Mef wrote:I'll admit i didn't watch the talk (since several here said to save the time), but for new comers (and relative to other games) ending the game is quite challenging regardless of ruleset. Go ends only when players agree the game is over...that's a little crazy when you think about it. Imagine if in chess your opponent kept making moves well after checkmate, or in backgammon if you kept rolling even though all of your opponents pieces were off of the board, simply because you didn't agree you had lost yet.
It's particularly challenging in the Japanese (territory) rules, because you *have* to agree that certain stones are dead, because it costs points to remove them. Imagine in chess if you declared checkmate in 3, and refused to show the moves. Also, please spare me the demonstration board that it can be theoretically played out on, that nobody ever uses, and that doesn't cover cases like stones that originally weren't under dispute dying.
In area scoring rules it is a no-brainer, just keep on playing until it is obvious even for the beginner.
This has been hashed out numerous times in rec.games.go, on this forum, and elsewhere. I think
this post from shapenaji does a marvelous job of explaining why territory rules are so hard for beginners, and area scoring rules not:
shapenaji wrote:Out here in Eugene, we just had the Oregon Asian Celebration. I think I've done more teaching in the last 2 days than I've done in the last year.
I noticed the following:
1) Teaching territory scoring was useless except in the case of the die-hards (The people who were REALLY interested in the game anyway, and who would wade through any number of obstacles to get there). Every time I tried to introduce it to a more casual player, you'd see the wheels in their head start spinning really fast, and then stall. I'd have to work harder then to get them through it, and it took precious time from teaching more people.
2) Teaching area scoring resulted in near-immediate games of go. The definition of territory was simple, and I'd just say "See this, this is territory, if anyone gets inside, you have the backup from these surrounding stones to go in there and finish them off"
I never had to explain "Oh, well you shouldn't play in there, because you make your territory smaller, you should just know those can be killed"
Instead, I got to say "You shouldn't play in there, those guys can't escape, you can kill them later if you want to, Go out! Explore! Be Bold!"
3) The counting step did require some additional assistance, but at least they GOT to the counting step. They satisfied themselves to the idea that there was nothing left to be gained and were willing to pass. That's less obvious in territory scoring.