diff --git a/src/Go/boardState/goStyles.ts b/src/Go/boardState/goStyles.ts index 72c847bf5..cc9475103 100644 --- a/src/Go/boardState/goStyles.ts +++ b/src/Go/boardState/goStyles.ts @@ -625,7 +625,7 @@ export const boardStyles = makeStyles({ uniqId: "b width: "400px", }, scoreExplanationModal: { - width: "80vw", + width: "600px", }, centeredText: { textAlign: "center", diff --git a/src/Go/ui/GoScoreExplanation.tsx b/src/Go/ui/GoScoreExplanation.tsx index d48789cbf..5df8584c8 100644 --- a/src/Go/ui/GoScoreExplanation.tsx +++ b/src/Go/ui/GoScoreExplanation.tsx @@ -17,6 +17,7 @@ export const GoScoreExplanation = ({ open, onClose }: Props): React.ReactElement <>
+

IPvGO Scoring Explanation

IPvGO uses one of the oldest scoring systems in Go, "area scoring", rather than "territory scoring" later popularized by Japan. All stones are alive unless captured, chains that could be dead are not automatically captured after the game, and prisoners are not calculated. The displayed score is always the ending score if