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Improve Fast In Go

Milton N. Bradley 2008, 2010

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

Chapter 1 - The Role Of Fighting In Go


The financial investment model is an appropriate, if rather grossly simplified, way to grasp the essence of a
Go game. Think of the stones you play as your investment capital, and the resulting territory you acquire as

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.

Only Fights Involving Important Groups


Are Likely To Be Productive

How to identify important groups is the subject of Chapter 2.

Only Fights Against Weak Groups


Are Likely To Be Successful

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

Gratuitous Fights For Their Own Sake


Are Almost Always A Mistake

Fight Only In Pursuit Of


Strategically Important Objectives
And Only When And To The Extent
Absolutely Necessary

Diagram 1 In this game between a 5D


and a 7D, the atari of B1 on the
marked White stone has forced the
connection of W2, with (small)
advantage to Black because B1 not
only separates White and is potentially
useful, but also because W2 only adds
insignificantly to Whites already
thick formation.
The key question now is how Black
should best continue.

Diagram 2 The exchange of the atari


of B1 for W2 on the left has created
useful Aji for Black to exploit at the
proper moment, but continuing there
immediately to support/utilize the 2
Black stones would only prematurely
start a fight that would almost
certainly be to Blacks detriment!
As things stand, Blacks absolutely
essential play is B3!
This begins to sketch out a Black
corner in the lower right while
partially neutralizing the White
thickness, and also prevents the
excellent extension/kakari of Wa,
and leaves the decision regarding what
to do with the 2 Black stones on the
left for later. (In the actual game, the
proper moment to support those stones
never arrived!)

Diagram 3 In this game between


two 7 Ds, White has retained
Sente, so its his choice as to how
to proceed from this point forward.
Invading the wide extension
between B1 and B21 seems
inviting. But is it really? And if
its not, what would be better?
And why?

Diagram 4 This is the sort of


position in which its
tempting to start a fight by
invading with W2! Although
that might conceivably
succeed, the 7D who played
White in this game thought
better of it. He instead opted
for this calm development,
which had the advantage of
taking no unnecessary risks. Its
detriment is that it yielded him
only a minuscule overall plus.
Caution! There is sometimes
no reasonable alternative to
initiating a fight when youve
fallen behind, and less
aggressive play is unlikely to
reverse the games losing
trend! But other than in such
exceptional circumstances,
avoiding gratuitous and/or
potentially dangerous fights is
usually sound policy.
How to Distinguish between
vital fights and those that
arent is one of the major
subjects of this book, so,
hopefully, that important
distinction will be much
clearer after youve read it
all.

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

The White Stones Have No Special Powers,


And Share The Same Need
For Eyeshape, Space, and Connectivity
As Blacks

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.

To Attack, Play Away.


(Keep a discreet distance, inhibiting the opponents
ability to expand and/or form eyes.)

The Nature Of Attack


An attack uses threats against weak stones to create gains, either locally or elsewhere, which typically take
the form of territory (profit), the creation of power/influence, or an attack on another group.
Attacking plays will usually elicit a response, but wont necessarily result in an immediate fight.
Attacking scenarios are of almost transcendent importance in playing Go and among the most satisfying to
implement, so it will be worth our while to briefly examine their structure and implications here, deferring
fuller discussion for later.
In a 2008 article in the AGA e-journal, well known American Go teacher Jim Kerwin, 1P, said the following:
The key to attacking is to start by choosing where and what you want to gain. You will find it difficult at
first to see a possible gain and how to use attack to get it. The good news is that if you cant see how to use
the weak group to get what you want, you can afford to wait. The worst case is that the opponent will
eventually spend a move to reinforce the group allowing you to play a profit move, so youre guaranteed
something.
This is splendid advice, as might be expected from a Go professional, but I believe that its still amenable
to modest refinement for the beginners/intermediates who are endeavoring to learn from this book.
The relevant issue is the players meta-strategy for playing Go in any particular game. When engaged in
competition in which winning and rating are the motivation, Kerwins conservative strategy of staying

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.

To Defend, Play Close


(Make contact as a method for creating eyeshape
and/or sealing off eyespace.)

Contact plays will almost invariably result in an immediate fight.


In any event

Before You Play Defensively,


Always Seek An Offensive Move
That Also Satisfies Your Objectives

FIGHTING CONTINUES UNTIL BOTH SIDES


ARE (at least temporarily) STABLE

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 5 The Knights Move approach of W1 (or the symmetrical point


on the upper side) is the most common way for White to begin operations against
the Black 4-4 point stone.
Because its an attack, it doesnt make contact with the object of that attack,
but instead stays a discreet distance away!
When Black is in a position to respond aggressively, the one point squeeze play
of B2 is the strongest counterattack, also playing at a discreet distance from its
target, and inhibiting W1's ability to expand down the side to make a base there.
Feasible but milder squeeze plays instead of B2 which may be globally
preferable in some situations are a thru d, while e is sometimes
chosen when Black feels the top and/or center are more important than the left
side.
After B2, White has the choice of defending W1 immediately or playing
elsewhere. (If he tenukis he will suffer a fairly serious local detriment if Black is
first to play locally again, but even then W1 cant be killed.)
How each of Whites feasible responses to B2 can play out is shown next.

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 7 Abandoning W1 as in Dia 6 isnt always globally desirable,


and in that case the one point center skip of W3 here is often a good
alternative to entering the corner.
After that, the calmest sequence is as shown, with White getting strong center
influence in return for Blacks sketching out corner territory. (The contact
play of B6 helps defend the corner territory in Sente by threatening to connect
underneath to B2 by continuing at 7, thereby inducing W7 to prevent that.)
After this, with the 3-3 point (a) in the corner and b, c, and
d all still available for White if and when circumstances make them
appropriate, and with the skirt at e also still open, the big corner territory
is as yet far from securely Blacks!

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.

Diagram 9 Especially when Black already has the marked stone


or one near it in place, instead of squeezing, the attachment of
B2 is feasible.
As earlier noted, this is not an attack! A contact play like this B2
is actually a defensive move which is intended to enable Black
to both make shape and take some corner/side territory.
Its main detriment is that it also induces White to make shape
and territory as shown, thus simplifying the position while also
reducing both sides later options.
(There are a number of other feasible Joseki variants beyond
these few which give somewhat different results, but those
details are outside our present interest and so will not be
discussed here.)

Diagram 10 Relevant to this discussion is the bang against


attachment of B2 here, which, as earlier noted and despite its
appearance, is primarily an attack and not a defensive move!
Since this is something that seems inconsistent and therefore may
be confusing, understanding its rationale is important.
The attachment of B2 is most appropriate when the triangled
Black stone (or one at a) is already in place on the upper
side, and is even more effective when (as here) the marked left
side star-point stone is also present (as is true in high handicap
games).
The aim of B2 is to make infeasible an immediate White switch
to the 3-3 point in the corner at b, as in Dia 8. It does this
because if W3 at bto steal the corner territory, B4 at 3
would give Black excellent eyeshape while severely damaging
W1. So most often W3 is considered necessary.
Then B4 works perfectly, in conjunction with the triangled upper side star point stone, toward building a
large Black territory in the upper left corner and adjacent upper side. (Although as noted in Dia 7, that
territory is still far from completely secure, especially with Wb still available.)
After B4 White needs eyespace for his 2 stones, but the marked Black left side star point stone stands in the
way of an ideal extension, leaving only the very short one point skip to W5 as really feasible.
Next, B6 prevents a White slide to either c or d to expand his eyespace, after which W7 is
necessary to create the beginnings of some eyespace and shape while fleeing toward the center. B8 is then
often best, building Blacks strength and looking toward the lower side.
Whats really important here is to recognize the fundamental difference between the almost entirely
defensive attachment of B2 in Dia 9 and that of Dia 10, which is primarily (but not entirely) offensive.
Once that critical difference is clearly understood, it should then be far easier for you to make the proper
decisions and appropriate followup in similar situations that arise in your own games.

Whatever the situation

Dont Act On
The First Plausible Move
That Solves Your Major Problem.

Always Look Further For A Better Move,


Especially One Which Also Accomplishes
Other Desirable Goals.

Diagram 11 This is a fairly common type of position, in which the central


area to the left of the Black stones is still quite open.
In most cases, when the marked White stone probes his one point skip Black
will want to maintain his connection, and the first step in finding the best
way to do this is to identify the feasible alternatives.
Please decide on your own candidates before looking at the following
diagrams.

Diagram 12 Blacks available connection options are marked from a


to d. But which is best?
There is no one universally correct answer because the preferred option will
depend upon other stones already in place (not shown here) or deemed likely
to appear in subsequent play.

Diagram 13 The simplistic choice is the hard connection of B1.


Although this is the only absolutely secure, unbreakable connection, its
also the one that creates no shape at all while offering the fewest followup
alternatives.
Despite these detriments there are situations in which its the most
desirable option, so it cant simply be dismissed out of hand. But absent
special circumstances that make the other options infeasible and/or
Blacks ultra-solid thickness here particularly useful, this is usually the
worst choice. So an alert Black will look further.

Diagram 14 A slightly better alternative, which in certain circumstances


may be preferable to the others, is the extension of B1 here.
This maintains the connection because if Wa, Bb, and if then
Wc cuts, the atari of Bdanswers. And if We then extends,
Bf is a Geta that traps the two White cutting stones.
But instead of pushing at a, which obviously doesnt work, if the
position to the left is suitable an alert White might continue with
something like Wd, to induce Bc, and then follow with
something like Wf, to leave the entire Black group floating
without either eyes or shape.br>
And that possibility is one of the reasons that this B1 as the way to
maintain Blacks connection is not often best.

