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Table Of Contents
Introduction
Chapter 1 - The Role Of Fighting In Go
Chapter 2 - Important Stones
Chapter 3 - Strong/Weak Stones
Chapter 4 - Peeps And Cuts
Chapter 5 - Sector Lines, Enclosure & Connectivity
Chapter 6 - S.W.O.T. Analysis
Chapter 7 - A Sampling Of Major Fighting Scenarios
Epilogue
Glossary Of Japanese Go Terms
Introduction
About This Books On-Line Publication
The on line publication of this book provides two quite extraordinary assets:
- Its FREE.
- Its perfectable!
A printed book is fixed in form and content, and remains essentially immutable from the
moment of its publication. So except for the inclusion of a separate list of errata or the
subsequent issue of a second edition, any errors of omission or commission it contains remain
unchanged forever. In sharp contrast, whatever flaws this on line publication possesses can be
readily corrected, if only you, the reader, are kind enough to communicate your perceptions to
me. If anything substantive has been omitted, it can be added. If anything is unworthy of
inclusion, it can be excised. If I got anything wrong, including typos and diagrammatic and/or
commentary errors, it can be corrected. If more or better examples are needed, they can be
provided. And if anything is insufficiently clear, it can be clarified. All thats necessary to
achieve a perfect presentation is for the reader to provide me with the appropriate positive
feedback. Just click the link below or at the end of any chapter, and send me an email detailing
the problems you perceive, and - this is most important - specifics of exactly what you suggest
as their correction. This is not quite like Wikipedia, where the reader can directly modify the
presentation, but its close. In order for this process to be successful, when you provide your
feedback its essential that you include your rating (AGA or other), so that I can properly
evaluate the perspective from which your caveat has originated. Obviously, if a high Dan tells
me that Ive got something wrong it will carry more weight than if a double digit Kyu player
makes the same claim, but all positive comments will be treated with the respect they deserve.
Finally, if you like the book, and especially if youre in its target audience and agree that it has
significantly improved your understanding (and rating!), Id much appreciate your
communicating that to me. Its really the only thing that will make the vast amount of time and
effort that went into its creation worthwhile.
Introduction
This book is not a Go primer nor even a second book, so it presumes that the reader intending to
profit from it already has a firm grasp (if perhaps not yet complete mastery) of the basic rules of
Go, as well as the fundamentals of life and death, Joseki, and Fuseki.
When deciding whether or not it will be worth the time and effort necessary to profit from a Go
tutorial such as this, the most relevant criterion employed will almost necessarily be the amount
and rapidity of improvement in your rating that you can expect in return. Although its
manifestly impossible to correctly assess this without an in-depth appraisal of your individual
intellect and countless other factors, some highly relevant insight into this matter can
nevertheless be gained from considering the authors own experience. As originally conceived,
this books objective was to provide players from double digit to perhaps 5 Kyu with crucial
insights into the key issues of deciding what, where, and why to play next. But as a result of my
own experience, Ive just come to realize that the range of players who can find in it the
insights that can and will lead to significant improvement in their Go skill (and rating) extends
at least to 1D AGA! How and why Ive come to that startling conclusion is related next.
With the possible rare exception of a few geniuses at the very top of the Go professional ratings,
every Go player throughout its extensive history has eventually reached a skill and rating plateau
which they never thereafter exceed. For many players, intermediate plateaus also often hold
sway for a number of months or even years, but ultimately a final, highest level is reached and
then continues until age induced decline takes over, if the player is fortunate enough to live that
long. As Ive observed during the 60 years of my own Go playing experience, depending on
the player these final plateaus range all the way from high double digit Kyu for the least apt
(most of whom drop out in frustration), to high ranked 9P. But the one seemingly invariant
factor characterizing them all is that once a certain amount of time has elapsed (typically 10
years or more), or age has been reached (typically 60-65), the players then operative plateau is
final, and is never thereafter transcended!
But what has just happened in my own Go playing life violates both of those seemingly
impenetrable time barriers! Im now 83, suffering from the incurable, invariably fatal Acute
Amyloid Leukemia, and have been at a 1D AGA plateau for over 20 years. But despite that, my
latest results definitively demonstrate that Im now no weaker than 3D AGA, and most
probably 4D, and, perhaps most startling of all, am unquestionably still improving! When I
watch games on IGS between players rated 4D* (= 7D AGA) and above, I now quickly and
easily find their exact moves a vast majority of the time! The key that the reader should be
aware of is that this ability didnt develop immediately after I had organized the key ideas and
translated that into this book, but only reached its current state of fruition after another couple of
years of integration of those ideas into my thinking. But as noted, Im quite old by any
standard and consequently undoubtedly more fixed in my thinking than the average player who
will read this book, so I have every confidence that those of you who put forth the requisite
effort can, as Ive done, reap rewards of Go rating beyond your fondest expectations!
Now about the book itself.
At its most fundamental level, playing Go is heavily dependent upon pattern recognition. As a
result, an essential factor in progressing from beginner to intermediate and beyond is perfecting
knowledge of the key recurrent local patterns, especially as embodied in Tesuji and Joseki. This
knowledge constitutes the tactical bedrock upon which Go skill is built, but even its mastery is
insufficient to make one a strong player! Whats missing is the ability to visualize and then act
appropriately on those patterns in actual global board contexts, and that latter capability can only
be realized in the service of key strategic ideas like those developed in this book. Preeminent
among these key ideas is that fighting is the heart and soul of Go, to the degree that the final
outcome of a high proportion of well played games is decided directly or indirectly by big
battles. For that reason, mastering the art of fighting is one of the most productive of the
essential steps in becoming a strong player.
There are two quite different but equally essential aspects of fighting:
1. Deciding where, when and why its appropriate to fight.
2. Knowing how to fight.
This book focuses on the former. Its basic premise is that a fully developed skill arsenal is
unquestionably essential to becoming a strong player, but is insufficient because the full value of
that skill can only be realized in the service of deep strategic understanding. Its much like
driving a car - technical driving skill is essential for maneuvering safely and efficiently in traffic,
but useless for getting where you want to go without an adequate road map! So the focus in this
book is on how to identify which fights are necessary and/or productive and which should be
avoided, rather than on how to conduct a fight once its begun. It attempts to do what many
believe impossible - to explain this essential aspect of Go to beginners and intermediates so
clearly and concisely that they will thereafter think much like strong players, even if theyre
still far from being able to consistently translate that understanding into fully accurate and
incisive play.
Of necessity, we do discuss the details of some fights, because it can be very helpful to the
reader to see the sort of complications that may result from the implementation of the ideas
being studied. But even in those cases, our emphasis is on identifying plausible moves which
fulfill the positions overall strategic objectives, rather than on finding those that are absolutely
best.
Finally, it must be understood that although this book provides a valuable road map for Go
fighting in the form of a set of simple but important strategic ideas which are generally (but
certainly not always) applicable, those protocols must be viewed as neither absolute
prescriptions that must be slavishly followed, nor unerring guides to the absolutely best moves!
Despite that important caveat, the books premise is that mere exposure to these key ideas will
provide the greatest increase in any beginner/intermediates playing strength for the least effort
expended! But, as desirable as that is, its only a good first step. Completing the
transformation into a strong player will also take much study and practice of the detailed
techniques of Go, as well as lots of over-the-board playing experience - all things well beyond
our present purposes, and which are therefore left for your independent effort.
The Use Of Ratings In This Book
Except as otherwise noted, all of the illustrations in this book were taken from actual Dan level
games played on leading on-line Go servers, and that means that the stated ranks are all really
equivalent to 1- 3 stones stronger on the AGA scale! So although 5D may not seem all that
impressive, when you realize that its really equivalent to from 6D-8D AGA and therefore
among its highest rated players, that players judgment about where to play becomes much
easier to accept as valid.
Acknowledgement
I hereby pay my respects and acknowledge my debt to all of the many wonderful Go teachers
and authors who have preceded me. Thanks are hereby offered to the vetters of this books
original incarnation, Ray Kukol 4D, Lisa Maloney, Michael Quintero, Dale Blann, Masaaki
Hamaguchi, and my son Randy, who were kind enough to review the manuscript, find errors,
and offer some insights into places in which it needed clarification and/or modification. Thanks
are also offered to Joanne Phipps 3D and Louis Abronson 5D, who vetted the revised
manuscript, found some significant errors, and made key suggestions that helped me reedit it yet
again. But in the end, because Im a Beethoven and not a Mozart, I once more rethought and
completely recast everything, so that although much of the books content is essentially the
same as in the earlier versions, the presentation is now completely different. As a consequence,
responsibility for what appears here, including any errors, remains uniquely mine . Finally,
special thanks are offered to Jakob Meulengracht for his invaluable assistance in preparing the
HTML coding of the manuscript that allowed its on line publication.
Milt Bradley, July 2008
the return on that investment. Its well established that a prudent financial strategy invariably requires a
judicious balance between long and short term investments. Its much the same in a Go game, where the
balance that must be struck is between profit (short term) and such relative intangibles as thickness and
attack (long term). In this balancing process, its often feasible to cede even a large temporary lead in solid
profit to the opponent, in the expectation of later recouping. But whatever the chosen strategic mix in any
given game, at games end the sole determinant of victory or defeat is the amount of empty board space
controlled by each side.
Capturing more stones than the opponent, or even capturing any opposing stones at all, is essentially
irrelevant except as it contributes toward that goal.
Given that fact, it might seem that victory should be achievable through the simple walling off of areas by
both sides. But thats not true! Even if that primitive strategy (pejoratively termed ground gaining
Go) could be successfully followed initially, the finite size of the Go board coupled with the fact that both
sides are seeking to gain control of the same limited amount of space means that conflict is ultimately
inevitable. And thats especially true when one side or the other realizes it has fallen behind in acquiring
territory and can only recoup by stealing a portion of what the opponent has claimed. So in well played
Go games the confrontations usually begin early, and then are almost invariably crucial in determining the
final outcome.
As a result, perhaps the major key to making appropriate strategic decisions lies in understanding that:
Go Is A Fighting Game
This should distinctly not be interpreted as implying that fighting is all there is to Go, because nothing could
be further from the truth. Rather, fighting is perhaps best understood as the essence around which all of the
many subtleties and complexities of Go tactics and strategy coalesce to produce the wonderful game which
has intrigued humanity for millennia.
The Basic Principles Of Fighting
The Life Or Death Of Groups
Is The Central Issue In Fighting
Although most high level Go games are decided as a result of fights, those fights are anything but random,
mindless conflict for its own sake! Quite the contrary. Fights between competent opponents occur only
because both sides are unavoidably competing for control of the limited assets of space, shape and
connectivity available on the 361 intersection Go board.
