Although connecting stones in itself does not ensure survival, it is natural to do so. Before we delve into the more strategic aspects of connecting stones-asking ourselves whether a connection should be made at all-let's look at last week's problems to examine various techniques in this respect.

Solution 1 : Black 1 is the obvious connecting move. Note that by doing this, he cuts White's stones.

sol1.2.3A.3B.3C.4A.4B.5

Solution 2 : Black 1 is also obvious, as it again prevents White from connecting.

There were two solutions to last week's Problem 3.

Solution 3A : Making a (double) hanging connection by playing at 1 is one of them. The drawback of this solution is that White can play nozoki moves at 2 and 4. Answering passively with 3 and 5 give Black an ineffective, heavy shape and White may even try to attack the Black stones with a move around 6. Thanks to the marked stones, Black will never become that weak, but making an extension, such as around 7, is a good idea. But Black should be dissatisfied with the overall result.

Solution 3B : If White plays nozoki at 2, Black will usually connect. Otherwise, White would be able to cut in sente (i.e. Black has to answer as the marked stone is in atari and can be captured on the next move). So when Black connects with 3, White 4 seems the logical move. Depending on the surrounding stones, Black may resist with 5. If White cuts at 4, Black sacrifices the two marked stones with 7 and 9, then elegantly connects his stones with 11. Even though White captures two stones (worth four points), he suffers an irretrievable loss as Black's thickness is overwhelming. White probably can play nozoki at only one side and he has to be careful in choosing which one.

Solution 3C : If Black dislikes the prospective of being a nozoki victim, he may want to connect at 1. The prerequisite for that is a favorable ladder if White cuts at 2. However, this means virtually any move by White in the lower left corner will be a ladder-breaker. Black may need to add an extra move for reinforcement. In addition to the ladder problem, White may play nozoki at 3, giving Black a slightly ineffective shape.

Solution 4A : In response to the nozoki play at 1, simply connecting with 2 is usually best. White 3 now defends against a black cut there. If Black plays 4 next, white 5 is a good, light move.

Solution 4B : This is a continuation from Solution 4A. Black can now capture White's original stone (1) by cutting with 6 to 12, but with 7, 9, 13 and 15 White profits on both sides while keeping Black down to one eye. Therefore, Black will not try to save the day but flee to the center.

Solution 5 : This problem is complex. But before deciding what to do about his two marked stones, White needs to play 2 to see if Black is willing to sacrifice the two marked black stones. He learns that Black will not abandon them (see Reference 1). White now can defend in a number of ways. This diagram shows what happened during a professional game where this situation appeared. White 6, forcing the exchange of black 7 for white 8, was clever as it gave White thickness on the outside, while still not allowing Black to connect his two groups on the left and right. Black's group in the lower left survived when he threatened to cut at A, but his group on the right took a severe beating. However, Black won in the end.

refe1.2.3

Reference 1 : If White first answers black 1 with 2 and 3 with 4, later on when White plays at 14, the marked black stones have lost their importance and Black will play tenuki (elsewhere), e.g. at 15. Even though White can capture two stones with 16, black 17 just gives them away. Note that to capture the two stones, White needs an additional move.

Reference 2 : Answering black 1 with white 6 (after exchanging 2 and 4 for 3 and 5) would build half an eye at A (because White would need to play one more move to actually make it), but allowing Black to make another forcing move on the outside at 7 intensifies the severity of a possible cut at B. Black will not have trouble surviving.

Reference 3 : Again following the moves 2 to 5 as in the game and then playing at 6 without forcing the exchange white A for black B, is spineless. The cut at C is also dangerous for White.

More connections

dia1.2.3.4

Diagram 1 : As a connection, black 1 is a good move. It helps Black's development more than the connection in Diagram 4.

Diagram 2 : White could play atari at 2, but Black simply plays 3 (it is still ko), and if White takes with 4, Black makes an even better shape with 5. White may seem to take some points, but Black's overall group is healthy.

Diagram 3 : If White does not attack immediately, Black can later fix up his shape with the tesuji at 1. If White answers with 2, Black 3 to 7 ensures life. Note White cannot play at A because Black would answer with B to grab the white stone.

Diagram 4 : Black 1 is slow and heavy. White may continue to attack with 2 and 4, then hit the vital point with 6. Black will have much more trouble moving out to the center than in Diagram1.

Problems

Problem 1 (beginner): When White invades at the 3-3 point, the moves 1 to 10 form a joseki (standard corner exchange). Where should Black play to defend the cut at A ?

prob1.2.3.4 Problem 2 (beginner): This is part of another well-known joseki. Even though Black cannot cut at A, White needs to reinforce his shape. How can White do this ?.

Problem 3 (intermediate): Here is another joseki. After black 7, White needs to defend his stone at 2 from being cut at A. What is his best defensive move ?

Problem 4 (intermediate): This is from a game we will study next week. After Black attacks two white stones by playing at the key point of 1, White first forces 2 for 3, then plays nozoki at 4. Connecting at A is not advantageous for Black. Where should he move ?

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