The International Rules of Renju

RIF国际连珠规则

Decided by RIF 2nd of May 1996
with a little correction decided by RIF Central Committee 3rd of May 1998
1996年5月2日RIF制定
1998年5月3日RIF中央委员会确定进行少量修改

1. INTRODUCTION

Renju is played between two opponents on a board by making moves with black and white men called stones.

 

1. 概述

  连珠是两个人之间用黑白棋子在棋盘上进行的对抗游戏。

 

2. THE BOARD

The board has 15 vertical and 15 horizontal lines with 225 intersections. Five of these intersections are reference points. The colour of the board must not be the same as the colour of any stones.

 

2. 棋盘

  棋盘有15条纵线和15条水平线构成225个交叉点。有5个交叉点作为参照点。棋盘颜色不能与任何棋子颜色相同。

 

3. TERMS AND DEFINITIONS

ROW
A combination of stones in the same colour, either situated on a diagonal, vertical, or horizontal line, which is limited by the edge of the board, the opponent stone or a free intersection, and where no opponent stones are situated among the own stones.

UNBROKEN ROW
A row where between just any stones there is no free intersection.

FIVE IN A ROW
An unbroken row with five stones.

OVERLINE
An unbroken row consisting of six or more stones.

FOUR
A row with four stones to which you can add one more stone to attain five in a row.

STRAIGHT FOUR
An unbroken row four stones ("four") to which you, in two different ways, can add one more stone to attain five in a row.

THREE
A row with three stones to which you, without at the same time a five in a row is made, can add one more stone to attain a straight four.

DOUBLE-FOUR
Putting a stone on an intersection, which at the same time makes more then one four that meet each other in this intersection.

DOUBLE-THREE
Putting a stone on an intersection, which at the same time makes more then one three that meet each other in this intersection.

 

3. 术语及定义


  无论是斜、直或横线,受棋盘边线、对手棋子或空点的限制,在自己的棋子中间没有对手棋子的同色棋子的组合。

完整行
  没有空点的棋子行。

五连
  五个棋子的完整行。

长连
  由六个或以上棋子组成的一个完整行。


  加一子可形成五连的四个棋子的一行。

活四
  一个完整的四子行(“四”),有两种方法加一子可形成五连。


  三子一行,同时没有形成五连,加一子可形成活四。

双四
  在交叉点上放一子,同时形成多于一个彼此相交于此点的四。

双三
  在交叉点上放一子,同时形成多于一个彼此相交于此点的三。

 

4. THE WAY TO PLAY

4.1 One of the players has at his disposal the black stones and the other player has white stones.

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.

4.3 Black to play means that it is black´s turn to move. White to play means that it is white´s turn to move.

 

4. 玩法

4.1 一名棋手执黑子,另一名棋手执白子。

4.2 双方轮流每次落一子。黑方(执黑子的棋手)首先从棋盘中央落一子开始。

4.3 黑方行棋意思是该执黑的棋手落子,白方行棋意思是该执白的棋手落子。

 

5. THE CONCEPTION MOVE

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 passes).

 

5. 一手棋的概念

  一手棋包括在棋盘一个交叉点上放一枚棋子或者由棋手在盘外放一枚棋子以示放弃一次行棋权(pass)。

 

6. MAKING A MOVE

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.

 

6. 行棋

  经过思考后行一手棋,当棋手放开棋子,为一手棋结束。当棋手宣布pass时,放弃行棋一手结束。

 

7. MOVED STONE

The player to play has the right to adjust one or several stones on their intersections but before he adjusts the stones he has to inform his opponent.

 

7. 移子

  棋手有权扶正一个或几个棋子在它们的交叉点上,但他在扶正之前要告知对手。

 

8. WRONG POSITION

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 player 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 game 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.

 

8. 错位

  如果在棋局中,因碰触使一个或几个棋子被弄乱,或者棋子错位,必须复盘至发生意外之前的局面,之后棋局继续进行。如果一名棋手原因导致乱盘,且不能复盘,将判其负,如果无人能承担责任,棋局无效,重新开棋。

 

9. WIN OF A GAME

9.1 The winner of the game is the player who will be first to attain five in a row. For white is also overline counted as a win.

9.2 The game is won for white if black without at the same time attaining five in a row:

a) makes an overline;

b) makes a double-four;

c) makes a double-three (however there are some double-threes, which black are allowed to make, see 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 another 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 allowed, in your mind.

b) Not more than one of the three´s can be made to a straight four when adding another 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 out if this last double-three is forbidden or not, you must at first examine if the double-three is allowed according to a) above, and then in your mind continue 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 point 9.3, etc.

9.4 The game is won for the player who can prove that the time of the opponent has ended, or who can prove that the opponent has not made the stipulated number of moves within the stipulated time.