How to identify weak groups and determine when and why they are vulnerable is the subject of Chapters 3
and 4.
When attacking vulnerable groups is most likely to be successful is the subject of Chapters 5 - 7.
Rather
Fighting Guidelines: In a fencing bout, every legal touch has the same value. So when the opponent thrusts,
a fencers first response must be to parry! Only then does it become feasible to initiate an aggressive
counter action. In a boxing match, every legal blow has the same point value to the judges, but more
effective blows can not only steal the initiative from the opponent but can also serve to wear him down so
that both his attack and defense become less effective. Equally important, they can also serve to instantly
end the bout via a knockout!
And its much the same in Go. A move by the opponent which intends to seize Sente by making a threat
that you cant afford to ignore may be defended against as expected, but it also may be ignored in favor of
a threat of ones own which is in fact more serious. In each case, deciding whats appropriate
strategically and then achieving their desires requires accurate positional appraisal followed by precise
execution by both sides, so in the final analysis a players arsenal of tactical skills is the foundation upon
which his strategy is both built and realized.
The crucial factor in the conduct of any fight is the realization that each separate group of both White and
Black stones must somehow form at least two separate and distinct eyes by the end of the game, to both
remain alive and garner the territory that will count toward a win. So the more separate groups you can force
your opponent to establish, the more free moves you gain with which to pursue your own objectives.
This is generally true because most moves made by the opponent to secure his own eyes wont also expand
his space or attack your positions!
Because its easy for a beginner or intermediate in a handicap game to be intimidated by Whites
superior skill, its also important to remember that
So Black must carefully appraise and then seek to exploit any weaknesses in Whites positions, rather than
reflexively playing purely defensively as though the White stones were somehow invulnerable!
The following principles provide excellent guidance in most situations. Why theyre generally valid will
become clearer when we discuss strong and weak stones in Chapter 3.
within the confines of the players current knowledge/skill base except in desperate circumstances is
clearly appropriate. But in playing casual Go, especially when expanding your experience base is the
dominant motivation, a far more adventurous and aggressive strategy will usually be more appropriate!
Given that such casual games will almost necessarily constitute by far the majority of your early
playing experience, rather than holding back unless youre reasonably certain of success as Kerwin
suggests, in those games your preferred strategy should be to assess as best you can, and then, if in your best
judgment it seems at all feasible, attack! Then, especially if you later review what happened (or use a service
like The Go Teaching Ladder to have a much stronger player point out your errors), by learning from your
mistakes you can maximize your rate of progress.
This may mean that both sides are safe, that one sides stones are either unequivocally dead or temporarily
abandoned, or that both are still incompletely settled. In the latter cases, the fight will often resume later,
when the appearance of other stones nearby makes it profitable for one side or the other.
To see how these principles work in practice, lets examine a situation that frequently arises in both even
and handicap games.
Diagram 6 In response to the pincer attack of B2, one common (but rather
passive) continuation is for W3 to dive into the corner.
After the Joseki sequence thru W11 (Ba in place of B10 is sometimes
preferable), White is not only alive with profit in the corner, but is also
unconfined.
In return, W1 is at least temporarily abandoned and Black has thickness.
This dynamic equality is a fair allocation of assets for both sides for
the moment, but not a fully adequate characterization of the situation.
The important aspect of this position unaddressed by that assessment is that
Whites profit of about 10 points in the corner is almost (but not quite)
already assured, but Blacks thickness on the outside must still be sooner
or later converted into an approximately equivalent gain either locally or
elsewhere for this trade to be ultimately fair.
Diagram 8 Its also feasible for White to switch W5 in Dia 7 to the shoulder
hit on B2 shown here, with this common result.
B14 prevents a White enclosure, and at least tentatively assures life for the B214 group.
Then, depending on whats going on elsewhere, White may play a
immediately to assure his connectivity (the best way to do that), or tenuki and
hope that hell be able to get back to consolidate his position here before Black
can play to cut him apart.
Instead of the aggressive squeeze play of B2 in Dia 5 - 8, Black might feel it
preferable to play defensively, so lets examine next just how differently that
will play out.
Dont Act On
The First Plausible Move
That Solves Your Major Problem.
Enclosure
In the big fights that decide the majority of well played games its important that each side retain as many
options as possible, and key among those options is finding support for both attack and defense from nearby
friendly stones.
Groups which are enclosed not only cant simply run away from an attack, but are also unable to connect
with other friendly stones which might offer help, either to win the fight outright or to at least survive it.
Its also true that if one side is enclosed its almost necessarily disconnected from other friendly groups,
and in many (but not all) cases that also means that the opponent is connected.
The result is that when looking at the final position of games which are close enough to count, it will much
more often than not be true that the side which has the fewest number of groups (= is best connected!) is the
winner!
Perhaps most important of all is the fact that
Therefore
To The Extent Feasible
Avoid Becoming Enclosed
Becoming enclosed almost necessarily imposes a burden that is not infrequently sufficient to swing the
balance of the entire game in the opponents favor. The converse perspective is equally valid, so under
most circumstances enclosing the opponent is an excellent strategy. For that reason, understanding the
principles governing enclosure constitute a major factor in becoming a strong player.
situations, but they are nevertheless quite valuable because in surprisingly many cases they also provide the
clues that can allow even beginning players to find excellent moves they might otherwise miss.
Dia 17 Especially in high handicap
games, this is a fairly common
position, in which White has made a
double kakari against a star point
stone.
In the absence of special
circumstances Black should without
fail play to prevent Whites
enclosure! For this purpose, B1 as
shown is usually best, but sometimes
the attachment at either a or
b is preferable.
Dia 18 If Black doesnt respond to
the double attack and allows White to
play the marked enclosing move on
his key point before answering, he can
still (just barely) achieve life in gote
as shown, but with even a slight
inaccuracy he will almost surely die!
And even if he does live, Whites
advantage is considerable. So, on
balance, Black would be well advised
not to allow himself to be forced into
this kind of situation!
The principle of searching beyond the obvious for the best move stated earlier generally applies, but its
especially relevant in the enclosure context, where the sense of relief that almost necessarily accompanies a
successful escape may readily blind you to the fact that a superior global result might have been obtained if
only youd looked further for a better move.
Heres a fairly typical situation which beautifully illustrates this scenario.
Because
Only Enclosed Groups
Can Be killed,
Theres Little Value
In Playing Inside Moves
Against An Unenclosed Group
Caution!
This principle is not absolute! There are circumstances in which the global position makes it more advisable
to strike first at the opponents key shape point(s) to prevent an easy two eyes, and then profitably harass
the fleeing group as it struggles to either connect or secure its eyes in the center.
The following shows a situation in which attacking an unenclosed group from the inside was
counterproductive.
Diagram 24 B1 invaded to
occupy the key shape point of
the White formation, hoping to
either cut it apart or prevent its
making eyes.
Allowing B2 next would
enable B1 to connect out to
the Black corner stones,
shattering the White groups
viability and forcing it to run
into the center eyeless. W2
was the best way to prevent
that. Then B3 aimed at either
connecting B1 to the left or
allowing it to escape.
But White neatly avoided that by extending with the simple but effective W4, assuring the capture of B1 and
creating one eye, with good prospects for another and/or easy escape into the center.
So the result of this premature invasion by B1 was not only a tactical failure but also an important strategic
mistake, because it made the White group almost invulnerable!
Because of the need for efficiency, the enclosure of a large group will often be more or less incomplete. So
as the battle progresses and the group continues to grow, those imperfections will typically provide a number
of opportunities either to break out directly or to make eyes in place by capturing some of the surrounding
attackers.
Consequently
Dia 27 The
Knights Move of
B1 is the strongest
way to proceed!
Although White can
then readily live on
the edge if he acts
immediately,
allowing himself to
become enclosed is
bad strategy! So
instead White tried
to escape.
Dia 28 With this
sequence, Black
deliberately didnt
go all out to try to
prevent Whites
escape! Instead, he
cleverly parlayed
enclosure threats to
build center strength
(note the almost
captured W6 and 8),
resulting in a global
advantage that
ultimately enabled
him to win the
game.
Chapter 1 Problems
Important Stones
Require Attention/Action!
Unimportant Stones
May Often Be safely Ignored.
Although this is a reasonable strategy for White, the price he must pay for it is allowing the
blocking attachment of B7. This threatens to continue at 8 to make perfect shape for Black while
seriously damaging W6, so it induces W8 to prevent that.
But that gives Black the opportunity of making a large knights extension from the upper right
corner stone with B9, which does double duty by also preventing White from creating his own
base via the ideal 3 point skip third line extension to a from the 2-stone base of W6-8.
The result as shown is a newly created W6-8 group that must flee baseless into the open center,
and this is a large part of the reason that the somewhat unconventional B5 was such a
strong move!
Although W10 was the move actually chosen next to flee into the center, any of W c,
d, e or f might in some circumstances be preferable alternatives, the choice
between them depending on the location of other nearby stones of both colors, and Whites
strategy.
Heres another excellent example.
Dia 7 When B1 sealed off some eyespace and territory in the corner, a Black followup at 2
would have created a powerful pon nuki eye shape, inducing W2 to prevent that.
In turn, W2 threatened to follow with at 3 to seal in the Black corner, so Black somehow had to
prevent that.
Ba next would get Black safely out, but wouldnt apply much stress to either the White
position on the right or the left, nor would it also look forward to playing at 5. So, on balance,
B3 here was best.
Next, White would dearly have liked to play at 5 to make good shape while blocking Blacks
progress, but the weakness of the lone White stone to the left made W4 necessary to provide the
beginnings of a base there.
That in turn allowed B5 to occupy Whites key shape point, making W6 necessary to provide
the White stones on the right with their own base.
4. Expand/enclose your own territory/eyespace and/or reduce the opponents.
Dia 8 In this position, a few moves after that of Dia 7, whoever plays first locally has an
enormous advantage!
Dia 9 If it was Whites turn, W1 would provide eyespace, stabilize his stones, and also greatly
diminish both the territorial and eyemaking potential of the 4 Black stones to its left.
But it was actually Blacks turn, so ...
Diagram 10 B1 is an ideal multipurpose move because it:
- Provides eyespace for the Black
stones to its left
- Prevents the excellent Wa (as
just discussed).
- Threatens to follow with Bc,
to seriously undercut (and attack) the
still unsettled White 2-stone group to
its right.
Bb instead would be a mistake
because it would induce Wc.
