Example

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{{Goban|=
     A B C D E F G H J K L M N O P Q R S T
 19 | | | | | | | | | | | | | | | | | | | |= 19
 18 | | | | | | | | | | | | | | | | | | | |= 18
 17 | | | | | | | | | | | | | | | | | | | |= 17
 16 | | | |x| | | | | |x| | | | | |x| | | |= 16
 15 | | | | | | | | | | | | | | | | | | | |= 15
 14 | | | | | | | | | | | | | | | | | | | |= 14
 13 | | | | | | | | | | | | | | | | | | | |= 13
 12 | | | | | | | | | | | | | | | | | | | |= 12
 11 | | | | | | | | | | | | | | | | | | | |= 11
 10 | | | |x| | | | | |x| | | | | |x| | | |= 10
  9 | | | | | | | | | | | | | | | | | | | |= 9
  8 | | | | | | | | | | | | | | | | | | | |= 8
  7 | | | | | | | | | | | | | | | | | | | |= 7
  6 | | | | | | | | | | | | | | | | | | | |= 6
  5 | | | | | | | | | | | | | | | | | | | |= 5
  4 | | | |x| | | | | |x| | | | | |x| | | |= 4
  3 | | | | | | | | | | | | | | | | | | | |= 3
  2 | | | | | | | | | | | | | | | | | | | |= 2
  1 | | | | | | | | | | | | | | | | | | | |= 1
     A B C D E F G H J K L M N O P Q R S T|20}}

Parameters

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This template can be used to make go board, with stones and various other marks. For example,

{{Goban 5x5|=
  |  |  |  |  | b|=
  | b|bT| A|-c| b|=
  |  | c|w2|  |  |=
  | w| -| w| b| w|=
  |  |  | w| w|  |=
|24|u=u|d=d|l=l|r=r}}
produces
  • The first parameters are one or two letters codes (sometimes three), that specify which tile is used. Though a preceding space is OK, be sure not to leave a space after that code.
  • On the last line, the "24" parameter is the size of each tile (in pixels), it should preferably be even for correct centering of cells.
  • The last four parameters |u=u|d=d|l=l|r=r specify which borders should be drawn (up, down, left and right). For instance, to draw an upper right corner, the final code is simply |u=u|r=r (and remember to place the hoshi point accordingly).

NB: The last four parameters are not used in the 19×19 Goban template.

Static stones and Joseki series

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b

bT

b1
...
b9

w

wT

w1
...
w9

These stone series are available as black (b) and white (w). They can be marked by a triangle (T) or a number from 1 to 9 (allowing short sequences).

Fuseki series

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00

02

04
...
96

98

01

03

05
...
97

99

These 100 tiles are used for game transcription, where the numbering goes beyond 10. Even numbers are always white, and odd numbers are always black (since black gets to make the first move of the game). The numbering is limited to the 00-99 range for practical reasons, it is assumed that there will be a figure change at least every 100 play.

Note the difference between 02 (with a leading zero) and b2.

Board and board marks

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The useful marks are:

  • Capital letters from A to I, create the corresponding marks;
  • An hyphen or a small x creates the hoshi point.
  • A Capital X creates an X-mark.
  • A lowercase c creates a small red circle.

The available tiles are:


A

B

C

D

E

F

G

H

I

X

ul

u

u

ur

l

-

r

dl

d

d

dr

ulc

uc

uc

urc

lc

c

-c

rc

dlc

dc

dc

drc
Mark letters (and X) are capital. Empty board tiles Circled board positions
(just add a "c" to the end)

Note: the appropriate cell codes for the borders are generated automatically by default, so you can leave these parameters blank, and fill only the position of stones, or circled empty positions.