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Thue-Morse Go - #510
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Perlkonig merged 1 commit intoOct 17, 2026
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Thue-Morse Go#510
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Go under Tromp-Taylor rules in which the order of placements follows the Thue-Morse sequence (0110 1001 1001 0110 ...): a move is a maximal run of placements by one colour, so every move is one or two placements and the seats alternate as in Go. Experimental. Rules and variants: 11x11, 16x16 (default), 19x19 and 23x23 boards, square or snub square; the evening button, one point on boards with an odd number of points, or a half-point button by variant; repetition handled by default as a draw on the fifth occurrence of a position, or by positional superko or double delayed superko; checked weak eyes, under which only a move's last placement clears the board or checks repetition; handicap stones given as served passes; a reverse komi declared by Player 2; Balanced Marseillais as an alternative protocol; and Kill-All, which reuses Kill-All Go's pieboxing opening and pass-alive checks, with the Attacker in the first colour and the roles customizable through palette slots 3 and 4. Ending the game: any move that passes a placement may mark strings dead, by clicking them once the move passes; the opponent's whole-move pass keeping the marking ends the game, a changed marking goes on, and marking ends for the rest of the game once a marking is answered by a move that passes nothing or by a pass that marks nothing dead. Territory dots show the score as the board stands; a display option hides them. Interface: a tracker of the next 16 placements, or three hexadecimal digit columns under a display option; status rows for the next placements, the button, the komi, the marking and the handicap; stone borders by contrast or from palette slots 5 to 8 by display option; pass-alive stones faded in Kill-All games, throughout by display option. English is authored in gameApgamesEn and gameApresultsEn. Kill-All Go: passAliveStrings takes a minVital option, which Thue-Morse Go needs for checked weak eyes, and the move-log lines for suicides and the handicap declaration name their leaves again (CAPTURE.suicide, DECLARE.handicap), which the apresults sharding had left pointing at the plural objects. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WSpoDta3hx1mg7EnaxEAem
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Follow-up to merging PR #510: locale-en merge --write adds names.thuemorsego and aligns path-map entries with merged English. Co-authored-by: Cursor <cursoragent@cursor.com>
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This is a Go variant in which players alternate according to the Thue-Morse Sequence. It appears to have been independently invented a few different times, a history which I plan to include a summary of in an AP Wiki article.
I've included variants to accommodate some of the most common splits that came with interpreting that, so if you prefer to play with both placements treated as a single entity (and thus it becomes possible to kill a 2-eye group, so groups need 3 eyes to live), that's what the "Weak eyes" variant is for, and if you prefer to keep the ko prohibition of Go, that's what PSK is for. Two button variants are given: one which ensures that draws are always possible by adding a 1-point button if there are an odd number of points on the board, and one which ensures draws (by scoring) are never possible by always having a 0.5 point button, so that both people who like draws and people who don't are accommodated.
By default the tracker to the left of the board is a single column which simply displays who will make the next 16 placements. A view option changes it to a TMS Tracker which uses 3 tracks to represent the 0-indexed hexadecimal placement number to be done next, while fronting the parity (even or odd number of 1s in the binary representation): when the parity is even, it's player 1's turn, when the parity is odd, it's player 2's turn). This system is adapted from one I have successfully used to play multiple games of Thue-Morse Go live without any computer aiding my tracking of the move order, so I can vouch for it being a helpful way to think about the move order. That said, the default which just shows the next 16 placements will likely be preferred by most players, even though I maintain the TMS tracker is better to gain an intuitive grasp of the sequence. There's also a view option to make it run top to bottom if you prefer that direction.
It also offers Snub-square versions of its board sizes (which are the boards with approximately 150% as many points as the standard Go boards, since on average each move consists of 150% as many placements in Thue-Morse Go, so it keeps game lengths comparable at a first order approximation. And then I included 19x19 because people will expect it).
There's also an option to play Balanced Marseillais Go (I chose the name of the earliest example I know of for applying the ABBA sequence to a game: Balanced Marseillais Chess) instead, which is just using the
12*sequence, since I figured it costs hardly anything to add it as a variant here, and it benefits from the same variants that Thue-Morse Go does, like Weak eyes.And of course, handicap and Kill-all variants allow playing with weaker players and practicing one's reading skills respectively.