4.1 One of the players has at his disposal the black stones and the other player
has white stones.
4.1 對局時,一方持黑子,一方持白子。
4.2 Both the players must alternately make one move each time. Black (the player
with the black stones) begins the game by making a move in the middle of the
board.
4.2 兩位棋手必須輪流每次各下一手棋,棋局開始時由持黑者先下在棋盤的正中央。
4.3 Black to play means that it is black's turn to move. White to play means tha
t it is white's turn to move.
4.3 棋局中,「黑先」意思是輪到持黑者下棋,「白先」意思是輪到持白者下棋。
5 THE CONCEPTION MOVE
5 觀念性著手
A move consists of either the putting of a stone on one of the intersections of
the board or of the declaration by the player to play that he gives up his
right to put a stone on the board (he passses).
輪到下棋的棋手在棋盤的交點上落子,或者放棄在棋盤上落子(派司)均稱之。
6 MAKING A MOVE
6 著手的完成
The making of a move is considered to be ended when the player has released the
stone. When a player passes the move is ended when he has declared that he
passes.
在棋盤的交點上落子而放開棋子時,或者宣告派司時,即為著手的完成。 r
7 MOVED STONE
7 棋子的移動 r
The player to play has the right to adjust one or several stones on their inter
ections but before he adjusts the stones he has to inform his opponent.
輪到下棋的棋手有權去調整一個或多個棋子的位置,以使棋子準確地置於交點上,但在調븊之前必須先行告知其對手。 a
8 WRONG POSITION
8 位置的錯置
If during a game one or several stones have become disarranged or if the stones
are incorrectly remove or replaced the position must be reconstructed as it
was before the mishap and after that the game will continue. If one of the play
r is responsible for the disarranged position and if the game cannot be
reconstructed he will lose the game. If the position is disarranged and if the
ame cannot be reconstructed and if none of the players can be regarded as
responsible for the disarranged position, the game is ungilty and a new must be
played.
在對局過程中,如經發現有一個或多個棋子位置錯誤,或者因人為移動或代換棋子而造成뼊誤,則必須先加以更正,復原至正確的狀態,棋局才可繼續進行。如無法復原時,則造成
錯置之棋手判敗;但如無法判定造成錯置之責任屬誰,則該對局作廢,棋手重新對局。
金9 WIN OF A GAME r
9 棋局的勝負
9.1 The winner of the game is the player who will be first to attain five in a
ow. For white is also overline counted as a win. r
9.1 棋局中先完成五連者獲勝,持白者長連亦勝。
9.2 The game is won for white if black without at the same time attaining five
n a row:
a) makes an overline; a
b) makes a double-four;
c) makes a double-three (however there are some double-threes, which black are
llowed to make, see 9.3);
9.2 棋局中持黑者如有以下情況之一且未同時形成五連者,算白勝:
a) 下出長連
b) 下出雙四
c) 下出雙活三 (但有例外,見9.3)
9.3 A black double-three is allowed if at least one of the following conditions
a) or b) is/are fulfilled:
a) Not more than one of the three's can be made to a straight four when adding
nother stone in just any intersection, without at the same time an overline
or double-four is attained in this intersection. To find out which double-three
s, which are allowed, you must make the move, which causes the double-three,
in your mind, and then continue trying to make straight fours, which are allowe
, in your mind.
b) Not more than one of the three's can be made to a straight four when adding r
nother stone in just any intersection, without at the same time at least two
three's meet in this intersection and make a forbidden double-three. To find ou
if this last double-three is forbidden or not, you must at first examine if r
the double-three is allowed according to a) above, and then in your mind contin
e trying to make straight fours of the three's in your mind. If, when making
a straight four in your mind, another double-three would be attained also these
double-three's must be examined in the same way as it is described in this a
point 9.3, etc.
