the annual membership subscription of the society.
  • 2.4 An affiliated club shall nominate one of its members as club secretary who shall be responsible for communications between club members and the Society committee which should normally be addressed to the secretary of the Society. The club secretary’s duties shall also include informing the committee at least annually of the names, addresses and playing strengths of club members and the name and address of any replacement club secretary.
  • 2.5 Any breach of the provision of this constitution by any club or any member or members shall render it, them, him or her liable to exclusion from the Society at the discretion of the committee.


  • 3.1 The officers of the Society shall be, in order of seniority, the president, the secretary and the treasurer.
  • 3.2 The committee shall consist of the officers and two ordinary members and up to two co-opted members.
  • 3.3 The management of the Society shall be carried out by the committee subject to any resolutions of the general meetings.
  • 3.4 Any cheques must be signed by two officers.
  • 3.5 The committee shall be empowered to borrow money for the sole purpose of purchasing Go materials and the lender shall have no claim until the proceeds of the sale are sufficient to repay the loan and the committee will stipulate this as a condition to the lender.
  • 3.6 The committee shall have power to invest the Society’s funds in the same manner as trustees acting in accordance with the trustee act 1956.
  • 3.7 The secretary shall provide for the safe custody of the seal which shall only be used by the authority of the committee and every instrument to which the seal is affixed shall be signed and countersigned by two committee members.


  • 4.1 The AGM shall be held once a year but not more than 18 months after the previous AGM. The secretary shall give all members at least two weeks notice of and agenda for the AGM. For the purpose of this rule it shall be sufficient to advertise the date, time and place of and the agenda for the AGM in the Society’s Newsletter circulated to all affiliated clubs and other members at least 2 weeks prior to the holding of the AGM.
  • 4.2 Ten members present at the beginning of the AGM shall constitute a quorum.
  • 4.3 The chair shall be taken by the senior officer present, or in the absence of any officers, the first business of the meeting shall be to elect a chairperson.
  • 4.4 The agenda of the AGM shall include the following:
a) Election of tellers. (Tellers shall not be standing for nomination).
b) Reading of minutes of previous AGM and of any EGM held since.
c) Discussion of matters arising from the minutes.
d) Receipt of and consideration of officers’ written reports.
e) Election of officers.
f) Election of ordinary committee members.
g) Consideration of and voting on proposals received.
h) Any other business.
  • 4.5 The chairperson shall ensure that the minutes of the meeting are taken and are communicated to the secretary of the Society within two weeks of the meeting.
  • 4.6 All remarks shall be addressed to the chair.
  • 4.7 The chair shall adjudicate in disputes as to speaking order.
  • 4.8 Proposals shall be passed by a simple majority of those voting, except where this constitution otherwise provides. The chairperson shall vote only when the meeting is otherwise divided.
  • 4.9 Voting shall be by voice unless a show of hands is called for.
  • 4.10 The chairperson may at his/her discretion allow a vote by ballot on any question at the request of a member either before or after voting by voice or hand has taken place.
  • 4.11 The counting of votes, whether by hand or ballot, shall be the responsibility of the tellers.
  • 4.12 Proposals of a formal nature (e.g. acceptance of the minutes) and proposals from the committee do not require a formal proposer and seconder, but may be moved from the chair.
  • 4.13 Nominations for officers and for ordinary committee members shall be submitted to the secretary before the AGM in writing and bearing the signatures of proposer, seconder and candidate.
  • 4.14 Existing officers shall be eligible for re-election without nomination.
  • 4.15 Election of each officer shall be by ballot, unless there be only one candidate, in which case he/she is elected unopposed; otherwise the person with the largest number of votes shall be elected.
  • 4.16 Election of ordinary committee members shall be by ballot; the elected committee members shall be those gaining the two highest totals of votes, each member present having up to but no more than two votes to be cast for different candidates, except that no candidate shall be elected with the support of less than ten percent of those voting.
  • 4.17 Proposals shall be submitted to the secretary not later than two months before the AGM or at such later date(s) as the secretary may deem practical. Proposals must bear the signatures of those Society members proposing and seconding each proposal.
  • 4.18 The chairperson shall accept relevant amendments to proposals at the meeting if verbally proposed and seconded. Amendments shall be dealt with before proceeding to the substantive motion.
  • 4.19 Proposals under “any other business” may be made only at the discretion of the chairperson and shall in no case substantially affect the conduct of the Society.
  • 4.20 If an AGM is inquorate the committee shall arrange a further date for an AGM. If after 18 months from the previous inquorate AGM another quorate AGM has not been held the committee shall have the power to dissolve the Society and distribute the assets amongst affiliated clubs in proportion to membership.


