King of ko

In war, diversion is a common tactic. But when a red herring is used in go, it can get out of hand at times, sometimes leading to a fierce battle that in turn affects the overall game. Such a diversionary technique is called ko. Let's recapitulate on the rules concerning ko.

Diagram 1 : Black can capture a stone by playing at 1.

dia1,2 Diagram 2 : This is the new situation. Now, the rule is that White cannot play at A immediately, because a board situation cannot be repeated. So he has to play somewhere else first. This situation is called ko.

Diagram 3 : Now look at this local situation. White has just played the marked stone to start a ko to try and take Black's corner. Black captures with 1. Now white 2 threatens to kill the black group. So black 3 is a natural answer.

dia3,4,5 Diagram 4 : The board situation has changed, so now white 4 captures the marked black stone. Black 5 is a local threat, meaning it threatens to break up the white group. White must answer with 6, capturing a black stone and removing the threat.

Diagram 5 : Black can now recapture the ko (marked stone) with 7. White 8 needs to be answered by 9. White retakes the ko (to the left of 7) with 10. Black plays another local threat with 11. White answers with 12. Black retakes the ko with 13 (where 7 is). But White has another ko threat at 14 that Black needs to answer with 15 to maintain two eyes.

Diagram 6 : But now when White retakes the ko with 16, Black has no ko threats. His best shot in this situation might be playing at 17. Of course, White ignores this and fills in at 18 (where the marked stone is). Many people would feel inclined to capture at A, but this would only give Black the opportunity to capture that white stone at A some time later. The best Black can do is play at 19.

Solution to last week's problems

dia6,sol1 Solution 1 : Black 1 is a standard way of settling his shape . Since White ignored black 1 by pretending to attack with 2, Black should ask himself an important question here: If he ignores white 2, will the group on the right die ? If it won't die, Black should seize the opportunity to capture the marked white stone by playing at 3 to (1) settle one of his two weak groups, (2) render White's stones on the upper left eyeless by taking away their base, (3) grab about 20 points of territory (the difference between White making territory there and Black doing so). He then should wait for White to do his worst. If White plays at 4 to seal in the black stones (and connect his own stones), black 5 connects all of Black's stones.

sol1b Solution 1B : This is a variation White may choose. Instead of 4 in Solution 1, he could play at 4 and 6, taking away Black's potential eye space and connection. But now Black will not have any trouble escaping into the center. He can also make eyes with the sequence black A, white B, black C, white D, black E, white F and black G, which captures white 4 and makes an eye. Black can also start a ko by playing at H. He can use local threats to escape while playing the ko. Another ploy he may want to use are sente moves against the three marked white stones on the right, e.g. playing at (a), white (b), black (c), White now has to defend at (d). So that is another eye in sente.

sol2,3a,3b,3c Solution 2 : Even after Black wasted his opportunity to deal a decisive blow in Solution 1, he would still have a good game, had he played black 3. White 4 is forced and then black 5 is an excellent move, taking up position in between White's two weak groups (the one on the upper side, and the marked one on the right).

Solution 3A, B, and C: After white 5 in Solution 3C, Black could try to capture at A or B, but his stones on that side would immediately be in atari. This is called a snapback. So Black dies.

Problems

Problem 1 : White to play and make a ko in the corner.

Problem 2 : This is a standard invasion in the corner. How does White proceed ?

prob1,2

By Richard Bozulich

By Rob van Zeijst

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  6. The secrets of the lazy
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  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
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  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