Then if B 2, White would have Sente
for Waand that would be bad for
Black (as already noted).
B2 instead of B1 would also be wrong! Not only would that make Black overconcentrated, but,
instead of defending via Wb (which would leave White overconcentrated himself and allow
B1 after all!), White would simply answer Wa,with advantage.
After the correct B1 the diagonal extension of W2 was prudent, and not strictly Gote because it
not only provided Whites own eyespace while making Bb or c ineffectual, but also
threatened Wd to destroy Blacks base in the corner at an appropriate later moment.
5. Ensure your own and/or prevent the opponents shape and/or connection.
7. The group contains too many stones or occupies too vital a position to afford to give
up. The basic principle to be followed is:
Urgent Moves
Before
Big Moves
This means that you should always play to secure the eyespace/eyeshape and/or connectivity of
your own important weak groups (or attack the opponents) before even considering making
moves with mere territorial implications, almost no matter how large!
This is a principle that strong players invariably follow almost instinctively, but which weaker
ones often have yet to learn.
Diagram 17 In this game between
two mid-single digit Kyu players,
when B1 was played White should
have answered with Wa to
secure some eyespace as well as his
center connection for his 4 stones at
the top. Instead, he foolishly ignored
the safety of this weak group to play
the territorially big W2 on the right
side.
Finally, before we leave this important topic, its essential to be aware that
To better understand the meaning and implementation of this important concept, lets look at
an example from an early middle game position contested between two 5D players.
Diagram 19 As things stand now, the
marked 3 stone White wall seems not
only strong (it has 6 liberties and a large
adjacent open area), but its also
unquestionably considered very
important by both players because it
sketches out the beginnings of a huge
White moyo on the lower side, in
conjunction with the two Whites on the
right.
But watch how that appraisal changes in
what follows, as both sides evaluated the
evolving dynamics as they continued
from this position.
Then, after the brief sequence of B3 thru B7 that followed, White apparently realized that the
influence the 3 stone wall had formerly been providing had essentially ceased to exist, with the
result that his evaluation of those 3 stones had suddenly changed, not just from an important
valuable asset to one that was relatively unimportant, but to an actual potential detriment!
So White concluded that running out to save those 3 stones in the current global position would
be counterproductive. Instead, it would be better to change strategy, and rather than trying to
save those 3 stones to use them as sacrifices in order to help consolidate as much of his lower
right territory as possible! So ...
Diagram 21 The result: The
formerly important 3 White stones
have become Black prisoners, but in
return White has consolidated about
30 points of territory in the lower
right corner!
Chapter 2 Problems
In each of Problems 1 & 2, please identify each separate group and then characterize its
importance.
Problem 4 In this game between 6D and 5D, after W1 invaded on the key
3-3 point in the corner to probe Blacks response, B2 was forced.
Then when W3 slid to try to create Whites own eyespace, B4 was the
best response.
How should White continue now?
Strong Stones
Are An Advantage
Strong stones require little or no defense, so they allow you to attack or play aggressively.
Weak Stones
Are A Disadvantage
Weak stones require defense, so they also require more cautious play.
In many real game situations, beginning or intermediate players may find it quite difficult to
correctly determine, in advance of its being played through to a conclusion, whether a fully or
only partially enclosed group is going to end up alive (= very strong) or dead (= maximally
weak)!
That in turn means that the assessment of such a groups viability upon which the player will
have to base his strategy will often be more of a guesstimate than a fully reasoned and
reliable judgment.
The only long term solution to this problem is to develop your assessment ability via the study
of Tesuji and Joseki, solving many, many life-and-death problems, and watching and/or playing
a lot against the strongest players you can find. Since, as earlier noted, all of that is part of the
standard protocol for progressing in Go, it will not be further discussed in this book.
Instead, our focus will be on identifying the factors that determine the strength or weakness of
stones.
Strength of stones comes in two disparate incarnations:
- Intrinsic Strength tends to remain largely invariant as the position changes.
- Relative Strength is always influenced by and is frequently extremely sensitive to even
small changes in the proximity and configuration of nearby stones, so it must be continuously
and carefully reevaluated move-by-move.
A. Characteristics of Intrinsically Strong Stones:
1. Already Have 2 Eyes, or can make them despite any opponent attack. (Very Strong)
3. Enclose Sufficient Space For Eye Formation, Even Under Attack. (Strong)
Diagram 3The White corner is large enough and configured well enough
that its virtually as strong as if it already had eyeshape.
As things stand, with even minimally correct play White is assured of
being able to make 2 eyes despite any Black attack.
2. Are in an open area, with no significant problems for the opponent to exploit.
(Moderately strong)
Dia 8 The Black group lacks both eyespace and shape, so ...
Dia 9 If White can play at 1, it would effectively rob Black of his base, leaving this key group
floating and vulnerable!
Because that would be disastrous for Black ...
Dia 10 With Sente, the simplest and most solid way for Black to play is with B1 on that same
key point, as shown here.
This not only provides Black with excellent shape, but does so without inducing White to
strengthen the 2 stones below, which may now be potentially vulnerable.
2. Connectivity Deficiency
Dia 11 11 The two
point skip between
the W2 and W4 is
weak because it can
easily be cut if Black
moves first! But its
still joseki because
doing so will not
necessarily be
profitable.
Dia 12 B1 is the
3. Shortage Of Liberties
The Five Liberty Criterion
There is one simple but almost transcendentally important idea that governs fights between
opposing groups:
This is generally an excellent guideline. But as with all other such criteria it has exceptions, so
every position must be judged on its individual merits.
Understanding this one simple idea can completely transform your ability to properly conduct
many of the fights which arise.
The beauty and power of this elegant criterion is that in many cases it makes it possible to find
the right move (or at least avoid a seriously wrong move) without the necessity for making a
precise and detailed analysis of many complex alternative move sequences!
Simply knowing that a given proposed defensive move will leave a key group with less than 5
liberties is usually an indication (but not an absolute proof) that those stones will sooner or later
be in trouble and may die, and that such a proposed move is therefore not likely to be best.
Conversely, knowing that a proposed defensive move will yield at least 5 liberties for a
threatened group is an indication (but also not a proof) that it isnt likely to die immediately or
easily.
Failure to obey this simple precept is a prime cause of many of the tactical debacles which
surprise and plague beginning and intermediate players, as the following examples demonstrate.
Dia 14 The extension of B6 is necessary, and when its correctly played as shown the 3 stone
unit that it completes then has 5 liberties, and so is contact stable - i.e. able to fight
successfully.
After W11, White has secured the corner territory plus egress along the right side. In return W1
is temporarily abandoned, while Black has 6 liberties, thickness, plus some territorial potential
along the bottom.
Now lets see what bad things can happen if B6 is played differently.
Diagram 15 Here B6 is played as a Hane at the head of two
stones, a well known Tesuji which is often the best move, but
which is a disastrous error in this position!
The reason its wrong here is that it leaves the two stone B4
unit with only 4 liberties, and therefore contact unstable i.e. lacking enough liberties to sustain a fight.
An alert White will immediately take advantage of this via the
Hane underneath of W7, followed by B8 and the two forced
connections of W9 and B10. Then when W11 cuts, not only is
B6 isolated, but (more important) the B4 -10 4-stone unit has
only 3 liberties, and is in serious trouble!
Some feasible continuations are shown next, to give you some idea of just how badly Black can
There are also many other possible continuations after the cut of W11 in Dia 15, some better
than those shown and some worse, but all are inferior for Black because of his violation of the 5Liberty Criterion!
Chapter 3 Problems
In each of Problems 1 & 2, identify any important weak groups.
Problem 3 This variant of a popular 3-4 point even game Joseki arose in a game
between two 5D players.
When Black tenukied after W13 to make what he considered to be a globally
bigger move elsewhere, the key question to be answered is: As things stand, is
Black thick? (and therefore strong.) If so, why? If not, why not?
Problem 5 In this game between a 4D and 5D, White can play to try to
prevent Black from making good shape (and thus becoming strong locally),
but should he?
If so, how? If not, why not?
The problem confronting the double digit Kyu player is that (s)hes typically uncertain of
whether or not any given cut should succeed ! And considering that their own play is probably
going to be less than perfect, in games in which the main objective is learning and improvement
rather than just victory, the best strategy is to cut, and then learn from experience both how to
correctly appraise that decision in advance and how to conduct the resulting fight once youre
embroiled in it.
Peeps
Dia 1 In this
variation of a
popular 3-4 point
Joseki, Black
plays for
thickness while
conceding the
corner territory to
White.
Dia 2 After the
atari of B10, W11
connects, and
then B12 makes a
double
Tigers
Mouth virtual
connection.
Dia 3 Next, the peep of W13 is a Kikashi which is answered by the connection of B14, and this
is followed by the similar W15 peep, B16 connection exchange.
After this, the White corner has the miai of a and b for its life so its safe! And, in
the absence of other nearby friendly stones to help, there is no reasonable attack that White can
currently expect to successfully mount against Blacks solid enclosing wall.
So local action often ends for the moment, leaving this situation as is until later events make it
clear what each side needs to do next locally.
IMPORTANT! Just because a peep has been played (and answered), it distinctly does not imply
that direct use must be made of that peep stone either immediately or ever! That may in fact
occur, but at least as often a peep stone will be used indirectly to attain some other desirable goal
(most often as a ladder breaker), or may even simply be temporarily abandonedas Aji, for
possible later use.
With that in mind, lets now look again at the situation of Dia 3 and appraise the implications
generated by the two peeps of W13 and 15 and their forced responses.
The first thing that we notice is that W13 is a completely isolated lone stone pressed against a
solid Black position, and W15 is only a bit stronger because of its assist from W3. So both of
these peep stones are, by definition, more or less weak!
In response to these peeps, we see that Black has not only been forced to add two stones of his
own, but also has been forced into a position which, although thick, not only has absolutely no
shape, but is also already partially enclosed and inhibited from expanding readily.
The overall assessment of the position in Dia 3 is therefore:
- On balance, Black is clearly the stronger on the outside.
- If White correctly views W13 and 15 as expendable potential sacrifices rather than as
essential assets which must be maintained even at cost, for the moment White stands at least
equal overall because of their presence.
Whether this Joseki integrates better into the global strategy of one side or the other depends on
the position on the remainder of the board and is an issue beyond our present focus, so it will not
be discussed here.
Cuts
and that almost invariably means that the cutting stone(s) will subsequently have to be
reinforced/supported as required.
A cut therefore typically initiates an important long term commitment.