9.3 如以下 a) 或 b) 條件之一成立之情況下,黑允許下出雙活三:
a)
最多只有一個活三是可以在再加一子形成活四的情況下不致於同時造成長連或雙四者。要ꠊ定一個雙活三是否允許,請在心中先下一子形成雙活三後,再試著下另一子去形成活四,
找出符合上述條件的活三有幾個。
b) 最多只有一個活三是可以在再加一子形成活四的情況下不致於同時造成另一個禁止的雙
﹞T。要決定一個雙活三是允許或者禁止,請先依條件 a)
判斷是否為允許,然後再試著 (在心中) 將各個活三去下成活四;這些活四形成時,如同긊形成新的雙活三,則這些新的雙活三必須同樣使用 9.3
來判斷是允許或者禁止。以此類推。
9.4 The game is won for the player who can prove that the time of the opponent
as ended, or who can prove that the opponent has not made the stipulated
number of moves within the stipulated time.
9.4 棋手如能證明對手時間用盡,或未在限定時間內完成限定的手數,為獲勝。
9.5 The game is won for the plyer, who's opponent gives up the game. r
9.5 棋手之對手投降時,為獲勝。
9.6 The player, who wants to win, always has to claim win and at the same time
e has to stop both the clocks. To obtain win according to 9.1-9.4 the r
winning player's clapper has to be up when both the clocks have been stopped.
9.6 棋手獲勝時皆須宣告獲勝並同時停止雙方的計時器。如獲勝為 9.1-9.4
中之情形,則棋手之計時器之按鈕必須是向上才可宣告獲勝;易言之,必須是輪到著手之됊手才可宣告獲勝。 a
9.7 If black gets five in a row, but does not see his win and does not call att
ntion to it, and if white makes a move and if black continues to play and if
black makes a prohibited move according to 9.2, white is the winner of the game
(if he calls attention to it) in spite of the fact that once has attained
five in a row.
9.7 如黑形成五連但未發現而繼續對局,並且在白著手後黑又著手,此時如黑形成 9.2 中
珥z之禁手 (而白發現此禁手) 則雖黑已經形成五連,仍為白勝。
9.8 If black makes a forbidden double-three or a double-four, and white does no
call attention to this and continues to play, white cannot afterwads claim
the win with respect to this double-three or double-four. If black makes an ove
line and white does not call attention to this and continues to play, white
still has the option to call attention to black's overline in a later phase of
he game, so far as black player hasn't made five in a row and claimed the
win, or the game has been finished in another way.
9.8
如黑下出雙活三或雙四禁手但白未發現而繼續對局,則白不可在之後宣告因此雙活三或雙叵
禁手獲勝。如黑下出長連禁手但白未發現而繼續對局,白在之後仍得宣告因此長連而獲勝
,除非黑棋先下出五連並宣告獲勝者或對局已結束。
r
10 DRAW
a) The game is draw
10. 和局
a) 以下情況為和局: a
10.1 when all the intersection of the board are occupied;
10.1 當所有棋盤交點全部下滿時。
10.2 by agreement between the both players;
10.2 當對局雙方皆同意和局時。
10.3 when both the players (after each other) pass (refrain from making their m
ves);
10.3 當對局雙方皆派司時。
10.4 when both the players time has ended.
10.4 當對局雙方皆時間用盡時。
b) An offer of draw according to 10.2 can only be made of a player at the same
ime as he makes his move. After that he has offered draw he starts the clock
of his opponent. The opponent is able to accept or refuse the offer either oral
y or by making a move showing the refusal. In the meantime, the player who
has made the offer has no right to cancel the offer.
b) 10.2
b) 10.2 r
中之和局提議必須由對局之一方在落子時同時提出,提出後便可啟動其對手的計時器。其뤊手必須口頭表示同意或者落子代表拒絕。但在這段期間,提和者無權取消和局之提議。
r
11 THE PATTERNS OF RENJU
Only the following 13 indirect and 13 direct patterns are possible to play.( It
means that the second move and the third move must be played as in the below
pictures. Two alternatives are possible for the second move and after the secona
move 13 alternatives are possible for the third move.)
11 五子棋珠型
五子棋對局只限於下列13種間接及13種直接珠型。 (意即第二手及第三手必須依照圖中的ꘊ置著手,第二手只有兩種可能位置,而第三手對於兩種第二手各有十三種可能位置)
12 OPENING RULES
12 開局規則
12.1 In starting the game a tentative Black and a tentative White are decided b
tween the two players.
