Learn TimeGo
Surround more area than your opponent. Start with placing and capturing stones, then discover how changing the past can help. Seven short exercises introduce one idea at a time.
This is a tutorial sandbox. Exercises do not change your saved game.
TimeGo tutorial explanations are currently in English.
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Your task
Choose an earlier arrival
The board previews the result. Play the time move when you are ready.
Rings highlight stones. Dots mark empty liberties. Crosses mark cancelled placements.
Use arrow keys to move focus, then Enter or Space to select a point.
Follow the consequences
Step through the changed placement order. These are consequences of one time move, not extra turns.
Placement order and turn record
Current placement order
This contains stone placements only. A time move changes their order.
Actual turns
This records every action taken, including time moves, Lock and passes.
Keep these rules together
Black starts. Players alternate turns on one board with no wrapping. On each turn, choose one of four actions.
- Place
- Put your stone on an empty intersection. Same-color stones connect horizontally and vertically. Their empty neighboring points are liberties. Capture opposing groups with no liberties; your own group must then have a liberty.
- Time
- Choose one of your living stones whose placement is unlocked and move its placement to an earlier allowed position in the order. Its color and intersection stay the same. Later placements replay in order; any that become illegal are removed from the order.
- Lock
- Spend your turn protecting all current placements. Both players must leave that past unchanged. You cannot Lock again until there is a new, unlocked placement.
- Pass
- Leave the board and placement order unchanged and give the other player a turn. Two consecutive passes end the game. A placement, time move or Lock breaks the sequence of passes.
- Protected past
- Lock protects placements, not stones against future capture. A later stone may travel only within the unlocked part of the order. A stone already captured in the locked past cannot return through a later time move.
- Repetition during replay
- No placement may recreate an earlier complete board position in the reconstructed placement order, including the initial empty board. An illegal time arrival rejects the move; an illegal later placement is omitted.
- Repetition across turns
- A non-pass action may not recreate a previously reached combination of the complete placement order and the locked boundary. The same visible board alone does not make this combination repeat. Passing or using Lock does not erase the record.
- Score
- Count surviving stones and empty regions bordered by just one color. Regions touching both colors, or neither, are neutral. Add any komi to White. There is no automatic removal of presumed-dead stones; play out disputed groups before passing.
These exercises use zero komi. New games also start with zero komi, a provisional choice. See the complete TimeGo rules for arrival restrictions, repetition and scoring.