But
Cutting Can Be
Fraught With Danger
Dia 9 If W1 cuts,
expecting (or
hoping for) this
submissive B4 in
response to W3, he
may be in for a big
surprise because ...
Dia 10 After this
B4 instead, if
White foolishly
continues as
shown here, Black
has this forcing
sequence (a
squeeze) with
which to ruin
Whites shape.
Then ...
Whites problem is that even if he escapes after W15, the outside strength that Black will build
up while attacking his ever growing weak group should doom his overall game prospects! On
the other hand, if Black isnt a particularly strong fighter, or if this sequence is used by White
as ko Aji, it might still be very dangerous for Black.
So on balance, unless White is a particularly strong fighter or believes that Black is an especially
weak one, W1 at b in Dia 9 instead of the cut is objectively the better way for White to
play. The problem is that in most global situations that move wont be Sente, so it must be
timed correctly!
Cuts And Ladders
Cuts frequently give rise to a ladder. In those cases, wherever feasible the rule is
Chapter 4 Problems
Problem 1 In this position the key question is: Should White peep at
a, cut at b, or neither?
Problem 2 Considering only the local situation, how should Black best exploit the
cutting point at a in the White formation?
Problem 3 What should Black do about the cutting point at a in the White
formation?
Problem 6 How can Black best exploit the cutting points in Whites position?
The Sector Lines conceptual rationale is that a solid wall of stones of that color could
theoretically be constructed along that line. The fact that such a wall will almost never be
realized in practice does not affect the Sector Lines value as a guide to making the appropriate
strategic and tactical decisions.
Diagram 1 When B2 approaches W1, the squeeze play of W3
is particularly effective because ...
Diagram 2 Now the lone Black stone is enclosed within the
indicated White Sector Lines, as both players would visualize
them.
- Sector Lines provide only generally appropriate action guidelines, and do not specifically
identify:
- the preferred strategy to be followed
- the best move itself, or even an explicit identification of the set of feasible alternatives
from which the best move should be
selected.
Caution! Although the Sector Line concept is both simple and extremely valuable, its not
always determinative!
A Sector Line is not valid if it:
- Intersects an opposing stone.
Diagram 3 When B1 is played, it breaks the outer Sector Line and negates it, so that
Black is no longer enclosed!
Despite these very real limitations, the information Sector Lines provide is invaluable:
A. To The Attacker, Sector Lines indicate whether or not to try to either:
1. Steal the opponents eyespace, and therefore drive his weak group out into the center.
Or
2. Cut off flight into the center, and so force the weak group to attempt to live, either by
making eyes in place or by capturing
some of the attacking stones.
B. To The Defender, Sector Lines indicate whether its best to either:
1. Run into the center to escape.
2. Try to connect to nearby friendly stones.
3. Make eyes.
4. Abandon the threatened stones (at least temporarily).
5. Counterattack.
Caution!
In any given position not all of these alternatives may be feasible, and choosing among those
that are is a matter of the players judgment - a subject on which the Sector Lines themselves
offer no direct help! Now lets examine each of these Sector Line characteristics in detail.
A. The Attackers Uses Of Sector Lines
1. Steal the opponents eyespace
The sequence shown in the following diagrams occurred in a championship game between two 9
Dan professionals, who were then among the top 10 players in the world. Yet the simple Sector
Line concept explains and helps predict their moves to a remarkable degree!
Diagram 5 The position in the lower right corner begins with the same
popular 3-4 point Joseki we saw earlier in Dia 1, in which White has just
squeezed the lone Black stone from above, enclosing it within the
indicated Sector Lines.
These Sector Lines are close enough to constitute a fairly serious threat,
so under normal circumstances Black would respond immediately. But
because this 9P Black calculated that he can still readily live locally even
if White is first to play again here, he instead chose to take Sente
elsewhere.
Although this was a rational global strategic decision, it gave White the
opportunity to maximize his local advantage, as we see in the following
diagrams.
Diagram 11 Black can still live in the corner, if he either knows this
sequence by heart or can find his way through its tactical complications
unaided.
But its dangerous because even a slight error in the sequence can easily
result in the entire corners death! And even if Black lives, as here,
Whites thickness usually gives him the better position globally.
So playing this way is usually only advisable in special circumstances.
3. Make eyes.
Dia 15 In this game between two 7D
players, when the marked Black stone
was played it not only prevented
Whites damaging push through-andcut, but also completed the enclosure of
the White 7-stone group on the right
edge.
In the absence of special circumstances
Black should without fail play to enclose
White as shown!
Dia 16 If White now desires, his 7 stones
on the right edge can live easily via W1,
because then if Ba, Wb
completes his two eyes.
And if Black doesnt play at a,
its possible that at an appropriate later
time White will be able to follow with
The problem with making life by playing W1 is that Black will then happily continue with B2 to
connect his corner stones out while seriously weakening the important (and presently both
shapeless and eyeless) 5-stone L shaped White center unit immediately below!
Because that was a prospect that was unacceptable to White, what he played instead of this W1
is shown next.
4. Abandon the threatened stones (at least temporarily).
Diagram 17 Because the result of Dia 16 was unpalatable, White chose
instead to play W1 here, to strengthen the crucial weak 5-stone center
White string!
This not only undercut the Black corner while preventing Blacks
connection underneath, but also isolated the lone Black stone on the upper
edge.
But the severe price that White had to pay for this was B2, which more or
less assures the death of the White right edge group, because now White
needs both a and b to secure his two eyes, and he can only
manage that by making two successive moves here. (Only possible if
played as a Ko threat which Black cant afford to answer.)
So after B2 White had no choice but to tenuki, and hope that
circumstances would later enable him to rescue this abandoned 7
stone group on the right edge.
Heres another example, arising in a position thats not uncommon in both handicap and
even games:
Diagram 18 W4 is a probe intended to induce Black to fix the shape of his
stones, so that White will then know how to best proceed locally at the
appropriate later time.
But as things stand it was too early in the game to be sure after B5 whether
White will prefer to continue below, on the right, or on the 3-3 point in the
corner, and W4 is enclosed within the indicated close and very threatening
Black Sector Lines. So for the moment W4 was correctly abandoned,
as White played elsewhere!
(From that, it might reasonably be argued that W4 was premature and
should better have been deferred until a later time. But that's an issue well
beyond our present focus.)
5. Counterattack.
Diagram 22 The best try to make a live group within the Black
space is to begin with this one point third line skip of W1 from the
extension stone.
In response, the diagonal extension of B2 is the strongest way to
prevent Whites escape to the outside, forcing him to try to live in
place.
This diagram shows one possible continuation, in which the
invasion dies, and the next diagram shows another with the same
result.
Diagram 24 This diagram shows that if Black errs, then White can
escape, with a disastrous reduction to what formerly seemed a large
potential Black territory. But in at least partial compensation Black now
is strong on both sides while the still eyeless Whites remain weak and
vulnerable!
Now lets see how Sector Line principles were applied in a complex Moyo situation.
Diagram 26 In this position from
a game between two 5D players,
White has created a large moyo in
the upper center which Black
must do something to reduce
before it can be consolidated into
a winning territory!
As usual in such situations, the
question to be answered is
whether Black should invade the
moyo and attempt to live within
its confines, or try to reduce it by
nibbling away at it from
somewhere on its outer perimeter.
This is the kind of situation in
which Sector Lines can often
provide the best clue as to which
of these courses of action is likely
to be the most productive.
The major difficulty in this
position is that a White Sector
Line actually covers each of this
moyos borders, so that only an
invasion is really feasible if Black
wants to prevent White from
consolidating too much of this
vast area.
At the same time, we see that
there are four places, marked
A, B, C, and
D in which the White Sector
Line is long enough and/or Black
stones are near enough to it to
offer support to an invasion. Such
potential places of ingress and/or
egress are called doors.
Here, only doors A and B offer
real potential for Black as things
now stand.
A complication is that the White moyo is so large that only a player of professional strength
seems likely to be able to even come close to accurately visualizing all of the invasion
possibilities and their likely responses in advance. So mere mortals, even fairly strong
players like the 5D protagonists in this game, necessarily have to largely rely on their gut
instinct plus confidence in their tactical skills to guide them in making difficult decisions like
this.
A detailed analysis of all of the complex tactics involved in the fighting that transpired next in
this game is advanced material far beyond the scope of our interest in Sector Lines. So in the
discussion of the actual game resolution provided below we will focus only on the main theme
of the invasion.
Diagram 27 Because the main A
and B doors capable of exploitation
are both on the left side of Whites
moyo, its clear that Blacks best
invasion point must be somewhere
in that vicinity, but the choice of
B81 as the starting point for
Blacks invasion was a judgment
call.
W82 Rather than simply trying to
limit Blacks incursion, White
counterattacked by threatening to
continue at 83, which would both
restrict the expansion of Blacks
upper left corner territory while
making a sizeable territory of
Whites own in that area in
conjunction with his stones below.
In addition, it blocked Blacks
access to door A.
B83 Given that door B is still open.
and because a White continuation at
83 would be too good to allow,
Black felt that he had no choice but
to block here himself to seal off his
upper left territory. So White
retained Sente.
W84 similarly blocks off Blacks
flight path to door B, leaving Black
with the difficult problem of how to
continue to achieve life. But now
Blacks chances for success are
somewhat improved, because he
will be able to play a second stone
inside Whites moyo before White
can respond there.
The details of the complex fighting
that actually followed in this game
are primarily tactical considerations
that lie far beyond our focus on
learning how to use Sector Lines, so
CAUTION!! As weve seen, with substantial amounts of maneuvering room available inside a
substantial moyo, not only does the ultimate capture of any invaders become more uncertain, but
the possibility of resulting external complications also increases exponentially.
And even when the invaders are trapped and must be at least temporarily abandoned(as in
Dia 23), they typically still retain considerable Aji. This may either lead to their later rescue or
to an advantage elsewhere for the invader, especially if a Ko fight erupts. So both sides will have
to remain alert to this potential until the situation is finally completely resolved or the game
ends.
As earlier noted, detailed exploration of those complications is beyond our present interest, but
you might find it productive to investigate them on your own.
Now lets look at a key portion of the Fuseki/early middle game between a 5D and 4D, to see
how Sector Lines provide almost unerring guidance to strong (if not necessarily perfect!) moves.
Diagram 28 W1 encloses the
Black lower right corner stone
within White Sector Lines. Then,
in the absence of any more urgent
play elsewhere, its to Blacks
advantage to respond by
expanding/sealing off his eyespace
to ensure his life.
The defensive attachment of B2 is
an excellent, time tested way for
Black to achieve safety, and begins
a popular Joseki.