9.5 The game is won for the plyer, who´s opponent gives up the game.

9.6 The player, who wants to win, always has to claim win and at the same time he has to stop both the clocks. To obtain win according to 9.1-9.4 the winning player´s clapper has to be up when both the clocks have been stopped.

9.7 If black gets five in a row, but does not see his win and does not call attention 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.

9.8 If black makes a forbidden double-three or a double-four, and white does not call attention to this and continues to play, white cannot afterwards claim the win with respect to this double-three or double-four. If black makes an overline 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 the 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. 胜局

9.1 一盘棋的胜者是首先形成五连的棋手。白棋长连当作获胜。

9.2 黑棋下列情况没有同时形成五连,白棋获胜:

  a) 形成长连;

  b) 形成双四;

  c) 形成双三(但有些双三是允许黑棋形成的,见9.3);

9.3 满足下列a)或b)情形之一,黑棋双三是允许的:

  a) 不多于一个在一个交叉点再加一子刚好可以形成活四的三,同时没有在此交叉点上形成长连或双四。要发现这种允许的双三,你必须在心里想象着落子,导致双三,然后继续在心里设法形成允许的活四。

  b) 不多于一个在一个交叉点再加一子刚好可以形成活四的三,同时没有在此交叉点上至少两个三相交,并形成禁用的双三。要找出这后一种双三是否为禁手,你必须按上述a)仔细检查是否是允许的双三,然后在心里继续设法把这些三形成活四。如果,当你在心里形成活四时,同样方法考验另一个双三,参考9.3的描述,等等。

9.4 可以证实对手时间已用完,或可以证实对手在规定的时间里没有下够规定的手数,该棋手获胜。

9.5 对手认输,该棋手获胜。

9.6 想要获胜的棋手,总要必须宣胜,同时他必须停双方棋钟。当双方棋钟都已停止时,根据9.1-9.3获胜的胜方的钟舌向上。

9.7 如果黑棋已成五连,但没有看到胜,更没有宣胜,如果白棋落子后黑棋继续落子,且黑棋按9.2形成了禁手,白棋本盘获胜(只要他宣胜),不管曾经形成的五连。

9.8 如果黑棋形成双三或双四禁手,白棋没有指出而继续落子,则白棋不能因这个双三或双四而宣胜。如果黑棋形成一个长连,白棋没有指出而继续落子,白棋在本盘随后仍可指出这个黑棋长连,只要黑棋没有形成五连宣胜,或本盘以其他方式结束。

 

10. DRAW

a) The game is draw

10.1 when all the intersection of the board are occupied;

10.2 by agreement between the both players;

10.3 when both the players (after each other) pass (refrain from making their moves);

10.4 when both the players time has ended.

b) An offer of draw according to 10.2 can only be made of a player at the same time 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 orally 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.

 

10. 和棋

  a) 棋局和棋

10.1 当棋盘上所有交叉点都已占满;

10.2 棋手双方同意。

10.3 棋手双方(彼此依次)pass(双方都放弃落子);

10.4 棋手双方时间均已用尽。

  b) 一个根据10.2和棋的提议只可由棋手在落子时提出。他提和之后开对方的棋钟。对手可能接受或拒绝这个提议,以口头或以落子表示拒绝。同时,提和的棋手无权取消这个提议。

 

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 second move 13 alternatives are possible for the third move.)

and

 

11.连珠开局

  只有下列13个斜止和13个直止开局可用。(意为第二手和第三手必须按下图落子,第二手有两个选择,第二手之后第三手各有13种选择。)

 

12. OPENING RULES

12.1 In starting the game a tentative Black and a tentative White are decided between the two players.

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.)

The rule 12.2-4 is a new rule decided by the General Assembly on the 2nd of May 1996.

12.5 The tentative White decides which of the players that will play as Black and as White in the game (White has the right to change sides).

12.6 The now decided player beeing White makes the 4th move in a optional unoccupied intersection.

12.7 BLACK´S CHOICE Black (the player with the black stones) has to make two different 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 become 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 proposals and till he has made the 6th move which can be made in any unoccupied intersection.

12.8 With the 5th move the special opening rules for the moves are ended.

12.9 It is not allowed to pass within the first three moves.

 

12. 开局规则

12.1 棋局开始两名棋手确定假黑方和假白方。

12.2-4 假黑方放前三手(也就是两个黑子和一个白子,由他确定26种开局之一。)

12.2-4 1996年5月2日会员大会制定了新规则。

12.5 假白方决定本局哪个棋手用黑用白(白方有权挑边)。

12.6 现在由确定后的白方随意在空交叉点下第4手。

12.7 黑方的选择 黑方(执黑的棋手)须放2个不同的第5手方案,该方案不得对称,白方有权选择黑方提供的两个方案之一。给出两个正确的方案占用黑方的时间。选择现在两个方案之一并在任意空交叉点下第6手占用白方的时间。

12.8 5手指定开局规则结束。

12.9 前三手不允许pass。

 

13. RECORD OF THE GAME

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.

