Test your practical understanding and acumen of the game of go, including tsume go (life and death), fuseki (opening) and the middle game, with the seven problems below.

But first follow these tips :
Study the position on the board.

Do not just play a stone until you are certain of the solution and have a good idea what your opponent's best move is. Don't spend longer than 10 to 15 minutes on any one problem. You may not find the solution to one of the problems immediately. Don't worry. Just attempt the next problem and return to the previous problem later.

Never look at the solution without being sure of your own solution first.

Try to remember what you are reading on the board. In other words, be aware of your method of solving a problem and of what you are thinking. This will prevent you from going over the same sequence over and over again. This will not produce results and only make you tired.

Do not attempt tsume go problems when you are tired.

In each problem, it is Black's move.

Problem 1 :Kill the white group.
Problem 2 :The marked black stone is dead but still serves a purpose. All other black stones can be made alive.

prob1-4

Problem 3 :Where should Black play ? A or B ?
Problem 4 :Cutting seems like a good idea, but where? A or B ?
Problem 5 : Which is more important-A or B ? And why ?
Problem 6 : Black needs to reinforce his marked stones. However, White has a lot of thickness in the lower left. How can Black make some kind of base ?
Problem 7 : When Black made a clamp in the corner, White aggressively tried to cut him. How should Black respond ?

prob5-7

Solutions to last week's problems

Solution 1 : The keima at 1 followed by a tobi (jump) at 3 seem to give Black more agility than playing the kosumi (diagonal move) at 8 as he did in the game. However, compared to the kosumi or the tobi, the keima is a feeble shape masterfully demonstrated by the tsukekoshi of 8 and 10, followed by White's combination of 12 and 14, cutting Black's position. Black is in trouble now.

sol1-2,refe1

Solution 2 : After black 1 (move 51 in the real game) here, White played at 2 exposing him to a kikashi (forcing move) that Black played without hesitation. Before answering Black's kikashi with 6, White first plays a kikashi himself with 4. Black needs to play 5 to stop the marked stones from being captured. In other words, white 2 has an impact on White's right center group.

Reference 1 : White 2 and 4 seem a safe way of playing but lack forcefulness. We can assume the exchange 5 and 6 just as in the game, but Black need no extra reinforcement and can switch to 7 to take the initiative. Envisaging the moves to 15, White seems to have lost control of the game.

Reference 2 : White 2 may look tempting-it seems to strengthen White's position before he attacks from the other side with 4. However, Black builds up strength with 5 to 9, then, while making a second eye around C (his first eye is around the lower right corner), occupies the vital point of 11. White needs to reinforce with 12-if he does not, black A makes miai by cutting at B and 12-fol-lowed by black 13 to prevent White from cutting there. A black move at or around 15 may prove troublesome. But the main thing to remember is that the exchange 2 for 3 looks like sente but needs later reinforcement. This is called sente-no-gote, i.e. a move that seems sente (keep the initiative), but is actually gote (lose the initiative).

Solution 3 : Look at the Solution 2 diagram. The question was whether the moves 15 and 17 actually strengthened White's position. However, the moves are inevitable and correct.

Reference 3 : If Black just connects with 5 and white 6 follows, a move at 7 might be a good follow-up. However, after White reinforces himself with the moves 8 to 12, he can cut off Black's stones with the combination 14 and 16, and cutting at 18 to 22. It is unlikely that these exact moves would appear, but the threat of the cut at 18 would definitely put a strain on Black's ability to fight in the upper left corner.

Solution 4 : Even though White can force the exchange 2 for 3, black 1 is the correct move. White has to meekly defend at 4, giving Black the chance to put his wall to use with 5.

sol4,refe2-4

Reference 4 : The reason why black 1 is a good move is shown here. If White were to play at 4, the exchange black 5 for white 6 is a tremendous boost for Black as this move will give him a dominating influence in this area. White can later play the sequence A through F. Black 7 is good enough and if he feels he needs to turn on the thumbscrews, a move at G may be appropriate.

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