After the necessary connection of W5 Black remains enclosed, but his formation can now make
eyes against any White attack! So its not strictly necessary (although often desirable!) to
make a further submissive play like Ba immediately, because even if Wb is permitted
the simple Bc gives Black an unassailable live shape.
So after W5 Black can afford to tenuki with sente. But because White is now threatening to
build a moyo on the lower side, its often globally incumbent on Black to try to prevent that
from becoming a reality before its too solid to readily counter.
Blacks problem is that, wherever he plays on the lower side now, his stone will already be
within (somewhat distant) White Sector Lines! But because the end points of the upper Sector
Line are so far apart, thats not particularly dangerous. So with B6 Black makes a
standard kakari against the White lower left corner star-point stone.
Because that doesnt enclose the White corner stone within Black Sector Lines, White need
not defend but may instead counter-attack. He does that with maximum force via the squeeze
play of W7, which does enclose B6 within close (and therefore very threatening) White Sector
Lines, while also making a maximum strategic extension from his W3,5 wall on the right!
This leaves Black with only two viable choices - either dive into the corner and at least
temporarily abandon B6, or run out to break the White Sector Line. Given Whites thick
position in the lower right, diving into the corner would concede White too much almost secure
territory on the lower side, so Black has no real option but to break Whites Sector Line! His
choice to do this is the standardone point skip of B8, although in some global positions
either d or e may be preferable.
B8 is Sente because it encloses the White star-point stone within Black Sector Lines! So W9 (or
f) to break that Sector Line and sketch out some territory is also natural. Although this also
establishes a new White Sector Line enclosing B6,8, in conjunction with W1 all the way across
the board, once again its anchor points are so far apart that it has almost no effect.
The result is that Black is free to take sente with the strong shoulder hit on W7 of B10, to
once again establish close (and therefore very threatening) Black Sector Lines around W7.
Thats the normal joseki continuation in this position, but in this game the circumstances
in the lower right impelled Black to deviate from the usual sequence would normally
follow, as we see in the next diagram. Although the complex ramifications of this intensely
tactical fight are well beyond our focus on the Sector Line concept itself, theyre shown below
for the readers edification.
The following material may be glossed over at the readers discretion.
Diagram 29 Instead of continuing
with the normal Joseki move
of W11 at 14 to establish a live
group along the edge, with this
W11 a swap occurred, with Black
destroying Whites potential at
the bottom in return for Whites
effectively killing the 3 Blacks on
the left and almost (but not quite)
securing the lower left corner!
and
Override Those Indications
Only If There Is A Clear And Compelling
Reason For Doing So
No single simplifying idea like Sector Lines can instantly transform a beginning or intermediate
Go player into an expert, but in many situations it can go a long way toward suggesting
reasonable lines of play that might otherwise be missed.
Although the influence of Sector Lines is often easy to see after-the-fact, things are necessarily
far less clear in the heat of battle!
Reacting appropriately after youve recognized that an opponents move has enclosed one of
your key groups within a dangerous Sector Line is often essentially routine because there may
only be a limited number of viable options, but correctly deciding what to do next when you
have Sente with which to play anywhere is quite another matter! Not only is it necessary to
decide whether and where you should take profit or attack, but in the latter case to also where
you might create potentially profitable new Sector Lines. And even if that hurdle is successfully
surmounted, the concept still offers no automatically applicable criteria for judging which of
several possible alternative Sector Lines might prove the most profitable. And then the Sector
Lines in and of themselves offer little help in resolving any of the inevitable tactical
complications that will accompany their creation.
The result is that although full understanding of the Sector Line concept may be necessary, its
nevertheless an insufficient condition for becoming a strong player! Finding the best move in
any given position still requires an entire complex of knowledge and tactical skills that can only
be developed over time as a result of much play and study - all of which are outside the scope of
this book.
Despite these caveats, mastering the simple idea of Sector Lines offers perhaps the greatest
bang per buck for the effort expended in any beginning/intermediate players quest
for improvement!
Finally, its also important to recognize that when implementing the Sector Line concept in
your own games, you will almost necessarily make some strategic errors and even more tactical
ones. And those errors will in turn result in some failures in either or both attack and defense,
sometimes even resulting in last minute reversals of winning games in which a long series of
excellent moves is completely offset by a single egregious blunder.
But such occurrences, however difficult they may be to accept cheerfully, are a natural part of
the learning process and should not be allowed to dissuade you from making the strongest
moves of which you are capable! With application of the key concepts provided in this book and
continued diligent study and practice, sooner or later the number and seriousness of such errors
will diminish, and your playing strength will then make the quantum leap upward that your new
found strategic insights justify.
Now lets try some problems to see how well youve mastered the Sector Line concept.
Chapter 5 Problems
S = Strengths
W = Weaknesses
O = Opportunities
T = Threats
This basic analysis is then augmented with an appraisal of how each side stands in terms
of:
- Settled territory.
- Territorial potential.
The combination of these factors then allows the creation of an appropriate action plan,
specifying (to the extent feasible):
- The main focus of play in the current position.
- The most urgent immediate task for the player with Sente.
- What (s)he should do to achieve that goal.
- The opponents expected response.
When properly completed and updated move-by-move, this global assessment and action plan
provides the road map that guides both sides throughout the game!
CAUTION! Even if the SWOT analysis is perfectly performed (no mean feat in many positions
for less than strong players), finding the best moves to exploit that appraisal will frequently
require both tactical and strategic skill well beyond players at the level for which this book is
intended. But please dont be discouraged by this, because its only a technical detail which
will eventually be self correcting as your knowledge and skill improve with increasing
experience.
Until that high level of competence is finally attained, the result of applying a SWOT analysis
may only be that you identify the right objectives, even if you dont always find the very
best moves to implement them! So, at worst, any resulting lack of success wont be because
you overlooked some important element of the position!
Now lets revisit the position we examined earlier in Chapter 2, Diagram 2, and see how the
more comprehensive SWOT analysis enables sharpening focus beyond the simple (but
essential!) identification of strong and weak stones to produce an appropriate action plan.
Territorial Potential:
- Almost, but not yet complete control of the entire upper side (because of the gaps between
the a, b, and c groups, and the still open 3-3 point in the upper right corner.)
which could easily total 50+ points if fully realized.
- 10+ points in the lower right corner.
White:
Strengths:
- Because of the trapped Black e stone, the White d group is very strong, and has
great influence in the vital open board center.
- Because of the trapped Black mand "n stones, the White l/o group is
equally strong, and also has great influence in the vital open board center.
- The presence of both of these strong groups on opposite sides of the still open center greatly
improves the fighting prospects of Whites still somewhat weak h stones. Weaknesses:
- The fairly large j group as yet has only 1 sure eye.
- The White h stones as yet have no eyes are squeezed on both sides by Black.
Opportunities:
- There is good potential to invade and reduce the still porous big Black upper side, either
between the a and b stones, between the b and c stones, or on the 3-3 point
in the upper right corner.
- There is also good potential to make territory between the f stone and the d group.
- There is also modest potential to expand the left and right side groups into the center.
Threats:
- Mainly that either of the still unsettled h and j stones will either be captured or will
lead to disaster elsewhere if they are forced to run.
Settled Territory:
- Essentially none at present.
Territorial potential:
- 20+ points on the left side.
- Perhaps 15+ or so points in the d group.
Action Plan:
- The current global focus is on the interplay between the weak h,i, j, and
k groups.
Now lets see how this simple but surprisingly powerful SWOT protocol was applied in a
game between two 4D players.
Figure 1 The SWOT analysis of
this position is as follows:
Black:
Strengths:
- A still quite incomplete lower
left corner enclosure.
- Good shape in the upper left
corner that should allow making
two eyes against any currently
foreseeable attack.
- A fairly thick and almost
connected right side, with one
almost abandoned embedded White
stone (W14) and one weak White
stone (W26), both within Blacks
Sector Lines.
Weaknesses:
- The thinBlack lower left
side position.
Opportunities:
- The chance to exploit the
weakness of W6 on the left, and
W14 and W26 on the right.
- The possibility for invasion into
the big gap between W12 and 24 on
Settled Territory:
- Essentially none.
Territorial Potential:
- A few points in the upper left.
- Ten to 15 points in the lower left.
- Perhaps 30 or 40 points on the right side, if the problem of W14 and (especially) W26 can be
solved.
White:
Strengths:
- A solid, shapely position in the upper left corner.
- Solid and well coordinated positions in the upper and lower right corners.
Weaknesses:
- W6 is a lone White stone splitting two Black positions and within distant Black Sector Lines.
But thats not urgent at the moment, because the area is too open for a Black attack to
seriously compromise the ability of the W6 to make a base and/or escape.
- W14, which abuts a strong Black wall and is also nearly surrounded, so its clearly at least
temporarily abandoned.
- W26, although at the moment its easily able to escape. The problem with this stone is that
it must be aided before Black can play again to block its easy egress to the still open center, and
then capture it create a vast Black territory.
- The gap between W18 and 24, and between W12 and 24.
Opportunities:
- Primarily to develop W26 to prevent a large local Black territory.
- The chance to develop on the lower side.
- The chance to consolidate the upper side by adding a stone between W12 and 24.
Threats:
- Mainly that W26 will be trapped and captured, and that Black will make too large a territory
in that area as a result.
Settled Territory:
- Essentially none at present.
Territorial potential:
What happened after that was primarily tactical and therefore beyond our current interest, but
suffice it to say that after a tense and incisive battle the embattled White center group was
Chapter 6 Problems
In each of Problems 1 and 2, perform a SWOT Analysis to determine:
- Which stones are Strong and which are Weak, and why.
- Each sides Opportunities and Threats and what they imply.
- Each sides settled territory and territorial potential
- An appropriate action plan.
What weve done in this book thus far is to explain how to:
- Identify the important weak groups which should be the focus of play.
- Use the SWOT analysis technique to develop an appropriate action plan for exploiting those
weak groups.
In this chapter, we illustrate a select few of the more important of those action plans.
As noted earlier, the first step in attacking a weak group will usually be a threat to enclose,
because only enclosed groups can be killed. That threat will then typically elicit a response in
which the target group attempts to flee, usually either into the open center or toward friendly
stones. Our focus in this final chapter is on the methods for taking best advantage of that flight.
In most cases the attackers only reasonable expectation should be that the attacked stones will
succeed in escaping, so that any profit resulting from the attack will typically be realized
elsewhere (usually, but not always, nearby). Consequently, all-out attempts to surround and kill
will usually not only prove futile but unproductive as well. (Of course if the defender errs and
the opportunity for a kill or other major coup does present itself, it should be seized, with
alacrity and thanks!)
