Old Tournament Rules of the European Go Championship


Guidelines for the European Go Congress

  • A congress lasts for 15 days from a Saturday in July to a Saturday in August. The first day is mainly the registration day.
  • For go tournaments, by default the EGF General Tournament Rules and the EGF Tournament System Rules apply.
  • A congress also includes the following tournaments: weekend, pairgo, rengo, 13x13, 9x9, team, lightning with 10 minutes. A congress should include a rapid with 30 minutes and computergo.
  • The weekend tournament may have and possibly should have a supergroup. Its thinking time must be enough to count towards the EGF ratings. Typically its basic time is 60 minutes. Only players 3 dan or weaker may miss any rounds. Handicaps, if any, may be used only below 15 kyu.
  • The appeals committee is used also for side tournaments.

Particular Tournament Rules of the European Go Championship

Tournament System

  • The rounds are Sunday to Saturday except Wednesdays and the weekend in between. One round is played per day. Each game starts in the morning.
  • The tournament is open for all players.
  • The specified rank is the player's European rank and, by default, is used during both weeks.
  • The system is a 10 rounds McMahon. By default, there is a supergroup.
  • The Tournament Supervisors decide the rules of play, the top bar, the lower rating consideration bar to X dan, whether exceptionally not to use a supergroup, and the supergroup members according to the rules below.

Rules of Play

  • The by far major sponsors of the EGF during the previous 12 months and of the congress determine the rough choice of the rules of play. The finer choice is according to the EGF General Tournament Rules. It is desirable to use only one ruleset for all boards; however, if a split should be made, then it is between boards 1-16 and boards 17+. However, if apparently one of the sponsors is not particularly interested in the used rules of play or if suitable playing material is not provided, then all boards may use the same rules of play.


  • The congress may set a fee for the participants.
  • Regardless of preregistration, each player registers personally at the congress site until a deadline during the night following the registration day.
  • Any player has to sign a Tournament Agreement and in particular: "I abide by all tournament rules of the EGF. If I play in the supergroup of the main tournament, then I play all 10 rounds. If I am X dan or stronger, then I do not omit a game during the period for which I have registered. If I am weaker than X dan, then for dropping one round I use the proper sheet and give it to the organizers the day before until the deadline."
  • The players X dan or stronger also declare their citizenship and number of years of residence in Europe / EGF countries. In case of doubt, the congress organizers verify this and the rank. 
  • Players not reading English are carefully informed about the Tournament Agreement and should sign an Asian language version of it.


  • A few weeks before the congress or else at latest during formation of the supergroup, the Tournament Supervisors decide due to an apparently great number of strong participants whether to increase the lower rating consideration bar from 4 dan to X dan.
  • Players X dan or higher may declare their intention to play in the supergroup in the Tournament Agreement.
  • The event organizers give rating, rank, and strength information about the players X dan and above to the Tournament Supervisors. Especially they get the latest EGF rating lists for Europeans and for non-Europeans from the EGF ratings manager.
  • A supergroup of ca. 32 players is formed as follows in order:
    1. Ca. 24 Europeans according to the EGF rating list.
    2. At most altogether ca. 2 improving young or local top players.
    3. Strong non-Europeans (with or without EGF rating). The total numbers of players in (2) and (3) should be at most ca. 8.
    4. Fill any remaining places with Europeans according to the EGF rating list.
  • By default, players entering delayed or not playing in all rounds are not in the supergroup.

Thinking Times

  • The thinking times are the same for both players and depend on the higher ranked player as follows:
    • 4 dan - 7 dan: 2.5 hours basic time + 1 minute byoyomi
    • 3 kyu - 3 dan: 2 hours basic time + 45 seconds byoyomi
    • 4 kyu or below: 1.5 hours basic time + 30 seconds byoyomi
    However, if the clocks cannot manage 45 seconds byoyomi, then 40 seconds byoyomi is used.


  • Tiebreakers for pairing purposes may differ from the final results tiebreakers.
  • After every round, the current player ordering by McMahonScore - SOS is published.
  • Result forms, sealing forms, and dropping forms are used together with deadlines. If the players agree, sealing a move may also be done by simply playing it.
  • Handicaps, if any, may be used only below 15 kyu.
  • A player not playing a round without proper notification can be expelled from the tournament. If an X dan or stronger misses a round during his registered period, then as a minimal consequence this leads to suspension from the supergroup for the next time in three years.

Results - General

  • There are the two titles European Champion and European Open Champion. A player might get both titles.
  • To get a title, a player has to have played all rounds, unless he proves exceptional circumstances according to the EGF General Tournament Rules.
  • After the last round, the Tournament Supervisors verify the order of the top players. Only then the prize giving may take place.
  • The major prizes go to the top 10 players.
  • The EGF archives the final results and the names and countries of the title holders.

Results - European Champion

  • The best-placed European becomes the European Champion.
  • The final results are ordered by
  • 1. McMahonScore.
  • 2. SOS.
  • In case of a tie on SOS, the title is shared.

Results - European Open Champion

  • The best-placed player becomes the European Open Champion.
  • All players are ordered by
  • 1. McMahonScore.
  • 2. SOS.
  • If there is a tie on the first place, the tie will be broken by:
  • 3. SOS-1.
  • 4. SOS-2.
  • 5. SOS-3.
  • 6. SOS-4.
  • 7. SOS-5.
  • 8. SOS-6.
  • 9. SOS-7.
  • 10. SOS-8.
  • 11. SOS-9.
  • 12. MutualGameScore.
  • SOS-x ignores the lowest McMahonScores of a player's opponents in exactly x rounds.
  • A player's MutualGameScore is Direct Comparison applied to and only if exactly two players are still tied after SOS-9.