Diagram 15 A bit more stylish and versatile is B1 here.


After this if W a pushes into the gap in the Black formation,
depending on surrounding circumstances Bb, c or d are
all sufficient to maintain Blacks connection with good shape.
But even this usually isnt best because this B1 doesnt reach far
enough out from his wall.

Diagram 16 So after further reflection, the one point skip of B1 here is


revealed as the move that best accomplishes all of Blacks objectives!
After this, if White makes the shape-killing placement at a, B
b connects efficiently because Wa is now almost trapped.
After that, playing immediately (as at c) to rescue Wa would
only help Black. Not only would he then have a larger White group to
attack, but (assuming the relatively open center we noted at the outset)
that newly formed White group will probably not seriously threaten
Black because those White stones will almost certainly be weaker than
the Blacks they are supposedly attacking.
If after B1, instead of Wa White pushes at b, with Ba the
position reverts to Dia 15 after Wa, Bd there.
After Wa, Bb, if White doesnt extend from a, then if
and when appropriate, Bc(or even a more distant Geta) is a further
stylish play that assures that Wais trapped, almost certainly
yielding Black one eye.

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

Only Enclosed Groups


Can Be Killed

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.

To Counter An Enclosure Threat


"If In Doubt, Run Out"

The rationale is simple. Enclosed stones:


- Have no interface with or influence on subsequent play elsewhere on the board.
- Must be able to make 2 eyes, or die.
Caution! As the board fills up throughout the game, every group will ultimately become enclosed! So the
guidelines we discuss here apply primarily during the Fuseki and early middle game.
Its also true that all such rules of behavior represent simplifications of often quite complex

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.

Dia 19 In this game between two 5


Ds, the 12 marked White stones
are almost enclosed, with no sure
eyes yet! (Although one can be
easily made.) So if they dont get
out immediately they will almost
certainly be in big trouble, possibly
even resulting in a loss sufficient to
cost White the game!
So whats the best way for White
to break out?

Diagram 20 Beginning with the atari of W1 and then


continuing with the forcing plays thru W9 succeeds in
allowing White to escape, and in some situations would be
the best way to play, but not here!
The problem with it is that Black becomes too strong on
both sides.
So finding a better way to get out is highly desirable.

Diagram 21 Beginning with the atari on the other side is


clearly better, because now Black has only been strengthened
on the left, but its still inferior!
Although many players might be satisfied with this, the 5D
who played White in this game looked further, and found
something better!
Do you see it? Try to find it for yourself before looking at the
next diagram.

Diagram 22 With the stylish dogs neck extension of


W1 here, White not only gets out as smoothly as before, but
now is one step ahead in his race into the open center - a major
difference in enabling a later connection to friendly stones or
forming eyes. (W1 works because a and b are miai
for it to remain connected to his group below!)
Perhaps equally important, playing this way doesnt induce
Black to strengthen himself on either side!
White escapes in each case, but the seemingly small difference
between Dia 22 and either Dia 20 or Dia 21 can easily change
the balance between victory and defeat in a close game!

Fighting Against Unenclosed Groups

Because
Only Enclosed Groups
Can Be killed,
Theres Little Value
In Playing Inside Moves
Against An Unenclosed Group

Its Usually Better


To Play Outside Moves,
And Force Your Opponent
To Make Eyes And Live Small

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 23 This is the


position a few moves after what
we will discuss later as Dia 7,
Chapter 2, with Blacks
attention focused on the White
group in the lower right center.
This White group is not yet
enclosed, so its in no
immediate danger of dying no
matter what happens next. But
Black evidently reasoned that if
he could prevent its ability to
easily make two eyes that
would both force it to run and
make it vulnerable to later
profitable harassment. So....

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!

Diagram 25 Instead of the


invasion of B1 in Dia 24, Black
should simply have played on the
outside like this, expanding and
strengthening his own formation
and aiming to seal White in, while
biding his time to when an eyekilling sacrifice attack at the point
of a might have a reasonable
chance of success.

Fighting Against Large Groups

DIRECT THREATS TO KILL LARGE GROUPS


ARE RARELY SUCCESSFUL

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

THE BEST PLAN USUALLY IS TO


USE SUCH THREATS INDIRECTLY,
AS THE MEANS OF ACHIEVING
OTHER IMPORTANT OBJECTIVES

Heres a typical example.


Diagram 26 In this game between a
7D and 6D, Black has secured the
upper right corner and a small life
on the lower right side. In return,
White has secured the lower right
corner, as well as eyespace on the
upper right edge for his large
incompletely settled but not yet
enclosed group there.
But its Blacks turn, and
although theres little chance that
he can kill this White group, if
possible hed like to keep the
pressure on and gain profit
elsewhere by attacking it. But how
to do that?

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

Problem 8 This position arose


in a game between two 5Ds.
Here, we see that White has
conceded both the upper and
lower right corners to Black in
return for a potential attack on
the 3 Blacks on the right side.
These stones have nice shape,
but also have almost no room
to expand either above or
below, so that only movement
toward the center is really
feasible for them. The question
to be answered is how White
can properly exploit this
situation.

Chapter 2 - Important Stones


At each turn, the players primary task is to find the globally best move in the current position!
In doing this, appropriate tradeoffs must be made between many diverse yet complementary
factors (e.g. territory vs. influence, attack vs. defense, etc.) if a good result is to be achieved.
But those essential factors are really useful only after you have successfully identified:
- Which stones are globally important and which are not, and
- Whether the important stones are strong or weak

Important Stones
Require Attention/Action!
Unimportant Stones
May Often Be safely Ignored.

But what makes stones important?


Safe stones which enclose territory are valuable, of course, but in the sense relevant to our focus
on fighting:

Stones Are Important


Only To The Extent That
They Significantly Influence Further Play

There are seven (7) ways in which this importance is manifested.


Stones are important if they significantly affect:
1. Contesting /controlling a key board area.

Diagram 1 In this early middle


game between two 5D players,
the only areas now fully
controlled are A (Black) and B
(White). They are somewhat
different because although the
Black A group is alive and
takes about 8 points of territory,
its almost completely
contained and is therefore
unimportant to the future course
of play! The White B
stones are somewhat important
because they impact the
adjacent still unsettled marked
Black stones.
Although Black almost has
control of the C and D areas,
both are still open to a White
invasion so these stones are at
least moderately important.
The games main focus from
this point on will center on the
fact that each side has a large
(marked), still unsettled group
in the lower center. Blacks
group has much better
eyeshape, but White has more
open space available, so
theres no real advantage on
that score at the moment to
either side.

Diagram 2 In this early middle


game between two 1D players, the
marked weak White and Black one
point skips in the lower center and
the two not yet settled Black and
White groups to their left are not
only important, but will form the
focus of future action until their
respective fates are resolved.

2. Deciding which side wins or loses an important fight.


Diagram 3 In this game between a 9D
and 7D, W80 completed the enclosure
of the huge Black center group, thereby
making it vulnerable to attack. With
Sente, Black can easily secure his
group, but unfortunately he missed the
potential of the marked White stone and
mistakenly believed that he was safe. So
....

Diagram 4 When B81 made the


territorially large move on the
right side, W82 - 92 shocked him
by developing the marked White
stone to cut the big Black center
group apart, leaving it with
portions already dead and the
remainder with only one sure eye.
So Black resigned.
Instead of B81, if Black had
recognized that he was so
vulnerable to being cut apart, the
simple play at 83 would have
trapped the marked White stone,
not only creating a sure eye for
Black but also essentially
unifying all his local forces. After
that, given his solid positions in
all 4 corners, the game would
have favored him.

3. Assure your own shape and/or prevent the opponents.


Diagram 5 In this early Fuseki
position between two 5D players, B5
instead of the more customary B7 was
a slightly atypical conclusion to the
popular Joseki in the upper left corner.
br> After this, if W6 at a to
approach the upper right corner stone,
Bb would happily squeeze while
creating an ideal Black formation in
the upper left. So if White wants to
prevent Black from getting too much
territory locally that way, he has little
choice but to invade with W6 as
shown.

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.

Diagram 11 Both sides share the same key point


here, although its implications are quite different for
each.
It would provide both shape and connectivity for
Black if he can seize it, and make Blacks shape
impossible if White can play there instead.

Diagram 12 If its Blacks turn, B1 would


provide both ideal shape and connectivity, making
Black very strong locally.
But it was Whites turn, so ...

Diagram 13 After W1 on the key point destroys


Blacks shape, its necessary for him to defend in
order to assure the connection between the two
marked stones and his main force, to prevent White
from capturing them to make a big lower side territory.
Whites threat is to cut via Wa, Bb,
Wc, or Wa, Bc, Wb, so lets see
how Black should best play now to ensure his
connection and prevent Whites big local gain.

Diagram 14 The first idea that might occur is to play B1,


which will undoubtedly induce W2 to give White shape
and some territory, while also ensuring that Black stays
confined.
Then B3 makes a bamboo joint, assuring a virtual
connection, but in Gote.
The problem with this for Black is that, if later Ba,
depending on whats going on elsewhere on the board
White may not feel constrained to answer at b in
order to ensure Blacks confinement!
So instead ...