Capping
This is the commonest and most basic attacking technique - most often appropriate, but (as we
show below) not always!
Figure 1 In this 2004 AGA-Ing Pro
Cup match between Huiren Yang 1P
(White) and Mingjiu Jiang 7P (Black),
B31 has capped Whites weak 3stone W12-20 group, blocking its easy
path into the center.
Although Black has no reasonable
expectation of killing these stones,
this is nevertheless the best way to
exploit their weakness, aiming to
profit elsewhere by harassing them.
B4 Prevents Whites good play at this same point and breaks the White Sector Line, while
increasing Blacks space. But its Gote because it doesnt establish a Sector Line of
Blacks own.
W5 Since Black has no enclosing move next, White is free to try to establish some eyespace,
and this slide threatens to follow at 6 (the 3-3 point), to both steal the corner territory and
provide the White stones with almost certain life.
So it retains Sente.
B6 Prevents Whites play on the key 3-3 point and so retains most of the corner territory. This
assures Black of almost certain life, and equally important, keeps the White stones unsettled!
But despite those wonderful assets its Gote, so White is again free to pursue his own
objectives.
W7 This is the second key move in Whites strategy, so its important that you thoroughly
understand its rationale! What he intends to do is to counter Blacks strategy of negating the
value of Whites center thickness below by building a compensating White moyo in the upper
left!
At least equally important, this stone prevents B2 from extending to the left to make eyespace,
retains Sente by enclosing B2 in a White Sector Line, and also threatens to capture it by
continuing with Wc! (Pretty good for a single move!)
B8 This is close to being the only logical response because B2 has no base, and attaching to W7
at a would only induce Wb, Bc to strengthen W7 in Sente and thus play into
Whites moyo strategy. Bc instead would not only be too slow in moving out into the
center, but would also not threaten White in any substantive way.
In sharp contrast, B8 breaks Whites Sector Line and establishes one of Blacks own which
encloses W1-5, while also threatening to follow with Bd to lock those White stones in.
So B8 seizes Sente, and begins a classic running battle in which each side has a weak group in
potential danger.
Diagram 14 Becoming enclosed would force the White
stones to either live small in Gote or die, so escaping is
essential.
This one point skip of W9 is the best way to do that, because
it retains Sente by threatening to continue at 10, which would
force Black into a low position on the right edge.
B10 Prevents Whites good move at this same point and
increases Blacks potential right side territory, while aiming
toward making that territory really huge if he can further
coordinate it with his strong lower right corner.
But despite that its Gote because it makes no serious
enclosure threat against the W1-9 group. (W9 already broke
W11 Because the W9 group cant be enclosed immediately, White can afford to use his Sente
to play here because it encloses B2-8 within a new White Sector Line, while threatening to
continue with Wa to lock-in those two Black stones and almost certainly kill them.
This is a fine double purpose move, because it also coordinates with Whites upper left corner
stone, beginning to construct the large White moyo in that area White was aiming at when he
played W7.
B12 Black must break out of the new White Sector Line, and this is the best way to accomplish
that because it in turn puts the W1-9 stones within Blacks own new Sector Line, and threatens
to continue with Bb to enclose him. So Black once again has Sente.
W13 Even if White allows Bb, after Wc it would still be possible for his enclosed
group to live, but that scenario would be bad for him. So he has no real choice but to skip out to
break the Black Sector Line thus.
Although W13 actually encloses the weak B2-12 group within a new White Sector Line, its
one with a very distant (and therefore not very threatening) anchor point, so Black is really free
to continue as he wishes.
Instead, Wa, b or 16 to strengthen his weak group were preferable alternatives, and, as
with B14, the choice between them would be a matter of the players best judgment rather than
of necessity.
Because W15 yielded Sente to Black in the running battle it was also the riskiest choice,
although one it seems that White undertook willingly because he lusted after the big moyo he
was trying to create on the left, and as an 8D he undoubtedly had absolute confidence that his
tactical ability would suffice to rescue him from any resulting difficulties on the right. But even
as strong a player as he would almost certainly have been better advised to play one of the other,
safer choices noted above.
B16 Because the Black string isnt enclosed or even nearly so, Black is now free to be
aggressive.
Seizing the opportunity offered by Whites failure to reinforce the weak White group, this
important play once again encloses those stones within Blacks Sector Lines, and forces a
response.
W17 Breaks the new Black Sector Line, but still leaves the White group within a more distant
Black Sector Line anchored in the lower right corner, and thats a measure of the size of
Whites error in playing W15.
B18 Reestablishes the more dangerous close Sector Line, and continues to force Whites
response.
W19 Not only breaks both of Black sector Lines, but also gives White access to some badly
needed potential eyespace on the right edge. Equally important, it also threatens to play at 20
next, occupying the key pivot point in the corner. That would not only increase Whites own
eyespace while reducing Blacks, but would also actually threaten the life of the Black corner
because of its weaknesses at d and e.
Because that would be too good to allow ...
B20 This is now the key move, stabilizing the Black corner stones and destabilizing Whites,
which are now no longer certain of making 2 eyes!
What happened next to the weak White stones will not be shown because its entirely tactical
and therefore outside the scope of our interest in the basic Sector Line/connectivity/enclosure
themes were discussing. But it may be illuminating to note that despite 8D Whites
exceptional tactical prowess he wasnt able to make 2 eyes locally, and in the process of
attempting to achieve life or break out of Blacks enclosure he overstepped the time limit and
lost the game! A classic example of the difficulties that can follow from ignoring the indications
provided by Sector Lines!
Chapter 7 Problems
Epilogue
If this book has successfully realized its design intent, a double digit Kyu reader who finishes it
should have acquired a set of new ideas which provide a much improved understanding of how
high level Go is played. Thats a necessary first step, but real, sustained improvement will only
result when those ideas have been permanently embedded in your thinking processes, so that
their application has become an automatic, almost instantaneous response, rather than requiring
the conscious application of a mental checklist. To realize that goal, there is no adequate
substitute for playing many, many games, getting practical experience in implementing those
ideas in the face of determined and competent opposition.
But that raises a serious problem for most beginners/intermediates, because they will typically
be playing most of their games against equal or only somewhat stronger opposition. The
difficulty this presents is that the caliber of those opponents is not likely to be sufficiently high
to afford the opportunity to confront (and therefore learn to counter) the most incisive moves.
The unfortunate consequence is that it will often be possible to get by and even prevail with
inferior plays that the far stronger opponents you will encounter later in your Go career will
almost certainly severely punish. And so, despite your best efforts, by playing against only equal
or marginally stronger opponents you will almost necessarily be learning many things that
aint so, which will therefore later have to be unlearned if you are to make the much desired
advance to the higher skill levels.
Fortunately, its relatively easy to transcend this important difficulty by watching/studying the
games of professionals and amateurs who are strong enough to make few egregious errors. In
earlier, less technically sophisticated times, being able to watch such strong players on any kind
of consistent basis was impossible for any but the relatively few fortunate individuals who lived
in communities in which there was a large local Go club with sufficiently strong members. But
today, being able to do this is feasible for everyone, 24/7, through the advent of the internet!
KGS And IGS are by far the largest internet Go communities in the world, and also the preferred
home of many of the worlds top ranked professionals, a number of whom play there regularly,
albeit mostly anonymously. For these reasons, theyre my preferred choice. But some of the
ethnic Go servers (especially the Chinese and Korean) are perhaps even stronger, so for those
for whom the language barrier isnt a problem they form an excellent (or even superior)
alternative.
But watching the games of professionals or the very highest rated amateurs is IMHO not the best
way to proceed, at least for the average double digit beginner/intermediate! The reason is
that the highly refined technique and exquisite positional judgment of these ultra-strong players
enables them to employ strategy that is often essentially incomprehensible to anyone not close to
their own stratospheric skill level. So until youve reached at least low single digit Kyu rating
you will be well advised to concentrate your watching on players in the 1d to 5d range, where
the strategy employed will usually be more or less comprehensible to you, while the
protagonists technique will still be sufficiently well developed to minimize most egregious
errors.
But even that isnt sufficient, because in order to really profit from your watching it must be an
Solution 1A B1 to
escape Whites
enclosing move at
this same point is
absolutely
essential.
After this key
play, the three
corner Blacks are
strong and the two
White stones on
the right are weak
and threatened, so
Black has Sente!
Chapter 1 Solution 2
Solution 1B If
Black allows W1
instead, all of the
Whites are
essentially safe,
and its Black
whos
potentially at
risk.
Chapter 1 Solution 4
Chapter 1 Solution 6
Chapter 1 Solution 7
Solution 7 Ba is feasible but would be painfully slow.
Instead, the one point skip to B1 is tesuji.
After that, if Wa, Bb, Wc captures, then the
simple Bd easily gets Black out.
So what actually happened was W2 as shown. Then after
B3, W4 occupied Blacks shape point, keeping the
fleeing Black group as weak as possible under the
circumstances.
Chapter 2 Solution 1
Solution 1 Assessments
a: Unimportant, although live, and
takes a small corner territory, because
its enclosed and therefore cant
influence subsequent play.
b: Very important when formed,
because the wall projected its
influence over the entire upper middle
of the board Much less important now
that the Black d stones have been
played specifically to negate that
influence.
c: Somewhat important because they
prevent the d stones from making
a base on the edge, but not very
important because those same Black
d stones effectively cut them off
from the center.
d: Vitally Important! These stones
prevent White from making a massive,
winning territory between his two
powerful (b and J) walls on either
side!
e: Important because it helps capture
Wf, and thereby unites the
Bg and h units.
f: Important, as just noted.
g: Moderately important because
they reach out toward the center and
therefore potentially aid the vital but
still unsettled Bd stones.
h: Moderately important because
they will almost certainly connect to
the B t stones below to secure a
large Black territory on the edge.
i: Almost worthless! If capturing this
stone was the only way that Black
could connect his g and h
stones, it would be at least moderately
important. But given that Black can
also connect by capturing Wf
(which is already in atari!), the
importance of WI sinks to just
the 2 points that its capture would
bring.
j: Fairly important, because they
form a thick, powerful wall which
casts its influence over the entire
upper left middle! But not really
important because that influence is
already partially negated by the Black
d group.
k: Valuable because it takes the corner territory, but unimportant because its enclosed and
therefore cant influence subsequent play!
l: Potentially important, because the possibility exists that this stone can be used to seal off the
left side and then also capture Bm to form a large White territory there.
m: Quite Important because the fate of this stone will probably determine whether or not
White can make a big territory in this area.
n: Moderately important, partially because of the potential noted above, but mainly because of
its potential for preventing Black from making a very large territory in the lower center.
o: Moderately Important because they coordinate well with the B q stones to form a nice
territory in the lower left, with a threat to make more just above.
p: Unimportant because this stone is effectively captured. (But its presence paid off for White
earlier, because the threat to connect it out allowed the Wn stones to secure their eyespace.)
q: Moderately important because of their coordination with the Bogroup and the territory
that provides, as well as the fact that they help seal off the Ws stones from the center.
r: Unimportant. This was a Kikashi to induce White to connect. Once that was accomplished,
its now worth only the 2 points its capture would bring the opponent.
s: Moderately important because they have some center access, so that they may be able to
participate in later action there.
t: Moderately important because the large territory they enclose in conjunction with the
Bh stones may induce a White invasion, with subsequent fighting there. They will also
almost certainly play a role in any later center fighting.
