Be it threatening, chasing, cutting off, squeezing, misleading, deceiving, or simply fighting for life and death, it's all in the game, and go is as good as it gets. If this doesn't quicken your pulse, try contemplation, deliberation, strategy, tactics, positional analysis and judgement. And for those who like socializing, there is that too.

The European Go Congress and the American Go Congress will be held this summer, lasting two weeks and one week, respectively. Every year, 400 to 700 participants, ranging from absolute beginners to top players, take part in the EGC. I have participated the past 10 EGCs and I can assure you that it is great fun !

The last time I participated the congress, I met a father who gave his son in his mid-20s a lift to the EGC. He said during the drive, he became so intrigued that he decided to have a look at the congress. As a result, he stayed and decided to learn the game. He told me, through go he had got to know his son much better.

Handicap in golf and go

Why can golf be an interesting game for all parties involved? The answer is, of course, the handicap system that allows absolute beginners to play even with professionals.

The same is true for go-it uses a handicap system that allows players of any strength to play, without changing the nature of the game. That means that even beginners can have a game with someone who has already played the game 10 or 100, or even 1,000 times. By increasing the handicap appropriately, the game becomes interesting for both players. When playing the "Capturing game," one way of setting the handicap is by requiring one party to capture only one stone while requiring the stronger party to capture two, three, four or even more stones. This system also works for children and it will motivate both players to do their best.

Play go with children ( use Diagrams 3 and 4 )

Even if you have just learned the capturing rule yourself, you can teach kids right away. To make it understandable to children, try the following two explanations, depending on the interest of the child.

Version 1 : The marked white stone is a flower and the flower gets its water through the lines. If the lines get cut off, no water flows to the flower and it will die. On the other hand, if two flowers (stones) are connected, they get more water supply and therefore become stronger. However, even multiple flowers can lose their water supply and die.

Version 2 : The marked white stone is a car and the lines represent roads. Even though the "car" itself cannot be moved, it "Moves" by connecting to other cars. However, when all roads get blocked, one car or multiple cars have to be taken off the road.

Kids as young as 3 or 4 years old can pickup these ideas quickly.

Saving stones: One at a time

As thrilling as capturing a stone is, it feels as good to save one. Last week we briefly talked about stones that are connected and those that are cut.

dia1-4

Diagram 1 : The black stones are connected through the lines, but the white ones are not.

Diagram 2 : The same is true here-the black stones are all connected, but none of the white stones is connected, and they can be cut in theory.

Diagram 3 : Black 1 takes away the last liberty of the marked white stone and is taken off the board. However white 2 does not take away a liberty of the marked black stone. In fact, this black stone has all of its four liberties left.

Diagram 4 : If you understand the previous diagrams, you can also understand that black 1 takes away the next to last liberty of the marked white stone. The last remaining liberty is at A.

dia5-8

Diagram 5 : Therefore, it is clear that in order to save that stone, in response to black 1, White should play at 2.

Diagram 6 : The two marked white stones are in trouble. Fortunately, on his next turn, White can save them.

Diagram 7 : White 1 saves the two white stones and links them to the two marked stones. That is to say, they are not physically connected yet, but it is impossible for Black to split them.

Diagram 8 : For example, Black may threaten the three stones by playing at 1 but white can then connect with 2. Once again, Black may try cutting the white stones, but white 4 solidly connects all of his stones. Solutions to last week's problems

sol1-4

Solution 1 : Black 1 takes away the last liberty of the marked white stone and captures it-it is taken off the board.

Solution 2 : White 1 takes away the last liberty of the two marked black stones and captures them-the stones are taken off the board.

Solution 3 : White 1 takes away the last liberty of the four marked black stones and captures them-the stones are taken off the board.

Solution 4 : White 1 takes away the last liberty of the four marked black stones and captures them-the stones are taken off the board.

New problems

Problem 1 : Black to play and save a stone.

Problem 2 : Black to play and save two stones.

Problem 3 : Black to play and save a stone.

Problem 4 : Black to play and save some stones.

prob1-4

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