Diagram 15 Best for Black is to begin with the


Knights Move of B1 here, because now W2 is forced,
else B2 connects out.
Then after W4 and B5, this position is identical with
Dia 14 except for the addition of B1 and W2.
But that exchange favors Black, because B1 is a cutting
stone which may later either cause White problems or
force him to expend resources to ensure its capture,
while W2 merely adds an insignificant amount of extra
strength to an already very solid White formation! The
difference between Dia 14 and 15 may be small and
subtle, but its the kind of thing that not only wins
close games, but also distinguishes really strong players
from ordinary ones!

6. Keep your own stones strong and/or the opponents weak.


Diagram 16 At the moment, both of the
marked stones are unsettled, but
whoever gets to play at a will
instantly make his own stone strong and
seriously weaken the opponents. So
this is a key point for both sides which
takes priority, and must not be missed!

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.

Diagram 18 After the mistaken W2,


B3-7 severely punished Whites
failure to secure his center connection
by cutting his formation apart and
winning 5 stones with enormous
profit, forcing Whites resignation
only a few moves later.

Finally, before we leave this important topic, its essential to be aware that

The Relative Strength And Importance


Of Stones Constantly Changes,
And Therefore Must Be Reappraised
Before Every Move!

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.

Diagram 20 Black concluded that,


despite appearances, the 3 marked White
stones were vulnerable, so he attacked
very aggressively with B1 to prevent
them from readily making a base and too
much secure territory on the lower edge.
W2 counter-squeezed B1, because at the
moment that lone Black stone is weaker
than the 3 stone White group! His
objective was to prevent Blacks easily
making a base for that lone stone, while
beginning to sketch out a substantial
White territory between W2 and the lower
right corner stones.

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!

The key idea to grasp is that


White didnt view his 3-stone wall as a fixed asset, but rather as just another potential
bargaining chip, which he was prepared to trade in at any time if sufficient compensation was
available to make that transaction profitable for him.
If you proceed with that kind of flexible attitude, as your skills advance with experience you
wont be confronted with the need to change your mental perspective in order to realize the
rating improvement that should rightly be your due!
Now lets try a few problems to see how well you not only understand these concepts, but can
recognize them as they occur in real game situations.

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?

Chapter 3 - Strong/Weak Stones

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)

Diagram 1Although the White corner stones are almost completely


enclosed, theyre safe and strong because there is no way that Black
can directly prevent them from making two eyes!
The problem with Whites strength here is that, except for the territory
enclosed its essentially wasted, because these stones are almost
completely cut off from any interaction with the remainder of the board.
(So in the sense of the last chapter, these stones are unimportant!)

2. Have Good Eyeshape. (Strong)


Diagram 2When W2 is distantly squeezed by B3, making
contact via W4 on the 3-3 point begins several popular
Joseki variants.
In this variant, after the W8, B9 exchange Whites shape is
good and he may safely play elsewhere, because either
Wa or b will assure his two eyes!

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.

Diagram 4 The upper left corner of


this Fuseki, contested in the 2006
North American Masters tournament
between Ming Jiu Jiang 7P (Black)
and Z Chen 6D (White), shows a not
uncommon type of local resolution,
in which Black has created superb
thickness (and a burgeoning left side
moyo in conjunction with his B5-11
stones below), in return for
Whites large profit in both the
upper and lower left corners.

B. Characteristics of Relatively Strong Stones:


1. Are effectively connected to a very strong group. (Strong)
Diagram 5 At the moment, the virtual connection between
Whites three marked stones and his two-eyed corner group is
safe because if Ba, Wb, Bc, Wd connects.
But this connection is not absolutely secure, because, if played as
a Ko threat that White cant afford to answer, any of Ba,
b, c or d will set up a cut.
So this situation will have to be carefully watched by both sides
until its definitively resolved.

2. Are in an open area, with no significant problems for the opponent to exploit.
(Moderately strong)

Diagram 6 The marked White


stones have the beginnings of both
shape and modest territorial
enclosure, plus free center access.
So they are safe for the moment.
But until the local situation is
definitively resolved, White must
be wary of their being later
undercut, separated, and/or
enclosed.

3. Any Significant Nearby Opposing Stones Are Weaker. (Moderately Strong)


Diagram 7 The Black stones both above and below the 3 Whites
are relatively strong because they have reasonable eyemaking
potential at the edge. The Whites are somewhat weaker because
its somewhat harder to make eyes in the center.
But the White stones are far from being completely without
resources, because they arent anywhere near being enclosed.
They have lots of room to run (to a), or to make eyespace
and shape if necessary, beginning with either b,
c,d, e, or fas appropriate to the overall global
position.
Because these stones are currently far from being settled, White
must continue to monitor this situation very carefully, especially
if Ba is played.

C. Characteristics of Weak Stones:


Stones are weak because they exhibit serious deficiencies in one or more of three major
areas:
1. Enclosing eyespace and/or making shape.
2. Connectivity.
3. Liberty count.
The relative weakness of a group exhibiting one or more of these deficiencies is a function of
the seriousness of the deficiencies, how many of them it exhibits, whether or not the group is
enclosed, and whether or not its involved in a fight with an equivalently weak opposing
group.
In general, groups which exhibit deficiencies in more than one of these areas and/or are enclosed
are weaker than those which are deficient in only one area and/or are not enclosed, but thats
not universally true because a even a single deficiency can be fatal if its sufficiently great!

Caution! Maintaining Sente is always advantageous, but is especially so when involved in a


semeai with opposing stones because it not infrequently develops that winning that fight is more
a function of who can strike first or most effectively at the opponents weaknesses, than of
who can best defend his own.

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

correct way to begin,


and after the strong
hane of W2 the
drawbacks of B3 and
W4 naturally follow.
After that, the cut of
B5 separates White.
But after B9 and W10
the overall result is
considered even, and
thats why the 2
point skip in Dia 11 is
Joseki!

3. Shortage Of Liberties
The Five Liberty Criterion
There is one simple but almost transcendentally important idea that governs fights between
opposing groups:

WHEN OPPOSING STONES ARE IN CONTACT,


AN UNENCLOSED UNIT IS STABLE,
AND A PLAY ELSEWHERE IS FEASIBLE,
IF THE UNIT HAS 5 OR MORE LIBERTIES.

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 13 This is the


beginning of a the main
line of a popular Joseki
which frequently arises in
both handicap and even
games.
When B2 squeezes W1,
diving into the corner with
W3 is one feasible (and
common) way to proceed.
After B4 and W5 the
relevant question to our
present interest is what
Black should play next,
and the 5-Liberty Criterion
provides the answer!

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

fare after this error.


Dia 16 In this
variation White gets
an enormous corner
by capturing the 5
B14-20 stones, and
Bato trap the 3
White stones
doesnt work! So
Bb to escape is
necessary. But this
allows either
Wa or c,
and then Whites
prospects in the
coming fight are at
least as good as
Blacks.
Dia 17 This
continuation is
somewhat better for
Black, although
White is not only
alive in the corner
with the sequence
Ba, Wb,
Bc, Wd,
but also has
tremendous thickness
in the center, while
Blacks position is
low on both sides.

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 4 In this game between a 7D and 5D, White has to make


shape for his lower group.
But how best to do this?

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?

Problem 6 In this game between two 5Ds, the 3 marked


Blacks are crucial cutting stones, so retaining them is necessary.
How best to do this, considering that they have only 3 liberties?

Chapter 4 - Peeps and Cuts


Peeps and cuts are among the most common mechanisms by which weak stones arise.
The primary differences between a peep and a cut are:
- A peeps value is often almost fully realized at the moment it succeeds in forcing the
opponents connection, so that in many cases it may then profitably be (at least temporarily)
abandoned, to thereafter serve primarily as Aji.
- Most cuts result in the formation of a new (often weak) group, which thereafter must be
watched and defended.
Although there is no single simplistic rule of thumb that can provide unerring guidance in
deciding whether its best to cut or peep in any given position, in general, and considering
only the local situation:
DONT PEEP
IF A CUT SUCCEEDS

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.

Figure 1 In this early middle game


between two 4D players, the key
issue at the moment is the fight in
the upper right that has just begun
between the enclosed and still
unsettled B47-55 group and the
enclosing W10-54 stones, which
are still lacking shape and which
therefore must be strengthened
before he can safely attack Black.
The solution to this dilemma that
White conjured up was W56,
peeping into the cutting point at
a in Blacks lower right
group. Because the B1- 43 stones
would be forced into a dangerous
(and quite possibly disastrous)
fight if cut off, that gave Black
essentially no choice but to
connect at a.
Having thus helped stabilize his
own weak stones in Sente, White
was then able to turn his attention
back to the desired attack on the
weak Black group in the upper
right corner. So in this position the
peep was the perfect move!

Cuts

The Typical Intention Of A Cut


Is To Permanently Separate
A Group Of Opposing Stones

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.

Diagram 4 In this position from a game between a 9D and a


7D, the hane of B1 is a typical continuation of the Joseki in the
corner.
After the exchange of W2, B3, the necessary continuation thru
B7 resulted in the creation of a weak Black group, in return for
which Whites thickness has been effectively neutralized.
Whether or not this turns out to have been good strategy by
Black will depend on the followup by both sides.