Chapter 2 Solution 2
Solution 2 Assessments
a: Important because they control
the corner and have expansion
potential along the upper side, and
together with the c stones trap
(and effectively capture) Bb.
b: Marginally Important, because
if it can escape that would neutralize
the large White edge territory around
it.
c: Important because together with
the a stones they not only trap
Bb to take a large territory, but
also project influence toward the
open upper middle of the board.
d: Important because together with
the f and g stones they trap
(and effectively capture) the two
We stones, to both assure life
and take a modestly large territory.
Equally significant, theyre not
enclosed and can therefore influence
subsequent play nearby.
e: Important because their demise
will ensure the connectivity and
safety of the Bd and f
stones, to yield a large Black
territory. But thats not yet certain,
Chapter 2 Solution 4
Solution 4A
By trying to
hang onto W1
with this W5,
White would
make the
serious error
of allowing B6
to enclose
him, thus
forcing him to
try to live in
the corner!
But that would
lead to this
easy to read
out in advance
sequence, in
which White
cant make 2
eyes, and so is
dead! (If W7
at 8, B8 at 7,
Solution 4B By
playing this W5 to
run away on the
outside, White
abandoned W1 as
having served its
purpose of forcing
Blacks response,
allowing Black to
secure the corner.
Then, in this
sequence (there are
feasible alternatives
which lead to
similar but
somewhat different
results), White
succeeded in his
real purpose of
gouging out and
stealing much
of what otherwise
would have been a
and White is
still dead!)
Instead ...
Chapter 3 Solution 1
Solution 1 The marked 10-stone Black
group as yet has neither eyespace or
shape, and thats a serious detriment.
But its offset by the fact that Black
has the lower left corner, a live (twoeyed) group in the lower right, and
unopposed stones in both of the upper
corners.
White has safe groups in the lower left
and lower right corner, while his center
group is strong (if not yet absolutely
safe) because of the 3 trapped Blacks.
On balance, if Black can save this large
weak group without suffering too much
damage to his positions above, both
sides overall chances are about
equal.
Chapter 3 Solution 2
Chapter 3 Solution 3
Blacks thickness is imperfect because W a to cut him apart might
(in some global positions) be feasible.
But even if that isnt true, there still remains the annoying and
potentially dangerous peeps at b or c to worry about.
And in the current position d is also open, so a later We at the
right time (with potential to connect underneath) will reduce the value of
this Black formation by a major amount.
So the unavoidable conclusion is that as things stand Blacks thickness
here is at best incomplete, and these Black stones are not strong!
Chapter 3 Solution 4
Chapter 3 Solution 5
Solution 5A W1 on Blacks key shape point is intrinsically OK, provided that its followed
up correctly!
Solution 5B After W1, B2 will make a Bamboo joint to strengthen his weak stones while
threatening to connect at 3.
But if W3 is then played to prevent that connection, the simple B4 traps the 2 Whites to connect
Black after all, making his stones strong!
Solution 5C After B2, instead of futilely cutting with Wa to produce the bad result of
Solution 5B, depending on the nearby and global position White will be much better advised to
run away at either b or c if he intends to fight, or to simply tenuki and leave W1
behind temporarily as having fulfilled its purpose, until such time as it becomes clear that
utilizing it further will help him more than Black.
Chapter 3 Solution 6
B1 is the best way to proceed, because of the threat it
makes to atari next at 2.
W2, B3 and W4 are then forced, after which Black has
5 liberties and is technically contact stable.
But here thats not adequate, because if Black tenukis,
the turn of W5 will be too good for White to allow.
So B5 is necessary, yielding 6 liberties. And because a
following B6 would be bad for White, W6 is equally
necessary. So Black retains Sente, allowing him to
safely tenuki if he desires.
Chapter 4 Solution 1
Solution 1A Cutting would be a major mistake that would only
increase Blacks thickness, because the cutting stones would be
easily caught in Geta as shown.
Chapter 4 Solution 4
Solution 5B In the
game from which
this position was
taken Whites
choice (based on
the global position)
was to cut with W3
at a.
If Black then gives
atari to W3 via B7,
that would allow
the counter atari of
W6, followed by
losing the corner to
White. So Black
played B6,
allowing W7 as
shown.
Then with the
second cut of W11
followed by the
sequence thru W19,
White makes a nice
profit, while Black
has to go back to
secure his life in the
corner with B20
while leaving his 7
outside stones with
bad shape and
uncertain prospects.
So White stands
much the better
here.
Chapter 4 Solution 6
Solution 6 A There are twin cutting points on the second line available for
Black to exploit.
If B1 here, then the atari of W2 on the outside is to be expected. After the
counter atari of B3, the capture of the sacrifice B1 by W4 is natural and
necessary.
Then B5 virtually assures the capture of the two marked Whites. After that,
with the sequence thru W10 the bulk of Whites force is essentially safe
because White not only has free access to the open center, but a or
b are miai to secure two eyes.
Solution 6 B Since that variation takes profit but doesnt apply much
pressure to White, Black will undoubtedly prefer to cut on the other side with
this B1 instead.>br>
Next, if W2 here, the atari of B3 is to be expected if Black has enough
favorable Aji elsewhere on the board. Then W4 will induce the capture of B5 to
create a big Ko.
Solution 6 C But White need not become involved in that Ko fight if he prefers
not to! Instead, with the sequence thru W8 shown here, he can move smoothly
out into the open center with good shape, with the miai of a and b left
behind to assure his connectivity to W2 and 4.
And if and when the connection of Wa gets played, Bc will be
necessary to assure that the two marked Whites remain Blacks captives.
On balance, this would seem to be the preferred way for White to play, but...
Solution 6 D In the actual game in which this position arose, White followed
this variation instead, opting for the profit his live group took, and leaving
for later the problem of what to do with his now classically weak 3 stone
string after B9 capped it!
Although B9 was both big and very threatening, the likely outcome of the
center fight that will follow if White plays to save the 3 stones isnt clear,
so its hard to accurately evaluate which alternative Solution would
ultimately have been globally best for both sides.
Chapter 4 Solution 7
Solution 7 W48 was a Ladder Breaker! Consequently,
preventing the cut of W a became absolutely essential, and
B1 is a much safer way to do that than via a Geta move, and
much better shape than a hard connection!
And its not Gote, because once B1 makes Black safely
connected and strong, the White corner is vulnerable!
Then if Black is allowed to continue with B2, Wb,
Bc, the corner is dead! So White must defend immediately.
White could expand his corner slightly via Wc, Bd,
W2, but although that would nominally be Sente it was
nevertheless unpalatable because Bd would then have
undercut the not too strong White formation to its right.
So White instead prudently chose to live in the corner in Gote
via W2.
Chapter 5 Solution 1
Chapter 5 Solution 2
Solution 2 The two main
Sector Lines of interest here
are those shown above the
weak 3 stone Black group in
the lower center, and both are
Whites.
The longer Sector Line
encloses much more territory,
of course, but its upper anchor
point stone is so distant from
the target Black group that if it
were the only Sector Line
operative here Black could
safely ignore it for the moment,
if that was globally
appropriate.
But the shorter White Sector
Lines right anchor stone is
close enough that Black must
pay attention!
Chapter 5 Solution 3
Chapter 5 Solution 4
Solution 4 Black has three
territories, but nothing even
vaguely resembling a moyo, so
the only significant operative
Sector Lines are Whites. As
shown, its quite apparent that,
especially in the left center area,
theyre very long and quite
porous, with Black stones to
support any invasion very near.
Based on those facts, plus the
observation that the lower left
corner is still wide open, an
invasion rather than a reduction
clearly seems appropriate.
Invading on the 3-3 point in the
corner would be absolutely safe,
but would almost certainly leave
Black confined there and White
thick outside, with a result that
would be too good for White.
So Black reasoned that he would
almost certainly be better served
by instead invading on the lower
left side with a Knights move
Kakari against the White 4-4
stone. After that, the resulting
fight could develop in many
different ways, with details far
outside our present interest, so we
wont go into those various
possibilities.
The key idea that the reader should bring away from this discussion is that the information provided by
Sector Line analysis is valid, and the resulting decision to invade that it suggested is generally correct, even
if you dont choose the very best invasion point! And that judgment isnt substantively changed by the
fact that Blacks invasion ultimately does or does not succeed.
The overall lesson that this conveys is that the application of Sector Lines is highly useful in making the
correct strategic decisions is necessary for success in Go, but it is by no means foolproof!
Accurate tactical followup is the other essential ingredient for success, and, as weve earlier noted in the
Introduction, that vital skill can only be developed over time with much study, and then honed to perfection
via extensive play against competent opposition. Since all of that is beyond the scope of this book, it is
therefore left to your independent study.
Chapter 5 Solution 5
Solution 5 B1 is the key play!
Although the White corner stones were already within
Blacks Sector Line, with W1 (or a, b, or
c) White could easily have cut that Sector Line
and thus put the baseless (= weak) Black 7- stone
group on the left in danger.
Instead, the simple B1 completely encloses the White
corner stones within essentially unbreakable Black
Sector Lines, so with still incomplete eyeshape White
must do something about that immediately or die!
The key White shape point in the corner is d, and
a weak player would be well advised to play there
immediately to assure Whites eyes.
But 5D White has calculated that after W2 he can still live even if Black plays at d. (You might want to
experiment with this position and prove this for yourself.)
White also recognizes that the Black group to the right isnt yet completely settled, and that the territory at
the top isnt yet sealed off either. This combination of assets means that W2 with its aggressive potential is
considerably better than the purely defensive d, so thats what White played!