  • 5.1 The EGM shall be called within two months of the receipt by the secretary of a written request for a meeting together with a proposal or proposals signed by at least 10 members of the Society, of whom one should be identified as proposer. Meetings may also be called on the initiative of the committee.
  • 5.2 The location and time of the EGM shall be at the discretion of the committee having regard to the relevance of the proposals to local and national membership.
  • 5.3 The secretary shall give at least two weeks notice of and an agenda for an EGM to all members in the same manner as for an AGM.
  • 5.4 The proposer may submit to the secretary with the request for the EGM a document supporting the proposal or proposals. If sufficient copies are supplied the secretary shall distribute this to all members.
  • 5.5 The agenda for an EGM shall be as follows:
a) Election of tellers
b) Discussion of proposal or proposals, including reading by the chairperson of any relevant correspondence received, and the framing of motions for postal voting.
  • 5.6 The meeting shall be conducted in accordance with Rule 4.2 to 4.3, 4.5 to 4.7 and 4.9 to 4.11. The wording of proposals for postal voting shall be decided as in Rule 4.8 and 4.9.
  • 5.7 No business other than that for which the meeting was called shall be transacted at an EGM.
  • 5.8 The chairperson of an EGM shall forward details of motions proposed to the secretary within seven days. Such motions shall be decided by postal vote.
  • 5.9 The secretary will distribute to all members:
a) Minutes of the EGM
b) Any relevant documents submitted to him in sufficient numbers for distribution to all members.
c) The motions for voting upon, which shall be numbered.
d) The address to which voting papers should be sent for voting and validating by the tellers.
e) Final date for the receipt of voting papers, which shall not be later than six weeks from the date of the EGM, and of which at least two weeks notice shall be given.
  • 5.10 Members shall vote by writing on a paper their name and the number of each motion accompanied by the word – “Yes”, “No”, or “Abstain”. Voting papers shall be signed and sent post paid to the tellers direct or through club secretaries.
  • 5.11 The tellers shall total the votes on each motion and submit the results to the secretary within seven days of the closing date for the postal vote. The validity of any vote is at the tellers’ discretion. The tellers shall not disclose to anybody else how any member voted, and shall keep the voting papers for at least six months.
  • 5.12 The motion shall be carried by a simple majority of those voting for or against, except those affecting the constitution, which shall require a two thirds majority, provided that in all cases at least ten members record a vote.
  • 5.13 Motions passed by postal vote have effect from the declaration of the result.


  • 6.1 The committee shall meet at least twice a year. Meetings shall be called by the secretary after consultation with the president.
  • 6.2 A quorum shall consist of three members.
  • 6.3 Any decision of the committee shall require a simple majority of those voting.
  • 6.4 The senior officer present shall chair committee meetings.
  • 6.5 The committee shall have the poser to co-opt up to two Society members.
  • 6.6 If for any reason an officer is unable, temporarily or permanently to fulfill his/her duties, the committee shall appoint as soon as possible an acting officer who may be any member of the Society. Until such an appointment can be made the senior officer still functioning shall be responsible for seeing that the duties of the non-functioning officer are carried out.


  • 7.1 Amendments to the constitution can only be passed at an AGM provided prior notice is given in accordance with Rule 4.17 and the proposed amendment must be included in the agenda. The proposed amendment will lapse if a proposer and seconder are not present at the meeting.
  • 7.2 This constitution may be altered only by at least a two thirds majority of those voting at a general meeting and provided that not less than ten members record a vote. All amendments shall take effect from the end of the meeting.

Go is an abstract strategy board game for two players, in which the aim is to surround more territory than the opponent.