12.1 開局時首先要決定假先手及假後手。
12.2-4.The tentative Black plays all the first three moves (two moves for black
and one move for white i.e. he decides which of the 26 patterns that will be
used.)
12.2-4 假先下出前面三手棋 (兩手黑棋及一手白棋,亦即從26珠型中選擇一型)
The rule 12.2-4 is a new rule decided by the General Assembly on the 2nd of May
1996. r
規則 12.2-4 是最會員國大會在1996年5月2日所議決的新規則。
12.5 The tentative White decides which of the players that will play as Black a
d as White in the game(White has the right to change sides). r
12.5 假後手決定由誰持黑及由誰持白。
12.6 The now decided player beeing White makes the 4th move in a optional unocc
pied intersection.
12.6 由剛決定的持白者下第四手。 a
12.7 BLACK's CHOICE Black (the player with the black stones) has to make two di
ferent proposals for 5th stone. The proposals have to be unequal in all
respects White has the right to choose one of the two proposals from Black to b
come the 5th move of the game. The time for Black goes till he has given two
correct proposals. For White the time goes till he has accepted one of the prop
sals and till he has made the 6th move which can be made in any unoccupied
intersection.
12.7 黑之選擇:黑 (持黑者)
必須對第五手提議兩個不同的位置。這兩個位置不可是等價的位置。白有權從黑方的兩個됊議中選擇一個,並成為對局的第五手。在黑提出兩個位置之前計算黑之時間,白在選擇第
五手並下出第六手之前計算白之時間。
12.8 With the 5th move the special opening rules for the moves are ended.
12.8 開局特殊規則到第五手為止,第六手以後恢復正常規則。
12.9 It is not allowed to pass within the first three moves.
12.9 前三手禁止派司。 r
13 RECORD OF THE GAME
13 棋局之記錄 r
13.1 During the game both players are guilty to record the game (both the moves
of his own and of the opponent) move by move in a legible way on a record
decided by the organizer of the competition.
13.1 對局中雙方棋手皆應負責以可理解之形式依次詳細記錄著手 (包括自己及對方之著手a
,記錄方式由比賽主辦單位訂定之。
13.2 If a player has only five minutes or less left of his time, he does not ne
d to fulfil the duty prescribed in 13.1, but he has to complete his record
as soon as the lack of the time is over if it is possible.
13.2 如一棋手所剩餘時間在五分鐘以內,則可不受 13.1 所述責任之約束,
但如此時間不足的情形消失時,在可能的情形下,他必須盡速完成其記錄工作。
14 USE OF CLOCK
14 計時器之使用
14.1 During a certain time both players have to make a certain number of moves.
14.1 在一定時間內,雙方棋手都必須完一定數目的著手。
14.2 The control of the time for the player is made with help of a special cloc
for this purpose.
14.2 時間的控制由特製的計時器來協助。
14.3 At the time when the game begins Black's clock will be started. Henceforth
after making a move each player has to stop his own clock with the same hand r
as he used for making the move. At the same time as he stops his own clock he h
s to start the opponents clock. The stop of his own clock and the start of
the opponents clock must regularly be made immediately not to disturb the opponr
nts making of moves. This rule does not prevent a player to forget to stop
the clock and his opponent does not have to point out if he notices the forgott
n stop.
14.3 a
棋局開始時黑方先開始計時。之後每當棋手完成著手時,都必須使用落子的同一手去停止ꘊ己的計時器並啟動對手的計時器。此種規律性之停止及啟動動作不得干擾其對手之落子。
又本規則無法防止棋手之忘記停止及啟動計時器,其對手如發現此忘記並不需要提醒。
14.4 When it is time to decide if the stipulated number of moves have been made
within the time stipulated, the last move is considered not to be made
untill the player has stopped his clock.
14.4 當判定限時限著是否完成時,最後一手棋是在棋手停止自己的計時器時才算完成。
14.5 The time registered by the clock is considered as decisive unless obvious
efects exist. A player who wants to points defects of the clocks has to do
this immediately.
