In war, surrounding the enemy and cutting off the escape route has always been a favorite strategy. In go, this strategy is also used by the top players. The moves 3, 5 and 7 in Diagram 2 are great examples. Unfortunately, finding a few good moves does not ensure victory-in that respect, go resembles a marathon: To win, one needs persistence, concentration, as well as strategy and technique.

We have slowly come to the point where playing through professional games has become enjoyable. All the basics we have discussed come together in games professionals play.

Solutions to last week's problems

solution1 Solution 1 : In response to White's marked stone, Black should have played at 2. The sequence to 16 follows. White's corner territory pales compared to the influence Black builds, possibly enabling him to attack the two marked white stones at right.

Solution 2 : Look at Diagram 1-last week, the question was how White should proceed after Black cuts at 1. White 2 and 4 form a wonderful combination.

refe1,2,3,4,5"
Reference 1-3 : White 2 in Reference 1 looks like good style, but after black 3, white 4 seems inevitable. The result is an interesting squeeze, brought on by throwing in 12 in Reference 2 at the point where white 6 used to be. The remaining moves are shown in Reference 3. However, unlike in the actual game, White is almost forced to play 20 to protect against the cut at A. Even after defending in this way, though, a black cut at A later could cause trouble.

Reference 4 : The best reason to reject this line of reasoning is found in black 9, a move that avoids the trap with the throw-in as shown in the preceding diagrams. Now White is forced to take the corner with 10, but black 11 captures the three marked white stones.

Diagram1 Diagram 1 : Due to the combination of 2 and 4, White can squeeze Black in sente up to 9. Next, he grabs the largest point at 10-this move expands his territory on the right side while preventing an invasion in that area. White has clearly taken the lead.

Black 11 is an attempt to come back in the game by building a huge moyo (framework). White is forced to reduce Black's moyo lightly and the shoulder hit, or kata, of 12 is the perfect way to do this. However, man-y professionals disapprove of white 14 (see Reference 5). After 16, black 17 and especially 19 and 21-hitting the vital point and making White heavy-are an unexpectedly fierce attack.

Reference 5 : This was the alternative given by some professionals, but it also has been criticized-this time for being too lenient in terms of territory as Black stands to make about 35 points in this area.

Diagram2 Diagram 2 : Whatever the answer, White's stones in this area are suddenly heavy and weak. Black 1 is an important move. I suspect some readers would find great pleasure in capping at 2, but a white move at 1 in response may prove troublesome. The principle here is to first strengthen oneself in order to attack effectively.

Black thought for a long time to finally attach at 3, then play at 5 and play another attachment with 7. 3 and 7 are two representative moves of motare, or leaning on the opponent's stones, to strengthen one's own stones and attack all the more viciously.

By the way, even though it does not make any territory in itself, black 5 combines three purposes that have great strategic impact:

  • 1. It expands Black's lower side-this becomes obvious when black 29 was played.
  • 2. It reduces White's potential territory on the right.
  • 3. It threatens White's center group while trying to cut off its escape route.
Up to 11, Black is doing a great job in cutting off White's center group.

Reference6 Black 13 is too local a move and is made in the hope that White will connect his stones. (see Reference 6).

White 14 and 18 allow White to escape and connect to his stones at the top. Even though Black builds significant thickness in the center with 23, making the definite connection with 26 re-establishes White's lead.

Still, black 29 is large and some speculated that Black might stage an upset.

Reference 6 : Instead of 13 in Diagram 2, black 1 is the vital point-notice that it is a kind of boshi, or capping move. White 2 and 4 are a normal maneuver, but black 5 next cuts off the marked white stones. On the other hand, if White exchanges A for black B, before playing at 2, Black aggressively answers at C. At any rate, black 1 makes escape for the white stones more difficult.

Problems

Problem 1 : Look at Diagram 2-Where should White play next ? Hint: First find Black's weakest group of stones and hit its vital point.

Problem 2 : When you played through Diagram 1, you may have noticed a reducing technique. With White to play the first move, can you apply that technique here to reduce Black's moyo on the right ?

problem2,3,4"
Problem 3 : White to play and win the semeai (capturing race). (Hint: Ko is not allowed.)

Problem 4 : White's marked stones are in trouble. Your mission: Increase its liberties by one and win the semeai.

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