Proverbs guide your hand (***)

An interesting feature of proverbs is that there are some that express opposing ideas, such as "The first blow is half the battle" and "An oak is not felled with one blow." Proverbs have also penetrated the world of go. Uncritical acceptance of any of them is not likely to transform you into a strong go player, but a solid knowledge of proverbs with their situational application will bring guaranteed improvement.
I will introduce two proverbs that have opposing meanings.

"Do not make moves that strengthen your opponent !"

Reference 1 : Beginners often share the mistaken belief that attaching a stone to an oppornent's attacks it. As you can see here, the original white stone has four liberties. After black 1 and white 2, Black has three liberties against five for White. In addition, after the 3 for 4 exchange, Black's two stones have four liberties, while White's three stones have six. White is getting stronger faster than Black !

Diagram 1 : In this situation, where would you play if you were White?

dia1,refe1
Diagram 2 : The tsuke (attachment) of 1 leads to the result shown here or a similar result (depending on the overall board situation, black 12 could also be at A). White increases his territory on the lower left but Black gains much more. This is bad for White.

dia2,3
Diagram 3 : White 1 would be the usual move. This aims at invading at A. If Black defends with 2, white 3 is a good move (just imagine a black move here). Black's moyo (potential territory) is larger but White's territory is stronger and not liable to an invasion. On the other hand if Black does not defend his moyo he is liable to invasions at A or B or reducing moves at C or D.

Diagram 4 : White 1 is another move that strengthens Black's position. The moves to 8 may follow. Now White faces a tough choice. If he extends with 9, Black may start a fight in the lower left corner, that he is bound to lose. But while sacrificing his stone at 10, 12 and 14 become sente, enabling Black to cut with 16 and 18 in order to capture white 7. Since he lost most of the territory he was so busily defending, this is another disaster for White.

dia4,5
"When in trouble, attach !

Primed for quick settlement of one's stones, this technique is less concerned with how it strengthens the opponent.

Diagram 5 : After the result in Diagram 3, White can invade with 1. Black 2 is a common defense that keep White from connecting underneath to his stones on the left with a move at 7 while preventing an escape into the center at the same time. Now White plays a series of attachments at 3, 5, and 7, then plays a timely move at 9. next 11 to 17 then make life a breeze for White.

dia6 Diagram 6 : If Black judges the exchange black A for white 4 not good enough, Black can play at 1 instead. This strengthens both White's and Black's stones, but White's strength has virtually no impact on the marked black stones, while after white 8, Black can aim at reducing moves at B or C or invade with D, exploiting the weakness between white 8 and White's lower left corner.

Diagram 7 : This game between Honinbo Shusaku, often referred to as the greatest go player who ever lived, and Sendayu Sekiyama, arguably the strongest amateur player ever, played in June 1851, illustrates both proverbs.

dia7 White has just played the marked stone. After Black's expansive move at 1, White needs to invade somewhere. How does he do that ?

White 4 threatens to invade the corner. Black 5 defends against that threat-notice he does not directly attach to the white stone with a move at A. White 6 attaches. Black 7 prevents White from getting a base, but is not overly aggressive. The exchange white 8/black 9 creates a cutting point at B. White 10 makes a base. Black 11 does not attach-he only tries to contain the white group. But now notice white 12-again a tsuke. Black is forced to capture white 12, but thanks to his sacrifice, White gets forcing moves with 14 to 20, then plays another tsuke at 22. Notice black 23 again-he does not play at C (which would be a tsuke). But again white 24 is a tsuke.

Solutions to last week's problems

Solution 1 :sol1 When Black invades at 1, leaning with white 2 is correct. By exchanging 2 for 3 and 8 and 10 for 9 and 11, White strengthens his own stones in order to fight Black on the other side with 4 through 16. A fight erupts resulting in Black securing two eyes and White running away while capturing the corner, which gives him an advantage.

