Every move is a new board situation

When you are in the middle of a fierce battle, it is difficult to take a step back and look at the board as a whole, but a good go player always knows how to do this. A player who tends to take every move by an opponent as a personal challenge often ends up fighting to win every skirmish, while titleholders or top contenders never lose sight of their overall strategy.

Solution to last week's problem

last week's problemAfter looking in-depth into tactical sequences that gave rise to joseki, the problem involved a part of joseki. But I revealed it was a whole board situation that O Rissei (Kisei, Black) was faced with when playing Cho Chikun (25th Honinbo, White).

The move that changed the flow of the game is black 1. First, the move is an extension from the righthand corner. Second, it limits White's scope for activities and expansion on the upper side. And third-its most important characteristic-it threatens the white stones on the left. In other words, it is a large move in terms of territory and attacking potential.

White cannot afford to defend his position to the left of black 1 and therefore invades at 2 to try to balance things, at least territorially. Black is quick to yield the corner territory to get sente and plays at 11 to put more pressure on the white formation on the left. Now, a lesser player would be intimidated and become defensive, but this is where Cho stands out. The greater the challenge, the higher he rises to it.

reference1 Without batting an eye, Cho invades at 12, ignores 13 to play 14 and start an attack on the black wall at upper right. If you were Black, where would you play next ?

Reference 1 : After black 3, White could defend at 4 (a joseki, or standard exchange), but then Black extends to 5, which hurts White's thin position (marked stones).

Reference 2 : This diagram though shows a joseki that was developed in South Korea and gained popularity here, mainly because it was a way for White to complicate things and develop on two sides. The sequence to 16 is one variation.

Reference 3 : Playing at 5 seems natural, but it is a mistake. White 6 and 8 are correct and the marked white stone occupies the vital point of Black's formation. Even if Black plays 9 and 11, his corner is not yet alive. For instance, white A, black B, white C, black D and white E.

reference2,3,4
Reference 4 : Take another look at Reference 2 for comparison. Black already has a move on the 3-3 point (marked stone) so he is one move ahead compared to the joseki. Amateur "common sense" then dictates that since the other guy skipped a move he should be at a disadvantage, therefore Black should play at 1. WRONG! Actually, the logic is not wrong in itself, but it is a very localized logic which does not consider the overall board situation. Because even after black 1, White will play tenuki (elsewhere). Thanks to the presence of the marked white stone, White's position is not in danger. And later White could play A, B, or C depending on the situation.

The following questions are those that a professional would ask himself :

Question 1 : Is a group in danger of dying ?
Question 2 : Is a group in danger of dying after playing tenuki once ?
Question 3 : Where are big points, i.e. extensions ?
Answer 1 : No.
Answer 2 : No, for the lower left corner. Maybe, for the white formation in the upper left.
Answer 3 : A move on the upper side is both an extension and prevents an extension.
I hope this explanation makes the moves in the Solution diagram easier to understand.

diagram1 Diagram 1 : After white 14 in the Solution diagram (marked stone here), Black played at 1, a questionable move. Without delay, White played 2 and 4. Black 5 is the follow-up to black 1, and black 7 seems good, but black 9 is another questionable move. White 10 and 12 put Black on the spot. In the game, White hits at the vital point with 28 and 30. In the sequence to 48, the black stones to the right are captured. When White makes a mistake later, Black manages to free his stones. However, White builds up so much influence that proves decisive for the center fight that takes place later. Black is forced to resign about 70 moves later.

Problems

Problem 1 : After white 14 in the Solution diagram (marked stone here), where should Black have played ?

Problem 2 : Black has just exchanged 1 for white 2 (7 and 8 in Diagram 1). His next move in the actual game was the losing move (9 in Diagram 1). Where should Black have played ?

Problem 3 : White to play and kill the black stones.

problem1,2,3

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