Rules
Here's where the rules go, eventually. For now, here's some text from the Wikipedia article about Go.
In general, there are three closely related issues which have to be
addressed by each variation of the rules.
First, how to ensure that the game comes to an end. Players must be
able to settle unsettled situations rather than going around in
circles. And neither player should be able to drag the game out
indefinitely either to avoid losing or to irritate the other player.
Possible methods include: the super-ko rule, time control, or placing
an upper bound on the number of moves. This is also affected by the
scoring method used since territory scoring penalizes extended play
after the boundaries of the territories have been settled.
Second, how to decide which player won the game; and whether draws
(jigo) should be allowed. Possible terms to include in the score are:
komi, prisoners captured during the game, stones in dead groups on the
board at the end of the game, points of territory controlled by a
player but not occupied by their stones, their living stones, the
number of passes, and the number of disjoint living groups on the
board.
Third, how to determine whether a group of stones is alive or dead at
the end of the game, and whether protective plays are necessary; e.g.,
connecting a group which could be captured if all neutral territory
were filled. If the players are unable to agree, some rules provide
for arbitration using virtual attempts to capture the group. Others
allow play to resume until the group is captured or clearly immortal.