Cuts Are Also Commonly Used


To Make Shape Or To Facilitate Escape

Diagram 5 The cut of B8 followed by the forced sequence thru


B12 sets up the capture of the marked White stone, resulting in
Whites superb thickness in return for Blacks securing a
large corner.
Now lets look at a position in a game between two 5 Ds in
which making a judicious cut was the best way for a nearly
trapped group to escape.

Diagram 7 Cutting with W1 is the


way to begin.! That makes W3, 5, 7,
9 and 11 all forcing moves,
sacrificing 2 stones (W1 and 5), and
then moving smoothly out with
W13., and leaving behind the
potential for an almost certain eye at
the top. Beginning instead with
either W3 or W7 would allow either
the connection of B1 or the
extension of B10, and then White
will have to flee eyeless!
The outcome of a cut will frequently
not only be decisive (as in these
examples), but sometimes
unpredictable, at least among
players at less than a very high level,
with the result that:

Making A Judicious Cut


Is Often The Most Powerful Way To Play,
And Sometimes
The Only Possible Route To Victory

But
Cutting Can Be
Fraught With Danger

Diagram 8 This is a not uncommon position, especially in


high handicap games.
At first glance, it appears that a White cut at a will be
big, so that its necessary for Black to protect against it. But
thats only an illusion!
On deeper analysis, it becomes apparent that a White cut at
ais actually infeasible!

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 ...

Diagram 11 After the atari of B10 forces the


connection of W11 (with simply awful shape), the
exchange of W13 for B14 is necessary to allow W15
to be an atari, which then forces B16 and gives
White time for W17 to move out.
This diagram shows one continuation after the
plausible diagonal move of W17. Unfortunately for
White, it fails. But there are lots of chances for
Black to go wrong in the resulting fight, so White
may well live instead if Black plays weakly.

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

Capture Any Cutting Stone(s)


As Soon As Possible

Diagram 12 When B1 ataris the marked


White cutting stone, it sets up a ladder
which favors Black because it runs into
the Black stones in the lower right
corner.
Then W2 is a ladder breaker! But instead
of playing the natural appearing Ba,
which would reinstate the ladder,
Blacks best response is to
immediately capture the White stone
with B3, removing its dangerous Aji,
perfecting his thickness, and thereby
strengthening his now nearly complete
moyo on the upper side.
That this allows the excellent W4 is
regrettable, but unavoidable.

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 4 In this position from a 3 stone handicap game


between a 6D and a 3D, W1 has just been played to secure his
bottom territory.
Whats Blacks necessary response?

Problem 5 Whats Whites big play here?

Problem 6 How can Black best exploit the cutting points in Whites position?

Chapter 5 - Sector Lines, Enclosure & Connectiivity


In the previous chapters we discussed the principles upon which fighting must be based if its
to be productive, and then spelled out how to identify the weak, important stones which should
be the objects of any attack. In this chapter we begin the discussion of the criteria for deciding
whether and when to initiate or avoid such attacks.
Among the key operative themes in attack/defense are the closely related factors of enclosure
and connectivity. These often become significant almost from the very earliest moves in the
game as both sides maneuver for advantage, especially but not exclusively in the complex local
(usually, but not exclusively corner) confrontations called Joseki.
Another important issue, closely related to enclosure, is how to act against an opponents
moyo. Moyo situations are typically quite complex, so without some simplifying concept to
provide guidance the average player would find it virtually impossible to accurately assess their
often subtle interactions, and then make the correct decisions.
The ingenious concept known as a Sector Line efficiently satisfies the critical need for guidance
in both the attack/defense and moyo situations.
Although the Sector Line concept has been applied implicitly for centuries in the Orient, the first
explicit description of it of which Im aware was in a mid 1970's article by Bruce Wilcox in
the American Go Journal.

But just what is a Sector Line?


A Sector Line Is An Imaginary Straight Line
Extending Across An Open Board Area
Joining Two Stones Of The Same Color,
Or Extending From A Single Stone
To The Board Edge.

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.

When To Use Sector Lines


- Sector Lines are primarily (but not exclusively) useful in dealing with weak stones,
which might be captured if they cant make eyes or escape.
- Sector Lines are most often applicable in the Fuseki and early middle game, because it is
usually only then that enough of the board is still vacant to make them really meaningful.
The seriousness of the situation for the enclosed stones is primarily a function of:
- The proximity of the nearest Sector Line.
- The spacing between the stones forming that Sector Line.
In each case closer is more serious, with the effect diminishing rapidly with increasing distance.
No exact criteria exist for determining this spacing/distance effect, so each situation must be
individually evaluated using the players best judgment.
How Sector Lines Function
- Sector Lines act as a kind of early warning system to indicate which weak stones are
in danger of becoming fully enclosed (and thus before the necessity of fighting a life-or-death
battle for survival is thrust upon 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!

A Sector Line is not valid if it:


- Intersects an opposing Sector Line.
Diagram 4 Here we see that W72 is
within Black Sector Lines, but Blacks
69-77 group is similarly enclosed by
White Sector Lines which intersect
Blacks.
The two B49, 59 stones are within White
Sector Lines, but are also an anchor
point of the Black Sector Lines which
enclose W72.
The result is that none of these Sector
Lines are valid for determining the
appropriate action to be taken in this
area. This sort of situation is quite
common when the board becomes
relatively crowded, but in no way
detracts from the general utility of the
Sector Line concept.

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 6 W1 takes advantage of Blacks failure to defend by


blocking him from the corner, making territory for White while making it
harder for Black to secure eyespace locally.
If White were to be allowed to continue at 2 next , that would not only
make perfect shape for his own stones but would also make it extremely
hard for the Black stone to make life locally.
So with little choice, B2 occupies the key shape point himself, while
cutting the White Sector Line! (A strong clue that this is a desirable
move!)
A (slightly lesser) problem with B2 is that it also makes his unit
heavy. W3 With this stylish Knights move extension, White
increases the scope of his control of the corner by extending to the left, at
the same time creating a new Sector line which once again encloses
Black.(thereby maintaining Sente!)

Diagram 7 In order to escape that enclosure its necessary to break


Whites new Sector Line, and in this position the stylish diagonal
extension of B4 is the best way to achieve this end.
An alert reader will have noticed that B4 not only broke the White
Sector Line but also established Blacks own Sector Line enclosing the
lone White stone on the right side.
But because the Black star point stone anchoring the upper end of that
Sector Line is so far away, the lone White stone is only mildly affected
by this. So for the moment White can afford to ignore that Black Sector
Line, to continue his own attack.
Whites natural response to B4 is to extend once again on the bottom
with the one point skip of W5, increasing his local territory while also
initiating the new Sector Line shown, to once again enclose the 3 Black
stones.

Diagram 8 When B6 breaks the latest White Sector Line, there is no


further White move that will simultaneously enclose the Black stones
within a new White Sector Line while also extending Whites lower
side territory.
That means that, for the moment at least, it is no longer profitable for
White to continue playing on the lower side, because it would be Gote.
On the other hand, we see that Black has now established his own
Sector Line enclosing Whites lone right side stone.
But because the upper anchor stone of this Black Sector Line is so
distant, this lone White stone has more than ample maneuvering room
to either make a base or escape into the center if attacked further.
So the Sector Line analysis tells us that White can now afford to play
elsewhere if his evaluation of the global board position indicates that
would be more productive - and that in fact is what the 9 Dan pro
playing White in this game actually did!

2. Cut off flight into the center.


Diagram 9 This is a situation that frequently arises in both even and
handicap games when Black fails to respond locally to the kakari of W1.
W3 (which is also often played at a) encloses the Black corner stone
within White Sector Lines as shown. But Black can still easily break out
safely via a play at any of a, b, or c. But if he doesnt ...

Diagram 10 Most often, Whites strongest continuation is with W1 here, to


solidly enclose Black within his Sector Lines.
Black can then cut these Sector Lines, but cant forcibly break out through
them.
Now lets examine why allowing W1 is usually bad for Black.

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.

B. Defenders Uses Of Sector Lines


1. Run into the center to escape.
Diagram 12 Black will usually be best advised to break out of the White
Sector Line, most often by occupying the key point himself via B1 as shown,
but sometimes by attaching at a or binstead.
After B1, W2 to seize the corner is by far the most frequent continuation, and
then Black will usually (sooner or later) block at either c or d, the
choice depending on the global board position.

2. Try to connect to nearby friendly stones.

Diagram 13 In this game between an 8D and 6D, the marked


Black stone is completely enclosed by White Sector Lines, so
it appears that all of this large territory is about to become
Whites.
Living in place is difficult, but Black saw an opportunity to
save this stone and neutralize much of Whites potential
territory in the surrounding area if he could somehow manage
to connect to the Black stones below. The next diagram shows
how he went about doing it.

Diagram 14 With this clever sequence, Black managed


to connect underneath in the lower left and achieve life,
thus neutralizing most of this formerly large White area.
In return, White captured a part of Blacks former lower
edge group, to sharply increase his own territory there.
So Blacks gain was not without cost, and thats a
fairly common result of such confrontations. But on
balance Black has profited a bit more, at least in part
because he has emerged from this fight with Sente.

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 profitable endgame sequence of


Wa, Bc, Wb, Bd.

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 19 In this game between a


4D and a 3D, when W1 was played
it seemed that White had visualized
the indicated Sector Lines and the
huge potential moyo that they
enclose. But, although appearing
logical, this reasoning is actually
doubly flawed!
Not only are there are two Black
Sector Lines running from the upper
right to the lower left that intersect
(and therefore neutralize) several of
Whites, but, far more significant,
Black can counter-attack by
establishing his own far more
threatening Sector Lines!