The game was invented in ancient China more than 2,500 years ago, and is thus the oldest board game continuously played today. 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 (c. 4th century BCE). The modern game of Go as we know it was formalized in Japan in the 15th century CE.

Despite its relatively simple rules, Go is very complex, even more so than chess, and possesses more possibilities than the total number of atoms in the visible universe. 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.

The playing pieces are called stones. One player uses the white stones and the other, black. The players take turns placing the stones on the vacant intersections (named "points") of a board with a 19×19 grid of lines. Beginners often play on smaller 9×9 and 13×13 boards, and archaeological evidence shows that the game was once played on a 17×17 grid. However, boards with a 19×19 grid had become standard by the time the game had reached what was then the Imperial Chinese Tributary State of Korea in the 5th century CE and later to what was then the Imperial Chinese Tributary State of Japan in the 7th century CE.

The objective of go—as the translation of its name implies—is to fully surround a larger total area of the board than the opponent.

Once placed on the board, stones may not be moved, but stones are removed from the board when "captured". Capture happens when a stone or group of stones is surrounded by opposing stones on all orthogonally-adjacent points. The game proceeds until neither player wishes to make another move; the game has no set ending conditions beyond this. 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. Games may also be terminated by resignation.

As of mid-2008, there were well over 40 million Go players worldwide, the overwhelming majority of them living in East Asia. As of December 2015, the International Go Federation has a total of 75 member countries and four Association Membership organizations in multiple countries.


Go. (n.d.). In Wikipedia. Retrieved January 24, 2017, from



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About the NZGS
The New Zealand Go Society:


    • publishes Go news to kiwis
    • organises the annual NZ Go Congress competition
    • maintains a points system for members
    • sends a NZ representative to the World Amateur Go Championship (WAGC) annually
    • runs a bookshop (selling boards, stones, books) with special deals for members


Key members of the NZGS:

   President - Kevin Liu    
  Email: This email address is being protected from spambots. You need JavaScript enabled to view it. Phone:
  Secretary - Colin Grierson Email: This email address is being protected from spambots. You need JavaScript enabled to view it. Phone: 
  Treasurer - Ning Hu Email:  Phone: 


General committee:

  Alan Guerin
  John Chen
  Summer Li
  Tony Li
  Laris Du
 Teru Yanagashi and Graeme Parmenter will also be invited to be part of the committee so they are aware of Go society business.

The NZGS committee has regular meetings at 8:30 pm on the first Thursday of each month.


NZ Rules of Go

Go is played on a board with a 19 x 19 grid, by two players, one using a set of (about) 180 white counters, the other a set of (about) 181 black counters. These counters are called stones.

Adjacent intersections are those intersections connected by lines of the grid, with no intervening intersections.

Two stones of the same colour are connected if they are on adjacent intersections or if they are both connected to a third stone.

A liberty of a stone is an unoccupied intersection adjacent to that stone or to any stone connected to that stone.

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.

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).

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
  2. saying 'pass'.


A game of go begins with an empty board, and the players take turns to move (beginning with black).

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.

In an even game, 7 points (komi) are added to the white players territory.

In a handicap game, white passes the first n - 1 moves where n is the size of the handicap. There is no komi.

The winner is the player with the most points at the end of the game.



NZ Rules of Go - Explanation
An explanation and discussion of the NZ Rules of Go.

Go can be played on different sized boards than 19 x 19 with a corresponding different number of stones. 9x9 boards are often used for fast games or by learners.

The New Zealand rules of go use recursive definitions for describing connections, liberties and territory. As an example, the definition of territory states that a player's stones are territory for that player and all empty points adjacent to that player's territory are also territory for that player. That means that empty points adjacent to that player's stones are territory and empty points adjacent to these are also territory. In effect if we can trace a path from an empty point to a black stone by moving to adjacent empty points only, then that point is black territory.

Diagram 1

In diagram 1 the positions marked with the same letter are adjacent. Intersections marked with different letters are not.

Diagram 2

In diagram 2 the stones marked with the same numbers are connected. Stones marked with different numbers are not. Note that some connected stones are not adjacent.

