Byoyomi Timer: Go Baduk ClockByoyomi Timer Get the app

Playing Go with a friend

Go handles unequal strength better than almost any other board game. The weaker player takes Black and places handicap stones before play begins — roughly one per rank of difference — which turns a mismatch into a real contest instead of a demonstration. Add a clock with different settings for each side and a teaching game becomes genuinely competitive for both people.

The handicap system

Go ranks are calibrated so that one rank equals one handicap stone. A 12-kyu player against a 7-kyu player is five ranks apart, so Black takes five stones and the game is, in principle, even.

DifferenceHandicapKomi
Even strengthNoneWhite receives komi (commonly 6.5)
1 rankBlack plays first, no extra stonesReduced or no komi
2–9 ranks2–9 stones, placed on the star pointsNone

Handicap stones go on the marked star points in a conventional order. Beyond nine stones the board runs out of star points and the gap is usually better addressed with a smaller board.

What makes this work is that the stones are not merely a bonus — they change the character of the game. Black starts with influence everywhere and must learn to keep it; White must start fights and complicate matters. Both players are practising something worth practising.

Timing a teaching game

Handicap stones equalise the board. They do nothing about the clock — and a stronger player usually also thinks faster, so an even time control quietly hands them a second advantage.

The fix is a time handicap, which is standard practice in Go and needs a clock that supports genuinely independent settings per player:

  • Different main times. 30 minutes for the student, 15 for the teacher. Simple and effective.
  • Different period counts. Both on byo-yomi, but five periods for the student and three for the teacher. This is the gentler option, because it does not rush the teacher's explanations.
  • Different systems entirely. The student on byo-yomi with a guaranteed floor per move, the teacher on Fischer with a budget. Unusual, but coherent.

In Byoyomi Timer each side is configured separately — system, main time, period length, period count — so any of these is a normal setup rather than a workaround.

One phone between two players

The practical arrangement is the same as with a physical clock. Lay the phone flat at the side of the board, within reach of both players. The screen is split into two halves facing opposite directions, so each player reads their own clock upright without leaning across.

Each player presses the half facing them after playing their stone. The tap zones are deliberately large — you should be able to press without looking away from the board, which is much of the point.

Before you start: keep the phone plugged in or well charged for a long game (the app keeps the screen awake, which uses power), turn silent mode off if you want the spoken countdown, and agree who is Black.

What to play, by situation

SituationBoardTime control
Both new to Go9 × 9None, or 10 min sudden death
Teaching a beginner9 × 9 or 13 × 13None — explanation takes time
Friendly game, similar strength19 × 1920 min + 5 × 30 s byo-yomi
Serious game, 3–5 ranks apart19 × 19 with handicapByo-yomi, more periods for the weaker player
Quick game before closing time13 × 135 min + 3 × 10 s byo-yomi

For a genuine teaching game, consider leaving the clock off entirely. Its purpose is fairness under competitive pressure; in a lesson, that pressure is the thing you are trying to remove.

Counting together at the end

Two passes in a row end the game and the clock stops for counting — that is what the pass buttons on the clock face are for. Counting with someone learning is worth doing slowly and out loud: fill in the neutral points, arrange prisoners into the opponent's territory, then count the remaining empty points in tidy rectangles.

Beginners routinely find that a game they thought was lost is close, or vice versa. That gap between feeling and score is the most useful lesson of the session.

Turn your iPhone into a real Go clock

Byoyomi Timer plays every Go time system — byo-yomi, Canadian overtime, Fischer bonus time, Ing — and reads the seconds aloud like a human timekeeper.

Download on the App Store

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Frequently asked questions

How many handicap stones should we use?

Roughly one stone per rank of difference. Five ranks apart means five stones for the weaker player, who takes Black. Beyond nine stones, a smaller board is usually a better answer than more stones.

Can the two players have different times on the clock?

Yes, and it is standard practice in Go. In this app each side is configured independently — different systems, main times, period lengths and period counts — which is how teaching and handicap games are normally timed.

Should a teaching game use a clock at all?

Often not. A clock enforces fairness under competitive pressure, and in a lesson that pressure is what you are trying to remove. Add one once the student wants a serious game.

How do we share one phone as a clock?

Lay it flat at the side of the board within reach of both players. The screen splits into two halves facing opposite directions, so each player reads their own side upright and presses the half facing them after moving.

What time control suits a casual game between friends?

20 minutes plus five 30-second byo-yomi periods on a 19 × 19 board is the standard club setting and works well. For a shorter session, 5 minutes plus three 10-second periods on 13 × 13.

What is komi and does it apply in a handicap game?

Komi is compensation for White, because Black moves first — commonly 6.5 points in an even game. In a handicap game of two stones or more, komi is normally dropped, since the handicap stones already account for the difference.