Superko rules and ko-cycles rules are BAD board game design
Posted: Wed Sep 29, 2021 11:59 am
UPDATE: just adding a bit here to hopefully clear up the discussion. I will present some fundamental principles of board game design. So far it seems that no one has tried to dispute these principles. If you think about it you will realize that all games follow these principles. But if you would like to dispute the principles then please at least try to provide examples of good board games that violate these principles. I have tried to do this myself, but I cannot even find bad board games that violate these principles.
Principle 1: A board game should not require the players to perform mental bookkeeping of anything in the game besides the last play (e.g., placing a stone to capture a stone in Go, a player playing a card and resolving its effects in Uno, spinning and taking cherries in Hi-Ho-Cherry-O).
Principle 2: The score or victory-conditions should be determinable by the game-state. Even better if the score/victory directly corresponds to the plays game in the game.
Principle 3: The rules and game-pieces of a game should be simple while the strategy and tactics provided by the game should be complex.
If a game would violate these principles, the Designer would provide game-pieces/tokens or a note/score-pad for tracking what is happening in the game.
Go does not include pieces/tokens for tracking cycles. The superko rule covers situations that can not be determined by the existing board state and the last play. The superko rules provide a victory condition that is not based on the game-state.
Arguing that players can already perform mental calculations for life & death and tactical reading so then players should also be able to memorize cycles for the victory condition are missing the point of Principle 3.
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Why are there so many posts trying to "solve" the supposed "problem" of Kos in the board game Go? These rules are bad board game design. And many of the "solutions" are even worse board game design. I do not understand the preoccupation with trying to make this game worse.
It is a fundamental principle of good board game design that any decision making by the player (where/how to play) need only rely on the existing state of the game (the stones positions in Go) and the last change to that game state (the last stone placed in Go, or the last turn/phase in some games). While mental bookkeeping may be a good strategy in some games (e.g., card counting), it should be minimized when determining the viability of a play/move in a game. Any rule requiring the players to perform mental bookkeeping for what happened in past turns is cumbersome. The fact that Go does not have tokens/markers to track when stones were captured shows how incongruent super ko rules are. I'm not suggesting that Go implement tokens/markers to track every capture and which turn. That would also be cumbersome. I'm just making the position that Go with the possibility of a perpetual ko-cycle is the best version of the game.
Just because tournaments require professional Go players to play with poorly designed rules does not make that version of Go better than the version of Go having the small possibility of a perpetually reoccurring game state. Admittedly, a perpetual cycle is poor game design, but in Go it is unlikely and it is not cumbersome to game-play. Even in a tournament setting, it would be better game design to have an alternative victory condition for games that are so close that the players would decide to perpetually continue a ko-cycle. Rather than require mental bookkeeping of super kos, the tournament could simply allow the players to decide the game by nigiri or by a shorter 13x13 or 9x9 game.
And by definition, doesn't 劫 presuppose the game lasting for aeons without end. Adjourning a well designed game that unfortunately entered an unlikely perpetual state is better than playing a game with poorly designed rules or mechanics.
Principle 1: A board game should not require the players to perform mental bookkeeping of anything in the game besides the last play (e.g., placing a stone to capture a stone in Go, a player playing a card and resolving its effects in Uno, spinning and taking cherries in Hi-Ho-Cherry-O).
Principle 2: The score or victory-conditions should be determinable by the game-state. Even better if the score/victory directly corresponds to the plays game in the game.
Principle 3: The rules and game-pieces of a game should be simple while the strategy and tactics provided by the game should be complex.
If a game would violate these principles, the Designer would provide game-pieces/tokens or a note/score-pad for tracking what is happening in the game.
Go does not include pieces/tokens for tracking cycles. The superko rule covers situations that can not be determined by the existing board state and the last play. The superko rules provide a victory condition that is not based on the game-state.
Arguing that players can already perform mental calculations for life & death and tactical reading so then players should also be able to memorize cycles for the victory condition are missing the point of Principle 3.
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Why are there so many posts trying to "solve" the supposed "problem" of Kos in the board game Go? These rules are bad board game design. And many of the "solutions" are even worse board game design. I do not understand the preoccupation with trying to make this game worse.
It is a fundamental principle of good board game design that any decision making by the player (where/how to play) need only rely on the existing state of the game (the stones positions in Go) and the last change to that game state (the last stone placed in Go, or the last turn/phase in some games). While mental bookkeeping may be a good strategy in some games (e.g., card counting), it should be minimized when determining the viability of a play/move in a game. Any rule requiring the players to perform mental bookkeeping for what happened in past turns is cumbersome. The fact that Go does not have tokens/markers to track when stones were captured shows how incongruent super ko rules are. I'm not suggesting that Go implement tokens/markers to track every capture and which turn. That would also be cumbersome. I'm just making the position that Go with the possibility of a perpetual ko-cycle is the best version of the game.
Just because tournaments require professional Go players to play with poorly designed rules does not make that version of Go better than the version of Go having the small possibility of a perpetually reoccurring game state. Admittedly, a perpetual cycle is poor game design, but in Go it is unlikely and it is not cumbersome to game-play. Even in a tournament setting, it would be better game design to have an alternative victory condition for games that are so close that the players would decide to perpetually continue a ko-cycle. Rather than require mental bookkeeping of super kos, the tournament could simply allow the players to decide the game by nigiri or by a shorter 13x13 or 9x9 game.
And by definition, doesn't 劫 presuppose the game lasting for aeons without end. Adjourning a well designed game that unfortunately entered an unlikely perpetual state is better than playing a game with poorly designed rules or mechanics.