Diagram 20 A strong Black response


would have been as shown, not only
enclosing the 4 weak White stones
within the indicated close (and
therefore very threatening) Sector
Lines of his own, but also
simultaneously assuring that Black
can move into the White moyo before
it can be consolidated. (Note that the
8 marked Whites at the top are tightly
enclosed with only 3 liberties, and are
therefore effectively captured!)
Although the outcome of the fight
that would have followed isnt
entirely clear, it would have offered
Black his best chance to win. When
he failed to make this key play, White
moved smoothly on to an easy
victory!

Sector Lines As Moyo Invasion/Reduction Indicators


- Playing anywhere inside the opponents Sector Lines will constitute an invasion.
- A play on or just outside an opponents Sector Line will initiate a reduction.
The key clues to deciding whether a reduction or invasion of an opposing moyo is the more
likely to produce a satisfactory result are whether or not one or more of the following is
true:
- There is at least one long Sector Line operative.
- One or more of the enclosing Sector Lines have significant gaps for possible ingress or
egress by opposing stones, especially if
- There are friendly stones fairly close outside those Sector Lines.
If any of these conditions exist, an invasion will often be feasible because there will be
opportunities to either connect out or to live within the moyo by placing key eyemaking stones
which also threaten to connect out.
To the extent that these enabling conditions dont exist, only a reduction will usually be
feasible.
But its important to remember that there are no absolutes! Although the use of Sector Lines
will go a long way toward enabling you to make the right decision, your ultimate success or
failure in the fighting that ensues will still depend upon your ability to find and correctly time
the right threats, and on your opponents ability to meet them.
The following example shows the kind of dangerous tactical complications that frequently result
from invasions, and why application of the indications provided by Sector Lines must always be
made with great caution and forethought.
Diagram 21 This is a not uncommon situation in which Black has
made a 5 point skip from a 4-stone wall based on the third line to
form a small moyo, against which White will often feel compelled to
act.
But how? And where?

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 23 The problem in this position with an invasion like this


W1. is that there really isnt room enough for the invaders to live if
Black defends correctly! And if White does die, as here, that allows
Black to consolidate a territory of over 30 points.

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!

Diagram 25 From the foregoing, its likely that a prudent White


wont choose to invade but will instead opt for a reduction.
For that purpose, W1 as shown here (just breaking the Black Sector Line)
or a are usually the best moves, the choice between them depending
upon the location of other nearby White and Black stones and the tactical
considerations they engender.

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

are not presented here.

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!

End of material to be glossed.

The Limitations of Sector Lines


The action guidelines provided by Sector Lines are necessarily incomplete because:
1. There may be several different groups affected by active Sector Lines at any given
instant, so their presence alone doesnt change the players overall problem of deciding
which situation takes priority, and of handling any interactions between them.

2. Sector Lines only provide guidance to an appropriate local strategy! Global


considerations involving a nearby corner, side, the center or even the entire board may dictate
that a move other than that indicated by a Sector Line analysis is best overall.
A. From the defenders perspective, this may mean that a rescue attempt should be
deferred, or that a threatened weak group should be abandoned for later use as Aji, despite the
fact that it could be rescued!
B. From the attackers perspective, it will frequently mean that pressure should be
applied to weak opposing stones without any real intention or expectation of capturing them
(although that outcome will be welcomed if it should present itself!), in order to build up
strength for use in attaining some important objective elsewhere.
3. Sector Lines do not identify the specific move that works best in any given situation whether a tesuji, or just the most appropriate strategic play. Correctly identifying the best global
move requires a high level of tactical and strategic competence, most of whose development is
outside our focus in this book.
Despite these limitations its advisable in your own games to:
Look First At The Relative Strength
Of The Opposing Groups
And Any Sector Lines They Generate

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

Problem 1 This is the early middle game

between a 6D and 5D. Your task here is to


show each sides Sector Lines as the
players would visualize them.

Problem 2 Where are the operative Sector Lines


here? And how significant are they?
Problem 3 It was actually Blacks turn to play
here, so whats his best move? And (equally
important) why? If it was Whites turn to play
instead, where would be his best move, and why?

Problem 4 In this position:


1. Show any Sector Lines that are
operative.
2. Answer the following questions:
A. How solid/secure do you assess those
Sector Lines to be?
B. Based on that assessment, should Black
think invasion? Or reduction?

Problem 5 This position arose in a game between two 5D players.


Whats Blacks key play here, and why?
If its Whites turn instead, what would be his best move?

Problem 6 When B1 was played in this game between a 6D


and 5D, the marked 4 Whites are within Black Sector Lines
and almost trapped.
At the same time, the two Blacks are themselves still within
a White Sector Line, so that these competing Sector Lines
technically cancel each other!
But the two Blacks have the outside while the four Whites
are almost enclosed! So its clear that if these White stones
dont escape immediately they will die, because theres
insufficient room on the edge for them to form two eyes. So
the key questions are: Can they escape? And if so, how?

Problem 7This position that arose in a


game between a 5D and a 4D. White
has constructed a vast (but still
incomplete) lower center moyo which
Black would much like to reduce.
At the same time, Blacks own upper
side position is also becoming
impressive, so in playing to reduce
Whites moyo Black must be careful
that Whites counter play doesnt inflict
even worse damage on his own
position - and thats quite likely to be
the outcome if he plunges in too
deeply!
So the move Black seeks is one that
looks carefully in both directions, and
the best answer is quite readily
suggested by the Sector Line concept!
Can you find it?

Chapter 6 - S.W.O.T. Analysis


The themes weve explored in this book thus far provided the what, where, when and why of
fighting. This chapter integrates those ideas and reaches their logical culmination in a technique
widely applied in business management, known by its acronym of SWOT analysis, which
enables the establishment of a rational and appropriate action plan.
In Go, SWOT analysis begins with a global board evaluation of the importance and relative
strength of the opposing groups prior to each move, just as weve done in the preceding
chapters. Then we add to that an appraisal of our own aggressive potential, together with the
converse appraisal of where the opponent can do us damage. The result is a global evaluation
of each sides:

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.

Diagram 1 The SWOT analysis


of this position is as follows:
Black:
Strengths:
- The upper side is very strong,
but the b stones dont reach
out very far into the vital center,
so their overall impact is only
modest.
- The k stones already have
one eye and potential for another
both on the edge and in the center,
so they may be considered
modestly strong.
Weaknesses:
- The i stones have no eyes
and are pressed on both sides by
Whites which are stronger.
Opportunities:
- The (modest) chance to exploit
the weakness of the White h
stones.
- The (even more modest)
possibility of rescuing the trapped
e stone.
- The chance to attack and
possibly capture the White f
stone.
- The potential for attacking the
White j stones which still
have only 1 eye.
Threats:
- The still unsettled status of the
fairly large k group.
- The weakness of the i
group, sandwiched between the
stronger White h and j
groups.
Settled Territory:
- 10+ points in the upper left
corner.

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

the upper side.


- The Aji of the gap between W18
and 24.
- The potential for expansion
from the lower left corner,
especially along the lower side.
Threats:
- The potential inherent in
Whites possible development of
W6 on the left and W14 and 26 on
the right.

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:

- Ten plus points in the lower right corner.


- Probably 10 or so points on the upper left side, and in the upper right corner.
Action Plan:
- The current global focus is on the weak W26, and the way in which both sides handle that
problem will shape much of the remainder of this game!
- Because the center is still so open, White does not have to support W26 immediately, but he
must watch the local situation carefully! So at the moment White can afford to improve his
prospects elsewhere, with the lower left as the currently most fruitful target.
The following material may be glossed over at the readers discretion.
The optimal implementation of a SWOT analysis is mainly a matter of technique, and is
therefore outside the realm of our focus on the analysis itself. But briefly showing how the fairly
strong protagonists in this game answered this challenge may prove illuminating to the reader,
so we show that next, with minimal commentary.

Figure 2 W32 induced B33 to defend


the corner territory, and then W34 not
only made a base but threatened to
more or less complete a large moyo
on the lower side by continuing at
a or thereabouts at an
appropriate later time.
When B35 strengthened Blacks
upper border, it would normally
induce Wb in response to
preclude Blacks strong pressing
move there. But in this situation the
threat it posed against W14 and 26 on
the right side is far more serious, so
White felt compelled to respond to
that instead!
W36 follows the maxim of attaching
for defense (see Chapter 1), and after
the natural Hane of B37 in response,
the cross cut of W38 is a standard
technique to make shape.
But after the atari of B39, W40, B41,
instead of playing W42 White might
have been better advised to simply
play Wc, B45, and then skip out
lightly (and relatively safely) into the
center with Wd. But because
White was also looking at the
weakness of the Black lower right

side group ...


