HermanHiddema wrote:I really wonder if everyone is reading the same thread here.
As far as I can see, absolutely everyone in this thread agrees that area rules have the advantage that you can play out life & death on the board more easily. Nobody is denying that.
But that advantage is not very important. Why? Because you have to learn about life and death anyway if you want to play go. I will repeat again: Anyone who says "You don't need to learn/worry about life & death" is doing something wrong, regardless of rule set.
And once you understand basic life and death, the issue of "playing it out" basically disappears in 99.9% of games because there are no longer any disagreements.
Right, if you want to play go, you must learn life and death, and no one IS disputing that. My issue is with the people who "MIGHT want to play go"
The difference is that I'm trying to put the fewest things in the way of them finishing their first game. I don't want to put any unnecessary steps in their way as far as learning.
My approach, (and I can't speak to your anecdote Bantari, because I've never had that circumstance, and I don't know the details) is to give them the rules. Tell them they get 1 point for every stone on the board, and 1 point for territory, and then tell them to try to control more than half the board.
If they play inside repeatedly, I tell them that there are still points to go out and get, they don't get bright-eyed about capturing 4 stones.
Right now we have a selection bias toward the die-hards, they've learned the game one way, and they feel that others should learn the game in the same way (Cuz hey, it worked for them right?). That tells us nothing about which ruleset is better, only which ruleset was taught more 40 years ago.
Tactics yes, Tact no...