Diagram 3

In diagram 3 the stone marked with '1' has 5 liberties. They are made up of the two unoccupied intersections adjacent to it plus those adjacent to the other stones connected to it. Note that the liberty marked with 'a' is only counted once even though it is adjacent to two stones of the 'group'. The stones marked '2' have no liberties and should be removed from the board. If the black stone marked '3' was the last stone played then the white stones marked with the triangles should be removed as they have no liberties; the black stones can then stay on as they have the liberties vacated by the captured stones.

Diagram 4

In diagram 4 the thirtysix points marked '1' are territory for black and the fourtythree points marked '2' are territory for white. The points marked 'a' and 'b' are territory for both players and can be ignored. (Note that either player could play on the point 'b' to deny their opponent one point of territory but that neither could play at 'a' without letting their opponent capture some of their stones). This was an even game so we add seven points to white and see that white has fourteen points more than black; thus white is the winner.

Diagram 5

In diagram 5 we see some examples of repeating situations.

In the top left if black plays '1', capturing a white stone, white wants to respond by playing at the empty point just created at 'a', capturing black '1'. This is not allowed (see definition of move) as it would repeat the situation after white's last move. This position is known as 'ko'.
In the bottom left if black '1', white '2', black '3', white 'a', black 'b', and white is unable to capture at 'c' as that would repeat the starting position.
In the bottom right if black '1', white '2', black '3' we get a situation where white would like to recapture at 'a' but this would repeat the starting position, and so is not allowed.
In the top right black '1', white '2', black '3', white '4', black 'b', white 'a', black 'd' creates the position where white cannot recapture at 'c' (without repeating the board position).

In all the above cases white must play somewhere else to change the board position (preferably inviting a black response) and if black does not play there again (usually to connect the ko) white may recapture in a future move.

Diagram 6

In diagram 6 black '1', white '2', black '3', white '4', black 'a', white 'b', black 'c' makes a situation where white cannot recapture at 'd' but a white move at '2' is allowed followed by black '1' and then white 'd'. Black cannot recapture at '3' or at 'c' (as that would repeat a previous board position); so moving first in this position gains nothing (and could lose everything).

Diagram 7

In diagram 7 black '1', white '2', black 'a' repeats a previous board position but with the other player to move so black is allowed to play at 'a' in this position.

A pass is usually used to signify that the game is over. If the opponent then also passes the players can agree that the game is finished and which stones are to be removed.

Before counting at the end of the game it is necessary to remove any of the opponent's stones which can be captured. The rules allow for these 'dead' stones to be removed by mututal agreement. If the opponent does not agree to their stones being taken off the board in this way then it is necessary to play the moves to capture the stones. Where there is disagreement about who should have the first move in such a situation it is usual to allow the person whose stones are in dispute to have the first move to defend them. (They may of course choose to pass).

If a player attempts to repeat a previous board position it is up to their opponent to spot this before playing the next move (they cannot complain later). The invalid move should then be removed and that player's move be treated as a pass.

In other cases of moves that do not conform to the rules (eg. a player making two moves in a row or moving an already played stone) the game should be restored to the point where the illegal activity occurred with the offending player's last move being treated as a pass. If it is not possible to restore the board the offender should forfeit the game. In all cases the tournament referee (if there is one) should be called to oversee this process before any stones are moved.

Diagram 8

In a handicap game the black player may prefer to use the traditional starting points shown in diagram 8. In two - four, six and eight - nine stone handicaps the points are played in order. In a five stone handicap the points 'a' - 'd' are played as well as 'i'. In a seven stone handicap the points 'a' - 'f' are played as well as 'i'. There is no traditional point for playing the one stone handicap but it is usual for black to play in the top right quadrant.

The size of the handicap is up to the players concerned or the tournament director but where both players have NZGS ratings the best handicap is the difference of their ratings rounded up to a whole number. If the difference is less that 0.5 they may also choose to play an even game.

The rules should be used in a spirit of fairness and cooperation. Where disputes arise they should first of all be settled by the players themselves. A higher authority (in the form of tournament referee or higher rated player) should be consulted in case of disagreement. In all cases, once the game is finished and the result confirmed by both players nothing can change the result.

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