13.2 If a player has only five minutes or less left of his time, he does not need 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. 棋谱记录

13.1 棋局期间,双方棋手有责任在竞赛组办方提供的谱纸上逐手清晰地记录棋谱(自己的和对手的每一步)。

13.2 如果棋手时间只剩不到5分钟,他不必实行13.1规定的责任,但必须在时限结束后立即完成他的记录。

 

14. USE OF CLOCK

14.1 During a certain time both players have to make a certain number of moves.

14.2 The control of the time for the player is made with help of a special clock for this purpose.

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 as he used for making the move. At the same time as he stops his own clock he has 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 opponents 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 forgotten stop.

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.

14.5 The time registered by the clock is considered as decisive unless obvious defects exist. A player who wants to points defects of the clocks has to do this immediately.

14.6 If the game has to be interrupted by a reason, not caused by any of the players, the clocks must be stopped till the matter is solved.

14.7 The player must not decide theirselves to stop their clocks without immediately to send for the organizer of the competition.

14.8 It is not allowed for anyone else then the players in a game including the 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.

14.9 It is allowed for the organizer of a competition to use "TIME REFEREES". If 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 can get a TIME REFEREE when it is needed. When 5 minutes are left of a time stipulated in a game, the players immediately have to send for a TIME REFEREE.

 

14. 时钟的使用

14.1 棋手在规定时间内必须完成规则的手数。

14.2 棋手的时限由专用时钟显示。

14.3 在棋局开始的时候启动黑方的棋钟。此后,每下一手棋,棋手要用落子的同一只手停自己的钟,停自己钟的同时启动对手棋钟。停止自己棋钟和启动对手棋钟必须直接规范进行,不得干扰对手落子。这条规则不考虑棋手忘记按钟,如果忘记按钟,他的对手不必提醒。

14.4 当确定有在时限内规则手数的时间时,以棋手按钟之前的已经下的最后一手计算。

14.5 以时钟计录的时间为准,除非有明显的故障存在。棋手发现时钟故障应立即指出。

14.6 如果棋局由于某种非棋手导致的原因被迫中断,要停钟直到问题已解决为止。

14.7 没有及时召请竞赛承办方时,棋手不能自己决定停止棋钟。

14.8 除了对局者以外,包括竞赛承办方在内不允许任何人指出超时或棋手忘记按钟。

14.9 允许竞赛承办方使用“时间裁判”。如果使用了时间裁判,时间裁判控制时间,且14.8无效。如果使用了时间裁判,承办方须为所有需要的棋局配备一名时间裁判。当棋局规定只剩5分钟时,棋手要立即通知时间裁判。

 

15. LATE ARRIVAL

When the games have to start all the clocks must be started on the request of the organizer of the competition. If both players are absent one clock will be started. The time of this clock runs for both players.

 

15. 迟到

  棋局开始时,按竞赛承办方要求所有棋钟都得启动。如果双方均缺席,要启动一只棋钟。这只棋钟的时间为双方记录。

 

16. THE BEHAVIOUR OF THE PLAYERS

When the game has started, it is prohibited for the players to use written or printed documents or to analyse the game on another renju board.

When games are going on or when one or several games are interrupted, no analyse is allowed in the room or rooms for play.

It is not allowed to distract or disturb the opponent in anyway.

The player has to follow the rules stipulated for the competition.

Transgression against above mentioned rules of behaviour can lead to punishment and loss of a game.

 

16. 棋手的行为

  棋局开始时,禁止棋手使用手写或印刷文档或在其它棋盘上分析棋局。

  棋局进行中,或一盘或几盘棋局中断时,允许棋手在房间里活动,但不得分析。

  不允许以任何方式分散或干扰对手的思路。

  棋手必须遵守为竞赛制定的规则。

  违反上述行为准则本局可判违例或判负。

 

17. ORGANIZER OF THE COMPETITION

To lead and organize the competition, an organizer has to be appointed. The tasks of the organizer are:

17.1 to control that the valid rules are carefully used;

17.2 to judge in all disputes 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 spectators;

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. 竞赛承办方

  要主持并组织竞赛,必须任命承办方。承办方的任务是:

17.1 认真制定有效的规则;

17.2 仲裁竞赛期间可能发生的所有争执。

17.3 竞赛期间维护良好的比赛环境。

17.4 监督棋手不要相互干扰,或受观众影响。

17.5 判罚违例的棋手。

17.6 中断棋局再次开始时发出指令。

 

18. CHANGE OF RULES

These rules can only be changed after a decision made by the General Assembly of the Renju International Federation.

 

18. 规则变动

  这些规则只可以在国际连珠联盟规则委员会作出决定后进行更改。

 

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