The sequence shown followed
through W52, after which Black has
succeeded in the first stage of his
strategy by inducing White to
develop the weak and isolated W26
into a group too large to give up, but
which is nevertheless still ripe for
attack!
Figure 3 After W52 White was out of
Blacks Sector Lines, so there was
no good way for Black to
immediately exploit that still
unsettled White center group. So
Blacks attention shifted to
Whites threat to close off a big
lower side moyo, and for this purpose
the invasion of B53 was an excellent
way to start!
In this situation, the instinct of the
typical beginner/intermediate would
be to immediately aim next at the
potentially vulnerable W32-34 two
point third line skip in the lower left,
but Blacks sophisticated plan is
much deeper than that!
Blacks clever idea is to use B53 et
seq as a diversionary mechanism for
creating thickness in that area, with
which to then:
- support any weaknesses in his
own lower right side group, and
- prevent a later flight to safety in
that direction by the weak White
center group!
After accomplishing those objectives,
Black also emerged with Sente
because W78 was necessary to secure
Whites eyespace and territory in
the lower right corner. So Black was
free to implement his plan with the
cap of B79, blocking the flight of the
now large and still eyeless right
center White string, once again
enclosing it in Black Sector Lines,
and forcing it to seek safety above.

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

unable to either make 2 eyes or escape, so White resigned.


This is an almost perfect illustration of the danger that often follows when the Sector Line
indications are ignored and a weak group (W26) is belatedly added to in an attempt to save it!
Blacks final favorable result in this game depended upon his ability to produce the precise
tactics needed to counter Whites many serious escape and counterattacking threats, so it was
by no means assured after B79. But whether or not it was, the key idea to remember is that its
best to not become enclosed and forced into the kind of desperate situation White confronted
here.
End of material to be glossed.

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.

Problem 3 In this problem you are


asked to perform a SWOT analysis,
and then use its results to decide
where White should play.
For your answer to be considered
correct for our current purposes
its not necessary to find the
absolutely best move, but selecting
one in the appropriate area certainly
is!

Chapter 7 - A Sampling Of Major Fighting Scenarios

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.

Figure 2 This is how the game


actually continued. (The details of
the complex tactics involved are far
beyond our present interest, and so
will not be discussed here.)
White resigned after B159 because
the impenetrable Black lower center
moyo is just too large for White to
overcome.

Figure 3 in this 2005 North


American Masters match between
Jie Li 9D (White) and Thomas
Hsiang 7D (Black), Black has just
erred with B81. Instead, he should
have secured his large weak group
via the one point skip to a.
Now White can exploit this
oversight - but how?

Diagram 1 Capping with W1 seems like the logical move, but


here its not best because it leads to a Ko which might involve
dangerous complications.
Instead, 9D Li thought through those complications, and came
up with an even better idea.

Diagram 2 Instead of capping, the diagonal move of W1


here is even better, because it precludes that Ko possibility.
Next, Black thought it prudent to strengthen (and expand) his
corner with B2 before answering W1.
Unfortunately that turned out badly because B2 induced W3,
which then contributed importantly to Whites attack on the
weak Black group below.
After the B2, W3 exchange, Black had time to attach with
B4, and at that point he must have believed that he was going
to survive Whites attack relatively unscathed.
But that expectation was dashed when the peep of W13 and
the following W15 set up the later cut of W21, trapping the 8
Blacks on the right and leaving the rest of the big weak Black
group fleeing with only 1 eye.
Only a few moves later Black was forced to resign.

Diagram 3 In this 2006 Paris Open


Championship Tournament game
between Motoki Noguchi 7P
(White) and Fan Hui 2P (Black),
B79 (B1 here) was played to make
it difficult for Whites two
marked stones to safely connect to
his friendly stones in the upper left.
This put the onus on White to either
break through Blacks
encirclement - highly unlikely in
this position - or to make life in this
immediate area in the face of
Blacks surrounding strength.

Diagram 4 As this game


developed, instead of trying too
hard to enclose and kill the weak
White center group, Black instead
wisely chose to make profit at the
top without unduly strengthening
the target group. This succeeded so
well that White resigned before the
weak groups ultimate fate could
even be decided!
This was superb strategy, and
exemplifies how such an
exploitation should ideally be
carried out.

Diagram 5 In this game between a


2D and 3D, Black has suffered a
huge loss of 8 stones in the lower
left, so his only possible chance to
win is if he can somehow mange to
kill the large still eyeless marked
White group in the upper center.
Since this groups only realistic
chance to connect with friendly
stones is with the Whites in the
lower right, the attachment of B1 is
a fine (and typical) way for Black
to try to prevent that connection.
Although that strategy didnt
succeed in this game, it in no way
detracts from the general principle
involved.

Diagram 6 In this game between


two 4Ds, when W1 invades
Blacks thin lower right
position, with Whites strength
on both the bottom left and right
side to run to, it would seem that
this stone is not only quite safe,
but actually may be stronger than
the lone Black to its left as well.
But is it really? Blacks clever
response gives the answer.

Diagram 7 After the twin kikashis of B2


and 4 followed by the attachment of B6,
the lone White stone has now become
weak and can only run straight up into the
center, where Black is already strong.
The price that Black has had to pay for
this is that W3 and 5 have given White a
considerable profit on the right, but if
Blacks following center attack
succeeds (as it did in this game), his
compensation there will more than make
up for that loss.
So this strategy is inherently dangerous,
but can be very effective if adequately
followed up.

The Steering Attack


Unlike the Cap, which typically offers the capped player several options in response, a properly
placed steering attack stone essentially constrains the opponent to running in a single desired
direction.
Diagram 8 In this game between
two 4Ds, Whites large weak
center group offers Black an ideal
opportunity to begin the creation of
a large Moyo in Sente by forcing
White to move in a desired
direction.
Do you see how?

Diagram 9 B1 blocks Whites


progress to the right, forcing his
group to flee up into the open top,
allowing B3 to begin sketching
out a large moyo on the right
side. Although this area is still
much too large and open to all
become territory, it does provide
Black with considerable
potential. How much of that
potential territory can later be
realized as solid territory is, of
course, still to be determined in
subsequent play, but it does
provide Black with a significant
winning chance.

Diagram 10 In this position


from a game between two
5Ds, Black has set White up
for the devastating splitting
attack of B1, which is also on
the key shape point of the
lower White group.

Diagram 11 The choice and timing


of the best splitting point and the
ultimate outcome of the resulting
fight are both a function of the
opponents skills, but unless gross
blunders occur the end result should
more often than not be favorable to
the attacking player.

The Running Battle


Now lets look at the early stages of a game contested between an 8D and a 7D involving a
classic running battle, in which, for many moves, almost every move can be explained by the
Sector Line concept!
Its my bet that, just by using this simple concept, you will not only be able to come close to
predicting these strong players moves surprisingly often, but also would probably not have made
the overplay of W15 in Dia 13 that ultimately cost 8D White this game!

Figure 4 In this position W1 is the


most logical (but hardly the only)
way for White to play, making the
fullest possible use of his upper left
4-4 point stone by making a long
strategic extension from it.
A squeeze play is the best way for
Black to answer because Black is
concerned with neutralizing
Whites center thickness below,
and B2 is the strongest and most
aggressive pincer available.
Perhaps most important, it encloses
W1 tightly within Black Sector
Lines, so its Sente!
If instead Black were to passively
extend at a to coordinate with
his strong position in the lower right,
Wb would work much too well
with both the White upper left star
point stone and his thickness below
for Black to allow.

Diagram 12 If W3 now dives into the


3-3 point to seize the corner as shown
here, this Joseki will inevitably
follow, and that would leave Black
with both thickness which helps
neutralize Whites thickness below,
and Sente with which to play at either
a or bin the upper left
corner, again with a result White felt
was unfavorable to him. So instead ...

Diagram 13 The one point center skip of W3 to break the


Black Sector Line was necessary if White didnt want to
become enclosed, and that was the first key move in his
strategy.
It also enclosed both the Black corner stone and B2 in
Whites own fairly distant Sector Lines.
Most important, it was Sente because a following move at 4
would force Black into a low, nearly enclosed position in the
upper right corner. So...

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

what would have been Blacks new Sector Line.)

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.

Diagram 15 Ba now to further expand his right side is


both large and feasible, but then W14 will follow and that
would be bad (although not disastrous) for the weak Black 3
stone string of one point skips! So instead ...
B14 offers the weak Black string the most future alternatives,
so its safest.
But either Bc or 15 is also feasible, with the choice
between these options more a matter of the players
judgment than of necessity.
W15 was the key turning point in this part of the game!
Unfortunately, it was somewhat overambitious, despite being
the most consistent with Whites moyo strategy in playing
W7 and 11. It mistakenly emphasized the creation of
Whites potential upper left moyo over the safety of his
weak stones on the right, and thereby violated the earlier
noted key principle of: Urgent Moves Before Big
Moves.

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

Problem 1 In this position fairly early in


a game between two 4Ds, the
question is how Black can make best use
of his Sente.

Problem 2 At this critical point in the


early middle game of a 5 stone handicap
game between a 7D (a really strong
amateur) and one of the worlds top 9
Dan pros, a SWOT Analysis of this
position shows that the focus of attention
must be on the situation in the lower left
center!
There, both the White two point skip and
the nearby Black one point skip are weak
and potentially vulnerable.
Almost equally important, because the
Black Sector Line from the lower left
corner stone to the Center Handicap stone
intersects the White Sector Line from the
side stone to the upper 2-point skip stone,
neither is currently operative.
Given those facts, with Sente where
should Black play now? And why?

Problem 3 As earlier noted, our


objective in this book is to help
the reader determine the relevant
theme(s) in any given position,
rather than trying to find the
absolutely best move. So in this
position from a game between
two 5Ds, your task is to
identify Blacks most
appropriate objective, and then
suggest a plausible move to
begin carrying it out.
If you have the right plan and
your suggested move plausibly
advances it, your answer is
counted as correct whether or
not the move you chose was
actually best.

