- Superkos are tidy--as rules--, but unworkable in practice, since less trivial cycles are not necessarily detected by humans before they are committed, and sometimes not until some moves after that, prompting the argument that "superkos are bad game design"
- The alternative that a game can be no-result (or draw), has the opposite problem: it's agreeably lax detection, but produces no positive result.
A player who believes he has witnessed a cycle, regardless of his participation, may for his next move--provided it follows an actual play by his opponent--call for the game to be adjudicated, immediately ending play, and the referee makes one of three determinations:
- He erred about the fact of a cycle, and he loses.
- It is an adjudicable game with a cycle, thus determining the final score.
- It is an inadjudicable game at that point, possibly awarding the game as an incentive for breaking the cycle.
Pass lifting ko bans is not considered, as it's another flavor of superko rule.
I would say there are two kinds of adjudicable games
- one reducible to a true score
- a lopsided win reducable only to black/white wins by at least n points