Template:Goban/doc/instructions

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Parameters

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This template can be used to make a go board, with stones and various other marks. For example,

{{Goban 5x5
 |  |  |  |  | b
 | b|bT| A|-c| b
 |  | c|w2|  |  
 | w| -| w| b| w
 |  |  | w| w|  
|24|u=u|d=d|l=l|r=r}}
produces
File:Go ul.svg File:Go u.svg File:Go u.svg File:Go u.svg File:Go b.svg
File:Go b.svg File:Go bT.svg File:Go A.svg File:Go -c.svg File:Go b.svg
File:Go l.svg File:Go c.svg File:Go w2.svg File:Go .svg File:Go r.svg
File:Go w.svg File:Go -.svg File:Go w.svg File:Go b.svg File:Go w.svg
File:Go dl.svg File:Go d.svg File:Go w.svg File:Go w.svg File:Go dr.svg
  • The first parameters are one- or two-letter codes (sometimes three), that specify which tile is used. Though a preceding space is OK, be sure not to leave a space after that code.
  • On the last line, the "24" parameter is the size of each tile (in pixels), it should preferably be even for correct centering of cells.
  • The last four parameters |u=u|d=d|l=l|r=r specify which borders should be drawn (up, down, left and right). For instance, to draw an upper right corner, the final code is simply |u=u|r=r (and remember to place the hoshi point accordingly).

NB: The last four parameters are not used in the 19×19 Goban template.

Static stones and Joseki series

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File:Go b.svg
b
File:Go bS.svg
bS
File:Go bT.svg
bT
File:Go b0.svg
b0
File:Go b1.svg
b1
... File:Go b9.svg
b9
File:Go w.svg
w
File:Go wS.svg
wS
File:Go wT.svg
wT
File:Go w0.svg
w0
File:Go w1.svg
w1
... File:Go w9.svg
w9

These stone series are available as black (b) and white (w). They can be marked by a triangle (T) or a number from 1 to 9 (allowing short sequences).

Fuseki series

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File:Go 00.svg
00
File:Go 02.svg
02
File:Go 04.svg
04
... File:Go 96.svg
96
File:Go 98.svg
98
File:Go 01.svg
01
File:Go 03.svg
03
File:Go 05.svg
05
... File:Go 97.svg
97
File:Go 99.svg
99

These 100 tiles are used for game transcription, where the numbering goes beyond 10. Even numbers are always white, and odd numbers are always black (since black gets to make the first move of the game). The numbering is limited to the 00-99 range for practical reasons, it is assumed that there will be a figure change at least every 100 play.

Note the difference between 01 (with a leading zero) and b1.

Board and board marks

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The useful marks are:

  • Capital letters from A to I, create the corresponding marks;
  • A hyphen or a small x creates the hoshi point.
  • A Capital X creates an X-mark.
  • A lowercase c creates a small red circle.

The available tiles are:

File:Go A.svg
A
File:Go B.svg
B
File:Go C.svg
C
File:Go D.svg
D
File:Go E.svg
E
File:Go F.svg
F
File:Go G.svg
G
File:Go H.svg
H
File:Go I.svg
I
File:Go X.svg
X
File:Go ul.svg
ul
File:Go u.svg
u
File:Go u.svg
u
File:Go ur.svg
ur
File:Go l.svg
l
File:Go board diagram image.svg File:Go -.svg
-
File:Go r.svg
r
File:Go dl.svg
dl
File:Go d.svg
d
File:Go d.svg
d
File:Go dr.svg
dr
File:Go ulc.svg
ulc
File:Go uc.svg
uc
File:Go uc.svg
uc
File:Go urc.svg
urc
File:Go lc.svg
lc
File:Go c.svg
c
File:Go -c.svg
-c
File:Go rc.svg
rc
File:Go dlc.svg
dlc
File:Go dc.svg
dc
File:Go dc.svg
dc
File:Go drc.svg
drc
Mark letters (and X) are capital. Empty board tiles Circled board positions
(just add a "c" to the end)

Note: the appropriate cell codes for the borders are generated automatically by default, so you can leave these parameters blank, and fill only the position of stones, or circled empty positions.

other sizes

[edit source]