Problem 4 Your first task here is to


recognize whats at issue, and then
find the best way for White to
succeed in fulfilling that objective.

Epilogue

Applying What You've Learned

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

active rather than a merely passive experience!


What this means is that move-by-move you must mentally assume the role of each player in
turn, evaluating the whole board situation, performing your own SWOT Analysis, and deciding
on what you believe should be the best next move. Then as the player actually makes his move
you must compare that with your own idea, and, in the many cases in which they differ, try to
figure out why the move actually played was preferable to your own choice.
Since this process of analyzing the differences will typically take much more time than is
available between moves in real time, in order to be able to adequately conduct this kind of
analysis, it will usually be necessary to save the game and then replay it later at your own pace.
Although that may seem to be a lot of extra work, the payoff for going through this exercise on a
regular basis can be immense! The ultimate result will be that, perhaps slowly and possibly
quickly but in any event surely, you will begin noticing that your own move choices and those of
the strong players you are watching will become identical more and more of the time, as your
playing strength soars as well!
If ever there was a royal road to Go mastery, this is it! And its fun as well - the best of
all possible worlds.
Enjoy!
~~~~~
Chapter 1 Solution 1

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.

Solution 2 Connecting with Ba would not only be unnecessarily


submissive, but overconcentrated as well!
Instead, B2 not only indirectly defends the cutting point, is light,
but also isolates and attacks W1.
Not as strong, but still better than a, would be Bb, which also
attacks W1.
And if Black isnt particularly concerned with W1 but still desires to
reinforce his group here while aiming at the upper Whites, then B
c might be a good choice.
Chapter 1 Solution 3

Chapter 1 Solution 4

Solution 4 W2 or a are the most common ways to build center


thickness, and Wc or d are sometimes preferable, all in accord
with the principle stated earlier of avoiding contact.
Wb may be chosen when White is more interested in the lower left
than the center.
The appealing looking We is actually a mistake because its too
close to the Black stone!
After the natural splitting response of Bf, White will have two weak
groups to manage, and will almost certainly end in trouble on one side or
the other.
Chapter 1 Solution 5

Solution 5 The key here is to


recognize that, at least for the
moment, the fight on the left side is
over because both sides are stable,
and the two isolated Black stones in
the lower left arent big enough to
warrant immediate action.
That in turn means that Whites
response to the marked Black stone
must without fail be played
elsewhere! (In this position, that
means on the right side.)
Of course it will make a major
difference in the game whether or
not that tenuki is played on the best
point. But for the purposes of this
chapters focus on when fighting
is or is not appropriate, count your
answer as correct if you recognized
that a tenuki is called for!

Chapter 1 Solution 6

Solution 6A B1 here is bad on three


major counts:
- It garners no profit.
- It makes no threat (so its pure
Gote!)
- It produces bad shape empty triangles
at both a and b.

Solution 6B This way of playing is


feasible, but inferior because it
produces one point less for Black than
the preferred (game) solution of 6E.
Note that W4 is essential, because of
the defect at a. If its
omitted, ...

Solution 6C If W4 is omitted, the


pitch of B5 on that same point will
capture 5 Whites! If W6 captures,
after the atari of B7 if W8 connects
then Ba will capture 11 Whites!
So W8 must connect at a and
allow B9 to replay at 5 to capture 6
Whites.

Solution 6D This B1 is best, and this


diagram shows that it absolutely
prevents an immediate cut with W2
because after the atari of B3,
connecting with W4 would allow B5
to produce a snapback that captures 7
Whites. So ...

Solution 6E After the atari on the


marked stone of B1, White saved this
stone with the simple connection of
W2. This forced B3 to connect, and
although this produced an empty
triangle, it was acceptable because it
retained Sente by forcing W4 to
prevent Blacks pitch and following
capture as in Solution 6C.

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.

This was fine play by both sides, as would be expected


from players at their relatively high level.
Chapter 1 Solution 8
Solution 8A If White begins
by playing on Blacks key
inside shape point with W1,
this shows one plausible
continuation.
But after B8, although White
has gouged out most of the
territory from Blacks
underbelly, Black is quite
safely led out into the center,
and what might have been
Whites thickness in the
center, with which he hoped
to compensate for the two big
Black corners above and
below, has been effectively
negated.
So playing this way would be
very inferior for White.
Solution 8B From the
principles enumerated earlier
we know that as things stand
this still unenclosed group
cant simply be killed, so if
White desires to attack it his
only sensible option is to
begin by trying to confine it
from the outside. So White
correctly began his attack
from the outside with the
capping move of W1.
B2 is the best way for Black
to try to expand his space,
and after the expected hane
of W3 and draw back of B4,
W5 is necessary to prevent
Blacks strong outside
hane at this same point.
When B6 cuts, W7 is
necessary to prevent
Blacks atari on W1 at this
same point. And then Black
has a big decision to make!

If Black now plays at 9 to


make shape, W8 will assure
the capture of B6 and connect
White, while providing him
with the powerful thickness
he sought.
` That was unappealing to
Black, so with B8 he chose to
keep White separated. But in
return, now that Black is
enclosed, it does make sense
for W9 to occupy Blacks
key shape point!
Whether or not Black can
live after this will be a
function of the respective
fighting skills of the
opponents. Given that Black
allowed W9 its reasonable
to assume that a player as
strong as the 5D who
contested this game correctly
pre-calculated his chances in
that regard, and in the end he
did in fact live here.
(Although the result of that
local fight was obviously
critically important to the
games outcome, from our
present perspective its a
detail which lies outside
our concern with the proper
way to play in such
situations, so we wont go
into it further.)

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,

so this situation will have to be


watched closely until its
definitively resolved.
f: Important because they are not
only essential to the capture of the
We stones, but the weak link in
that process. They also make an
essential contribution to the
Wh, BI potential Seki
below.
g: Important primarily because of
their impact on both the fight against
the B d stones and the Wh,
BI Seki to their right.
h: Important because of the very
large number of points the difference
between their life or death
represents. At the moment theyre
embedded in a Ko fight with the
Black h stones which will
probably result in Seki when the Ko
is filled, but (although unlikely) that
might conceivably change before the
games end.
i: Important. Similar to the h
stones because of the fight involving
both.
j: Quite Important, because the Ko
its involved in will determine
whether or not the fight between the
Wh and Bj groups
becomes Seki.
k: Overwhelmingly Important. If
this group should die the Seki to its
left would collapse and then the W
h stones would die as well,
leading to Whites instant
resignation.
l: Unimportant, except for the fact that its capture provides the Wk group with its lone eye.
m: Vitally Important. Similar to the W k stones, but without an eye.
n: Quite Important. This group is crucial to both the Seki below (because of its impact on the Bm
group), and the W e fight.
o: Very Important, because in conjunction with the other nearby Black stones it helps contain the crucially
important Wk group.
p: Important, primarily because of their effect in trying to enclose the Wk stones.
q: Important, primarily because of the potential aid they may offer to the escape of the W k stones.
r: Intrinsically Important because as the lone 4-4 point stone in a corner, this stones territorial and
influence possibilities are at present almost unlimited. But the current focus of this game must be the key
fight now underway on the lower side, so the realization of any potential here must wait until that urgent
issue is resolved.
Chapter 2 Solution 3

Theres no time now to protect the


cutting point at a, nor is there time
to make the excellent splitting
placement of Wb on the right side,
because either would allow Bc to
attack the still baseless 3 White stones
in the lower left.
The urgent play is for White to
immediately stabilize those 3 weak
stones by providing them with a base
via the two point third line skip of W1,
even though that allows the
strategically big B2 on the right side,
with global advantage to Black.

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!)

very large Black


territory.

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

This situation is a complex fight in


which each side has 2 unsettled
groups. In such cases, even a minor
slip by either side can lead to
disaster, so extreme caution is
required.
The status of each group is as
follows:
a: The lone Black stone on the
upper left 4-4 point is strong.
b: This live Black group is very
strong.
c: This live White group is very
strong.
d: This live Black group is very
strong.
e: This large White group is
marginally weak. It is sure of only 1
eye on the edge, but as things stand
can either connect to the c
stones or escape. But that
connection/escape is not yet certain,
and therefore must be watched
carefully as the game progresses!
f: This Black group is marginally
strong. It can almost certainly make
at least one eye, and has free center
access at the moment.
g: This White group is weak! It has
no sure eye, no real shape as yet,
and only center access to provide
viability.
h: This Black group is also
intrinsically weak, but a bit stronger
than the Wg stones because its
shape is better and it already is
further out into the center.
i: This White group is strong
because its almost certain to be
able to make 2 eyes in the corner.

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

W1 is the best way to make shape.


Then if later Ba with atari, Wb traps that stone
and makes the needed second eye.
Wc instead of W1 seems superficially equivalent, but
although its exactly the same as the correct W1 insofar
as assuring the life of the White group is concerned, the
correct W1 has the potential followup of Wd, while
Wc has no such followup potential because after the
White group becomes safe the 6 Blacks to their left are
just unequivocally dead!

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.

