jaeup wrote:
Bill Spight wrote:
Capturable is not defined, however. My guess is that alternating play is assumed, and also that stones that would be captured in a fight that belong to the winner of the fight are not considered capturable.

This is all they have: "All uncapturable stones are alive and all capturable stones are dead".
What you are thinking is correct. They are asking for the complete control of the territory you are claiming. i.e. capture all the opponent's stones in the hypothetical play. Your stone being temporarily captured in that process does not matter. The final owner of the region matters. Of course, none of these are written in the rule text. You must guess everything from the above one sentence.
You don't have to just guess. You can use your experience with life and death in play and problems. One reason, I think, that Western rules tend to be clear is that they are written for people with no experience.

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The Japanese pass for ko rule is, IMHO, one of the abominations of the Japanese 1989 rules.
The Japanese rule pretends that you can play anywhere on the board during the hypothetical play, which made the special pass rule inevitable. But, now we know that "playing anywhere" is not really a good idea because there are ways to abuse such a rule. Once we decide to restrict the playable area, the special pass rule is not mandatory. Its removal is probably the right direction.
It isn't just that localization is not easy to define, it is that sometimes it is nearly impossible. It also changes the nature of the game. That is, kos, by their nature break localization. Why should kos in hypothetical play adhere to localization. (I know why that decision has been made, but it is not necessary. You can have an encore in which ko threats may be removed. Hypothetical play is especially problematic for inexperienced players.)
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And the anti-seki is an even worse abomination. The J89 rules are too clever by half. Good for the Koreans for not following suit.

Well, I think it is probably impossible to eliminate "dead stones vs dead stones" situation by slightly modifying the hypothetical play rule. It happens in both Japanese and Korean rules. The ruleset must say something when it occurs whether one likes it or not, and treating it effectively like a seki is a reasonable conclusion. (Though, technically, it is an anti-seki not seki)
Again, it is something that alters the nature of the game, and drastically so. Perhaps it arose as a clever way to enforce not passing unnecessarily without saying so. But it has had unintended consequences. (At least I hope they were unintended.)
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Another good feature, IMO, is that a pass is not a move, and that players are not supposed to pass until necessary, filling dame during play.
I do not agree that it is a good feature, especially for a territory scoring rule. You may want to make a pass just because you ran out of ko threats and no dame is left to be filled. The rulemakers of Korea hinted that it is the situation that "a pass is necessary", and they are likely to accept a pass in that situation. Not surprisingly, they never formally defined the term "necessary".
Actually, there is a deep connection between no pass baduk and territory, in that some concept of territory emerges from not passing, although these concepts may differ depending upon the form of no pass baduk. (See
https://lifein19x19.com/viewtopic.php?p=197451#p197451 ) If only
necessary passes are allowed, a pass is necessary if a play would reduce one's territory, or if there is no legal play.
IMX, some rules beasts arise because someone made an unnecessary pass. Eliminate unnecessary passes and you eliminate those beasts.
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My preference is to introduce two types of passes, one for the ko capture and one for the game end. Some clever thoughts must be added to prevent abusing such a rule.
IMHO, rules cleverness is not a plus. And one example is using passes to end play. Instead of saying, "Please keep playing," say something like "I don't have a play," or "Shall we stop?" That signals that you are ready to end play. OTOH, you might say, "I can't take the ko," in which case you are not proposing to end play.
OC, if passes do not lift ko or superko bans, then you can get moonshine life positions. There are non-clever ways to handle that problem, such as Yasunaga's three pass rule or Ing's four pass rule.
Are you familiar with Button Go (
https://senseis.xmp.net/?ButtonGo ). It is possible to implement button go using the first pass for the button, in which case it is necessary to have the first pass life ko bans but not have any effect on ending play.