14.5 除非計時器有明顯的瑕疵,否則時間計算完全以計時器上所顯示的時間為最終依據。
酑O棋手發現計時器有瑕疵,應立即反應。
14.6 If the game has to be interrupted by a reason, not caused by any of the pl
yers, the clocks must be stopped till the matter is solved.
14.6 棋局如因非棋手本身因素而中斷,則計時器應暫停直到該因素消失為止。
14.7 The player must not decide theirselves to stop their clocks without immedir
tely to send for the organizer of the competiton.
14.7 計時器之停止應延請主辦人行之,棋手不可自行決定。
14.8 It is not allowed for anyone else then the players in a game including ther
organizer of a competition to point out that the time is out for a player or
that a player has forgotten to stop his clock.
14.8 除對局之棋手雙方外,所有其他的人 (包括主辦人) 皆不可提示時間用盡或忘記停止
p時器之事實。 a
14.9 It is allowed for the organizer of a competition to use "TIME REFEREES". I
TIME REFEREES are used, the TIME REFEREES control the time and 14.8 is not
valid. If TIME REFEREES are used the organizer has to see to it that all games
an
get a TIME REFEREE when it is needed. When 5 minutes are left of a time stipula
ed in a game, the players immediately have to send for a TIME REFEREE.
14.9 主辦人得設置「時間裁判」。如有設置時間裁判,則應忽略 14.8
之規定,且主辦人應安排適量的時間裁判,期使所有的棋局都能在需要時找到時間裁判來ꠊ助。當棋局中有時間剩餘五分鐘內的情況時,應立即延請時間裁判。
15 LATE ARRIVAL
When the games have to start all the clocks must be started on the request of t
e organizer of the competition. If both players are absent one clock will be
started. The time of this clock runs for both players.
15 遲到
當開賽時間到達時,競賽主辦人應要求啟動所有的計時器。如對局之兩位棋手都未到,則叵
需使用一個計時器來同時計算兩個人的時間。
16 THE BEHAVIOUR OF THE PLAYERS r
When the game has started, it is prohibited for the players to use written or p
inted documents or to analyse the game on another renju board.
16 棋手之行為
棋局開始後,禁止棋手查看任何書寫或印刷之文件資料,以及在另一個棋盤上作分析。 a
When games are going on or when one or several games are interrupted, no analys
is allowed in the room or rooms for play.
棋局進行中,或者棋局中斷時,不可有任何分析棋局之行為。
It is not allowed to distract or disturb the opponent in anyway.
不可有任何使對手分心或干擾對手之行為
The player has to follow the rules stipulated for the competition.
棋手必須遵守所有該競賽中之特別規定。
Transgression against above mentioned rules of behaviour can lead to punishment
and loss of a game.
違反上述規則之行為可能受到懲處或棋局判敗。
17 ORGANIZER OF THE COMPETITION
To lead and organize the competition, an organizer has to be appointed. The tas
s of the organizer are: r
17.1 to control that the valid rules are carefully used;
17.2 to judge in all disputs that may occur during the competition;
17.3 to control that good circumstances are presented during the competition;
17.4 to control that the players are not disturbed by each other or by spectatoa
s;
17.5 to punish players who does not follow the rules;
17.6 to decide the order when interrupted games have to start again;
17 競賽之主辦人
競賽應指定主辦人一人,以幫助競賽之規畫與執行。主辦人之職責如下:
17.1 確保規則之正確執行。
17.2 仲裁任何競賽中發生之爭議事項。
17.3 維護競賽場地之良好氣氛。
17.4 確保參賽者不受干擾,包括觀賽者之干擾及彼此間相互干擾。
17.5 懲處違規之參賽者。
17.6 如比賽因故中斷,需決定復賽之順序。
18 CHANGE OF RULES
These rules can only be changed after a decision made by the General Assembly o
the Renju International Federation.
18 規則的修訂
規則的修訂需經由最會員國大會的議決通過。
--
※ 發信站: 批踢踢實業坊(ptt.twbbs.org)
◆ From: h37.s88.ts30.hinet.net