Solution 1B Correct is for W1 to peep into Blacks cutting point,


forcing B2 to connect.
After this, W1 may later turn out to be a useful aid to any weak
White group below, while B2 has only trivially added to an already
strong Black formation.
In some situations, its best to leave the decision to cut or peep for
later when circumstances might make it clearer which course of
action is preferable. But in the game in which this position arose, as
is frequently true, getting W1 on the board in Sente immediately
was highly desirable.
Chapter 4 Solution 2

Solution 2A The cut is clearly


infeasible, because W2 easily captures.
Solution 2B This peep is inferior,
because after W2 connects White has
good shape, while B1 has only 3
liberties and no good followup.
Solution 2C This is the best peep,
because when W2 connects B1is not
only on Whites shape point but also
still has all 4 of its liberties, and this
can make the difference between
winning and losing any later fight
involving this Black stone. Of course if
White should mistakenly answer at
a instead of 2, then Bb is
available as a big Ko threat to force
W2 after all, and thats worse for
White than this diagram. If Wb in
response to B1 it may be feasible
and/or best to simply tenuki, leaving
B1 behind as Aji, or it may be
productive to reinforce it. But in any
event, it was still ideally placed.
Chapter 4 Solution 3
Solution 3A Peeping with B1 here or at a would be
simply awful for Black, because the connected White
stones are then very strong, while B1 becomes an almost
worthless stone plastered against a strong opposing
formation. Such moves mainly help the opponent, and so
are called thank you moves!
Solution 3B Correct is to cut with B1, provided Black has
assessed that it will have good prospects in any resulting
fight! W2 or W a to follow is almost mandatory, but
in either case White is separated. What will develop next
will depend on other nearby stones of both colors, the full
board position, the strength of the players, and their
strategy.

Chapter 4 Solution 4

Solution 4A The threat of the cut of W1 here is extremely


dangerous for Black, and cannot be permitted!
If this cut is allowed, after the sequence thru W7 Blacks
entire position here would be in serious trouble! So ...

Solution 4B Black must play immediately to prevent that


dangerous cut!.
The solid connection of Ba obviously works, but is inferior
not only because it doesnt extend Blacks position, but
because it also lacks eyeshape. And making a Tigers
Mouth at either b or c is also not best because it
would only serve to induce a White peep on the complementary
point, with (slight) advantage to White. So B1 here is the ideal
answer, both extending and defending.
After this, if Wa cuts, Bb will capture the cutting
stone.
Chapter 4 Solution 5
Solution 5A
Beginning with
the push of W1 is
correct! The only
conceivable
response is the
block of B2, but
that leaves Black
with the two
dangerous cutting
points at a
and b!

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

Solution 1 The key Sector Lines for


White are shown above, those for
Black below.

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

Solution 3 Blacks one point skip


with the marked stone is the
necessary play, breaking both of the
White Sector Lines and getting the
Black group safely out into the open
board center.
If it was Whites turn, the very
same key point is also correct for
him, and in this position, given the
thickness of the White formation
anchoring the left end of the White
Sector Lines, that would put the 3
Black stones in considerable
trouble!

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 ...

Solution 6 Var 2 The atari of B2 here is forced.


The connection of W3 is then necessary, forcing
the capture of one White via B4 to save the 3
Blacks.
Then W5 completes Whites escape with a good
shape Bamboo Joint.

Chapter 5 Solution 7

Solution 7 White has one long Sector


Line here, and by playing to just break
it (a reduction, rather than an
invasion), Black satisfied both of his
objectives as well as possible in this
position. And although its not
known whether either of these players
explicitly used Sector Lines in
deciding upon their moves, its
apparent that B39 was played
precisely as though they had!
More important, Im betting that
you, the reader, although perhaps little
more than a beginning player, was also
able to find this exact move or one
very near it, just by applying the
simple yet powerful Sector Line
concept!

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,

easy center access and some territorial


potential, so it, too, is safe for now.
- B1, B51 are in the corner, with no
nearby opposing stones.
- B27 has good relationship to B1,
B51, plus room to extend on either
side or jump to the center if needed.

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.

- So are the 3 B11 -21 stones, albeit to


a somewhat lesser degree.

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

strong strategic component.


And those tactics must necessarily dominate at least until the fate of the opposing weak groups
is established, its not feasible at this early stage of the fight to lay out a definitive plan for
how to proceed after its been resolved. But once the fate of those opposing groups of stones is
better defined, a new SWOT analysis will not only be necessary but will then also be able to
better specify the path the game should take from that point on! In that, the possibility for aa
splitting attack against the two weak Black groups mentioned earlier may well become
significant.
Chapter 6 Solution 3
Solution 3 Your SWOT analysis should
have indicated that Blacks lower side
moyo was not only the largest structure on
the board but also the one nearest
completion. So your inescapable
conclusion should have been that
Whites immediate action to reduce it
was essential!
If that was your conclusion, consider your
answer correct even if you didnt find the
specific starting point or sequence shown,
which is more or less standard in
similar (and not infrequently occurring)
positions.
Chapter 7 Solution 1
Solution 1 Capping the weak White one
point center skip with B1 is the most
forcing way to play here, but certainly
not the only conceivable one!
One plausible alternative is to begin with
the jump to Ba to strengthen
Blacks corner below while threatening
to enclose the White stones. But that will
almost certainly induce the response of
W1, to which Bc will then be an
essentially forced reply, leaving White
with Sente.
Its also not inconceivable to play
elsewhere, especially the right side, but
B1 gives Black control of at least the next
few moves of the game, and therefore on
balance will be the most satisfying to an
aggressive player.

Chapter 7 Solution 2

Solution 2 The key point for both sides here is


clearly at a.
If Ba, the two Black one point skip stones
are led out into the open center, and are then quite
secure because they should be easily able to
connect above or to the right. Almost equally
important, after Ba Black threatens to
continue with Bb to induce Wc, then
follow at either d, e or even f to
initiate a serious attack on the baseless White
group.
So the defensive Wd would most likely
follow, leaving Black with Sente to use as he sees
fit because White would then have no really
serious local attack available.

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

Solution 3 For our present purposes,


count your answer as correct if you
recognized that an attack intended to
keep Whites weak stones in the left
center from connecting to his strong
upper side stones was called for, and
you suggested a move near the actual
games B1 as shown.

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

AJI (ah-gee): Potentially exploitable threats remaining in a position.


AJI KESHI (ah-gee keshi): A bad move which needlessly neutralizes the potentially
exploitable weaknesses in the opponents position.
ATE (ah-tay): A move that gives atari.
ATARI (ah-tah'-ree): A condition in which one or more units has been reduced to only a single
liberty, and is therefore subject to capture on the opponent's next play.
ATSUMI (atsumi): Thickness.
BOSHI (bo-shee): Cap. Usually, a one point skip above an opposing stone.
DAME (dah'-may): A neutral liberty shared by safe White and Black groups. Does not count as
a point for either side.
DAN (dahn): "Step". The designation of playing strength for those of master level. Ranges from
1-Dan to 9-Dan, but professional ranks are separate and much stronger.
DANGO (dan-go): Dumpling = A shapeless mass of stones with little eyemaking potential.
DE (day): A move which pushes between two opposing stones.
FUSEKI (fuh-say'-key): The full board Opening.
GETA (gay-tah): A trap or snare which can effectively capture opposing stones even when they
still have several liberties.
GO (goh): The name of the game. (Called Wei Chi in Chinese, and Baduk in Korean.)
GOTE (goh-tay'): The converse of Sente. A move which makes no significant threat, and which
therefore doesn't require an immediate response by the opponent.
GOTE NO SENTE (goh-tay no sen-tay): A Gote move which contains (often hidden)
aggressive potential.
HANE (hah'-nay): A Diagonal attachment against an opposing stone.
HASAMI (hah-sah-mee): A pincer.
HIKI (hee-kee): Draw back.
HORIKOMI (hori-koh-mee): A throw-in sacrifice which kills an eye and/or whose
capture reduces the opponents liberty count.
JOSEKI (joh-say'-key): An analyzed sequence of plays which theoretically leads to a
dynamically equal local result for both sides.
KAKARI (ka-kah-ree): An approach move against a corner stone to prevent a Shimari.
KATA (kah-tah): Shoulder. The point diagonally above a stone.
KATACHI (kah-tah-chee): Shape. Usually, good shape.
KATATSUGI (kah-tah-tsoo-gi): The solid connection.
KATATSUKI (kah-tah-tsoo-kee): A shoulder attack.
KEIMA (kay-mah): The Knights Move.
KESHI (keshi): "Reduction, or "minimization. When played to reduce an opponent's Moyo
(Sphere of Influence), Keshi consists of "light" moves, not too deep within the area of the
opponent's strength.
KIKASHI (ki-kah'-shee): A forcing move which must be answered, and which therefore
necessarily retains Sente, but which is incidental to the main flow of play. Such stones are
typically abandoned after they have served their purpose of forcing the opponent's response,
serving only as Aji thereafter.
KIRI (kiri): Cut.
KO (koh): "Eternity". An important, oft recurring tactical situation in which a single stone is
captured and THE NO REPETITION RULE applies.
KOMI (koh'-mee): The points added to White's final score in even (no handicap) games to
compensate for Black's first move advantage.
KOSUMI (ko-suh-mee): The diagonal extension.

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

set up cutting points.


WARIUCHI (wah-rih-oo-chee): A wedge (placement) which has room to expand on both
sides.
WATARI (wah-tah-ree): A connection at board edge.
YOSE (yoh'-say): The Endgame.
YOSU-MI (yoh-suh mih), formerly Yosu-miru : Wait And See. A probe intended to
retain sente while inducing the opponent to fix the shape of the stones.

ooOoo

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