Solution 2 : After White plays the marked stone, exchanging 1 for 2, then jumping out with 3 is correct play for Black. The exchange 1 for 2 prevents White from connecting his stones underneath with A since Black can answer with B, white C, black D, white E, black F.

sol2,refe3
Reference 3 : Notice white 2 in Solution 2. If White instead tries to capture black 1, the sequence to 8 only adds insult to injury.

Problems

prob2 Problem 1 : Look again at Diagram 7. After white 26, it is Black's turn to do something about White's lower right corner. What should he do ?

Problem 2 : Black's four original stones form the double wing formation, a shimari (corner enclosure) with extensions in both directions. In response to the marked white stone, Black plays 1. What should White's next move be ?

By Richard Bozulich

By Rob van Zeijst

  1. How to teach go
  2. The last rule--ko
  3. Basic strategy of go
  4. Go as a second language
  5. Building castles
  6. The secrets of the lazy
  7. Don't mistake movement for action !
  8. Madmen and common sense
  9. Breaking down the borders
  10. Go the 4th R in school curriculum
  11. Go an educational tool
  12. Mixed-doubles go
  13. Problems and answers
  14. The answer is in the doing
  15. Upsetting common sense
  16. Believing is winning
  17. The art of tenuki
  18. Classification and association
  19. Being in good shape
  20. Keeping in shape
  21. Games of Culture
  22. Deduction and Induction
  23. Asking the right questions
  24. War or peace ?
  25. Avoid simple solutions
  26. The master player
  27. The Ing Memorial Cup in Europe
  28. new ruler on the Kisei Throne
  29. Expectations and reality
  30. Quantity or quality ?
  31. Fujitsu Cup
  32. A Slip of the mind
  33. Losing your bonus
  34. Get out of that groove
  35. New lease on life
  36. Games people play
  37. Changing your mind
  38. Pick your fight
  39. Sanrensei-Part II
  40. Invasion tactics
  41. sanrensei strategy
  42. JAL Cup World Amateur Go Championship
  43. The Honinbo Title: Up for grabs
  44. O Meien becomes new Honinbo
  45. Rote memory vs calculation
  46. The problem with go
  47. The art of stealth
  48. Keep your options open
  49. Where Zen and go meet
  50. Think globally, sacrifice locally
  51. Yamashita the new Gosei king
  52. Toughing it out
  53. The leaning technique
  54. Learning by example
  55. Proverbs guide your hand
  56. Yoda, the new hero
  57. Young turk wars
  58. Evolving game
  59. Solution to last week's problem
  60. Every move is a new board situation
  61. King of ko
  62. Get stronger at ko
  63. Solutions to last week's problems
  64. Answers to last week's problems
  65. Go Training in Europe
  66. Kikashi and Nozoki
  67. Tips from the Pros
  68. Applying the theory
  69. Answers to last week's problems
  70. More on honte
  71. Aggressive players know boshi
  72. Boshi-old hat for go-getters
  73. Boshi-erasing influence
  74. Rui Naiwei-top woman player
  75. last week's problems
  76. Making the connection
  77. More connections
  78. professionals use connections
  79. Solutions to last week's problems
  80. Sometimes a person might wonder
  81. Solutions to last week's problems
  82. Solutions to last week's problems
  83. Guidelines for explaining the game
  84. Handicap in golf and go
  85. Atari-The last liberty
  86. The second technical rule
  87. Concept of territory
  88. The Concept of Life
  89. Mine is bigger than yours
  90. Third line vs fourth line
  91. How low can we go ?
  92. Wariuchi
  93. Changing your perspective
  94. Solution to last week's problems
  95. O Meien defends Honinbo title
  96. O Meien retains his title
  97. Thickness-a hard issue
  98. Upping the ante
  99. Look and understand-cutting is zilch
  100. Bad style vs good style
  101. Solutions and references
  102. In go, most people have,,,,
  103. Two eyes