For its part, B1 does far more than merely enclose the White corner, important as that is. By preventing W1
(or Wa. b, or c), B1 strengthens his own eyeless 7 stone group on the left so that there isnt
an immediate need to support it - and that gives Black Sente to play a big point elsewhere after the necessary
W2 defends in the corner.
On the other hand, if Black were to neglect to play at 1, a White play there would happily seize Sente by
splitting Black, and thus completely reverse the flow of this game!
Although B1 superficially seems innocuous and slow and is the type of (actually essential) play that can
easily be missed by the novice, its also a move whose need and power are readily revealed by application
of the Sector Line concept!
Chapter 5 Solution 6
Solution 6 Var 1 By now you should already know
that if White is to escape from Blacks enclosure
his first move must break the enclosing Black
Sector Line!
In this position the one point skip to W1 is the key
play, not only breaking the Black Sector Line but
also establishing one of Whites own that
encloses the 2 Blacks.
But this B2 in response is far too ambitious!
After the sequence thru W7 its clear that the 3
Black stones will be captured, and with that
Whites four stones will have escaped, with at
least one sure eye. So instead ...
Chapter 5 Solution 7
Chapter 6 Solution 1
The SWOT Analysis of this position is
as follows:
Black:
Strengths:
- The Black upper left corner is not
fully enclosed, and can easily make 2
eyes if needed. (Although B53 might
be ataried and captured by White,
doing that would be Gote and
wouldnt affect the main Black
groups viability, so its not
important enough to be played any
time soon.)
- The B3-45 lower right side/corner
can almost certainly make 2 eyes if
needed, although all of the territory
there isnt Blacks yet because
its still quite open to a White
invasion.
- B25 can either connect to the strong
Black group above or to the one on the
right, so its safe for now.
- The B5-49 group has good shape,
Weaknesses:
- No real weaknesses!
Opportunities:
- Attack the still unsettled White center group from the right, in order to build moyo/make
territory on the right side.
- Expand/consolidate the B1,27,51 area.
- Extend on the third line to the left from B27.
- Enclose some territory in the lower left center.
Threats:
- Black:
- A White invasion is feasible in both the upper and lower right corners.
- The B5-49 group is still unsettled.
Settled Territory:
- Perhaps 10 points in the upper left corner + 10 points in the lower right. Total = 20 points.
Territorial Potential:
- Another move in the upper right corner will nail down at least 15-20 points immediately, with
prospects of still more to follow when White tries to prevent Blacks further expansion.
- A move near the star point on the right side should bring substantial profit either above or
below.
- White:
Strengths
- The W2-54 group is very thick and has good shape.
- The W4-32 lower left corner is almost absolutely secure.
Weaknesses
- The 11 stone W28-50 center group has only rudimentary shape and is only open above and to
the right, although it technically isnt enclosed within Black Sector Lines.
Opportunities
- Invade between B1 and 27.
- Invade the right side and use the center group to hopefully make a significant White territory in
that area. (Dangerous!)
- Try to build moyo in the lower right center, using the W28-50 group.
- Create a moyo by extending from the upper left group to its right.
- Expand into the open area in the left middle, making some White territory there while
minimizing Blacks.
Threats
- The big lower right center group has no eyes and is less than solidly thick, so it needs the most
careful watching!
- The W2-54 groups thickness might be neutralized without adequate compensation.
Settled Territory
- About 15 points in the lower left corner + about 3 points in the upper left. Total = 18 points.
Territorial Potential
- Extending from the upper left group could net about 15 points.
- Making proper use of the center stones to invade the right side should net some profit, but at
the moment its hard to estimate how much.
The main focus of play now will be on Whites twin major detriments:
- The big weak W30-50 lower right center group. Black will at least harass these weak stones
and attempt to kill them if possible (highly unlikely, as things now stand), or use that attack to
either make territory elsewhere (especially on the right side) and/or prevent White from so
doing.
- White is far behind in settled territory, and must redress that balance before its too late!
Chapter 6 Solution 2
The SWOT Analysis of this position is
as follows:
Black:
Strengths:
- Three almost certainly secure groups
in the upper left, upper right, and
lower right.
- In the lower left there are only Black
stones thus far, but thats only a
minimal advantage because that area is
still so open.
Weaknesses:
- The three B39, 45 stones are almost
certainly captured.
- Although the three B11 - 21 stones
have excellent shape and center
access, they are still unsettled.
- The three B25-51 stones are also
somewhat weak, and thats
compounded by their proximity to the
B11-21 stones. This gives White the
potential for driving them toward each
other, and then setting up a potentially
devastating splitting attack.
Opportunities:
- Blacks only really significant
attack potential exists against the W30
- 52 group. - There is also some
limited potential for an attack against
the W10 - 22 upper right stones,
whose shape is still incomplete.
- There is a significant territorial
potential on the left side, where there
are only Black stones at the moment.
Threats:
- The 3 B25 -51 stones are still
insecure.
Settled Territory:
Strictly speaking, none as yet although at least some will almost certainly be realized from each
of the first 4 items below.
Territorial Potential:
- Less than 10 points in the upper right corner.
- About the same in the upper left corner.
- A bit more in the lower right corner.
- Possibly 10 or so points in the lower left.
- A presently unquantifiable amount on the left side, which will depend on who is first to play
there, and where.
White:
Strengths:
- The big lower right group on the edge is secure and stable because of the 3 captured
Blacks.
- The upper left corner formation has excellent shape and space.
- Although the six W10-22 upper right stones have incomplete shape, at the moment theyre
relatively strong because the 3 Blacks immediately below are somewhat weaker.
Weaknesses:
- The 5 W30 - 52 stones are solidly connected and have a high liberty count (6), but no shape or
eyespace, only limited center access, and are already enclosed within Black Sector Lines! But
White has Sente, can lean on B53 to make Sabaki if needed, and has the at least equally weak
B25-51 stones to fight with, these stones arent in any immediate danger.
Opportunities:
- The potential exists for:
- an attack on:
- the B11 - 21 stones
- the B25 - 51 stones
- An invasion in the left bottom.
- Most of the lower left side is still virgin territory.
Threats:
- The 5-stone W30 - 52 string is in grave danger of being enclosed, with little eyemaking
potential!
- The W10 - 22 upper right group still has very incomplete shape.
Settled Territory:
- About 10+ points on the lower right side.
Territorial Potential:
- A possible 10 or so points on the upper right side.
- Perhaps 10 points on the upper left edge.
- Perhaps 10+ points in the lower left corner.
The main focus of play now:
Both sides major weaknesses are in the same area - the interface between the W30 - 52 group
and the B 25 -51 group on the lower side, so that must be the immediate focus of play!
That situation involving two weak groups is necessarily quite tactically oriented, albeit with a
Chapter 7 Solution 2
But if Black should mistakenly play elsewhere, the cap of Wa would completely reverse
the local dynamic by leaving the two Black stones almost enclosed within White Sector Lines,
and in serious difficulties!
So if Black wishes to keep things simple, as he should when taking 5 stones, there really is no
sensible alternative available to Ba!
But, surprisingly, thats not what Black actually played, and by allowing the dangerous and
unnecessary fight that followed W a, unquestionably hastened his demise in this game.
Chapter 7 Solution 3
Chapter 7 Solution 4
Solution 4 Whites objective here
must be to prevent Black from
easily saving his weak group to the
left by connecting his forces.
Wa would also do that
successfully, but W1 is superior
because it also looks forward to
saving the marked stone, and thus
making it difficult for the upper
Black group to make its needed
second eye!
~~~~~
Glossary Of Japanese Go Terms
KYU (kyu): Rank. The designator of playing strength for players of less than Dan (master)
strength. For amateurs, ranges from 35 Kyu (beginner) to 1 Kyu (just below master strength)
MIAI (mee-iy): Two complementary points of approximately equal importance in a given
situation, such that whichever one a player occupies, the opponent can (and usually must)
occupy the other.
MOYO (moh-yoh): A large Sphere Of Influence or Potential Territory.
NAKADE (nah-kah-day): The placement of stones inside an opposing group to reduce the
shape to one eye.
NADARE (nah-dah-ray): The Avalanche Joseki.
NIDAN (nee-dahn): Two Step.
NI-REN-SEI (Nee-Ren-Say): A Fuseki pattern in which a player occupies both 4-4 points on a
single side.
NOBI (noh-bee): Extend.
NOZOKI (noh-zoh-kee): A peep which threatens to cut.
NUKI (nookee): A capture.
ONADARE (oh-nah-dah-ray): The Large Avalanche Joseki.
OKI (oh-kee): A placement, usually intended to steal eyes.
OSAE (oh-sah-ay): A blocking move.
OSHI (oh-shee): Push. Usually along a line atop (or alongside) an opponents stone or
line of stones.
PONNUKI (pon-nuh-kee): A powerful shape created when 4 stones capture a single opposing
stone.
SABAKI (Sah-bah'-kee): "Disposal". Light resilient shape which allows a group to be easily
settled, or to be partly or totally sacrificed if necessary without significant penalty.
SAN-REN-SEI (San-Ren-Say): A Fuseki pattern in which a player occupies all 3 handicap
points on one side.
SEMEAI (semi-eye): A life-or-death fight (= race to capture).
SENTE (Sen'-tay): The initiative. A move central to the major strategic and/or tactical motifs of
the game, which therefore requires the opponent's response, and which cannot be ignored
without significant penalty! Such stones typically have long term implications, and must
therefore be watched and defended. The converse of Gote. Closely related to Kikashi.
SHICHO (shih'-cho): The Ladder.
SHIMARI (shih-mah'-ree): A Corner Enclosure.
SHINOGI (shih-noh-gee): A sequence of moves to provide a weak group with either escape
or good eyemaking shape.
SUBERI (soo-beh-ree): Slide. A Knights Move toward the edge, usually from the
third line to the second line.
SUJI (soo'-gee): "Style" or "skillfulness". Clever, artistic play. See Tesuji.
TAISHA (tie-sha): The Great Slant Joseki.
TENUKI (teh-nuh-kee). Play elsewhere.
TESUJI (teh-soo'-gee): A Suji which raises the overall efficiency of the player's local (and
sometimes global) stones to their highest possible level.
TOBI (tobi): A jump (= skip).
TSUGI (tsu-gi): A connection.
TSUKE (tsu-kay): An attachment to an opposing stone.
TSUME (tsu-may): An extension which inhibits the opponents extension.
TSUME GO (tsoo-may GO): A life-or-death problem.
UCHIKOMI (oo-chee-ko-mi): An invasion.
WARIKOMI (wah-rih-koh-mee): A placement between two opposing stones intended to
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