If someone said you could improve your intellectual capacity 25 to 30 percent by enjoying yourself, would you believe them? It might surprise you to hear that thinking and reasoning are acquired skills that can be refined even at a more advanced age. As a matter of fact, it is now believed that the maturity that ideally comes with age has tremendous rewards, including the ability to step back and analyze situations coolly. The ability to reason also improves with maturity, but this ability needs to be exercised.

Through its playful incorporation of logic, go can help improve reasoning. Let's see if we can reason ourselves to a higher level of go with the knowledge we have gained in the past couple of weeks.

Wariuchi

The wariuchi technique uses our knowledge of how to make a base-remember, a base is essentially a two-space jump from another stone. How do we establish a base in an enemy sphere of influence ?

Diagram 1 : White has a position in both corners at the bottom. Black 1 is a wariuchi or "splitting move" as it splits up White's position. What are the virtues of the wariuchi ?

diagram1,2 1. It makes miai of extending to the left at A (or alternatively at B) and extending to the right at C. Hence, it always makes a base;

2. It avoids getting pincered; 3. It is an easygoing move that avoids direct confrontation. But it has disadvantages too:

1. It's slow; 2. It puts little pressure on the opponent.

From these advantages and disadvantages you can see when you need to apply a wariuchi-when the opponent has strong positions in your territory or when you control more territory and want to avoid a fight.

Diagram 2 : This wariuchi at 1 is sometimes played too. Compared with the previous diagram it is one space to the right. This time, White will rarely want to extend from his shimari (corner enclosure) on the right and will almost always approach from the left, such as at 2. Of course, Black then makes a base with 3.

Diagram 3 : Going back to Diagram 1-this is a situation that often arises-let's look at some main variations. If Black plays at 1, in most cases White will approach from his shimari, as the three-space extension between the shimari and 2 is supposed to be ideal. If Black plays the standard two-space pincer at 3, white 4 keeps up the attack while protecting the lower left corner (and his base too). Black 5 is a peaceful follow-up. But then white 6 makes just about an ideal shape-this is good because it turns the lower left corner into sure territory. The black formation is not yet immune from attack. White can get a look at A. Black B would be the normal response, but then White can later play at C to split Black's position or take away his base.

diagram3,4,5,6

Diagram 4 : Therefore, Black will often play at 5, which has the features of a wariuchi too-it makes miai of extending to A or to 7. If White plays at 6 to prevent Black from sliding into the corner at A, Black makes a second base with 7. The base at the bottom is weak and vulnerable to a fairly strong-but not deadly-attack. For example through the combination 8 and 10. White 8 through 16 are a sort of middle game joseki (standard exchange). But instead of 16, White could try a more aggressive approach by playing at A or B.

Diagram 5 : If White wants to avoid the previous diagram, simply playing at 4 is an alternative. Then Black will often want to play 5 as quickly as possible (to avoid Diagram 3). White 6 in response is optional. It is large in terms of territory, but has little attacking potential. White A, black B, etc., through white 1 are a large endgame combination for White.

Diagram 6 : Last week, we had a look at this situation. At that time, instead of 4, White invaded at A. However white 4 is a relaxed approach. Because black 1 and 3 form a three-space extension and are therefore vulnerable to an invasion at A, they still need reinforcement. At the same time, waiting for a white invasion at A may be Black's excuse to start a fight.

Problem 1 : In this case, preventing a shimari at A or B is possible, but then Black would almost certainly pincer around C. Can you come up with a wariuchi strategy ?

prob1-4

Problem 2 : If Black approaches with 1, especially after the exchange of Black's marked stone for White's marked stone, White will almost surely pincer with 2. The moves to 14 offer one variation, and the point is clear: Black is forced to invade in an area where White is strong. Instead of 1, can you find a suitable strategy to avoid this scenario ?

Problem 3 : Here Black plays 1 to prevent a white shimari. White would like to pincer with 2, but backed up by the marked shimari, black 5 answers with his own pincer after first exchanging 3 for 4. Sure, White can run away with B, but it will be a complicated battle. Can you apply the wariuchi technique here ?

Problem 4 : (intermediate) This is a more difficult problem. It occurred in a game 30 years ago between two stars of the era, Shuko Fujisawa (white) and Yoshio Ishida (black). To have a chance of winning, White needs to invade the black sphere of influence. Where to play a wariuchi? (Find out next week.)

Problem 5 : (advanced) Instead of extending from his three stones on the lower left with a move at A, B or even C, Koichi Kobayashi, who was Black, choose to play at 11. Cho Chikun, his opponent in this 3rd game for the Honinbo title match in 1992, had several options. He used the wariuchi technique even though he could not obtain a full base (an extension of two spaces) in both directions. The first move is easy, but what happens afterwards ?

problem5 Solution 1 : White 1 is a good wariuchi. It makes Black wonder if he should play at 2 (or A) or at the other side-at B. Usually though Black would make a shimari at 2 (or A). Later on, a move at C is important for both parties.

Solution 2 : Black 1 is a suitable wariuchi. White 2 is the standard move in such cases. Black extends to 3 and white 4 before 6 forces black 5 (while reinforcing at 7 is often advocated.) The black shape is a little overconcentrated.

Solution 3 : White 2 is a calm approach. Black can now play at B, but then white C is a good move. Or Black can follow this diagram and play at 3 followed by white 4. Once the marked white stone has become stronger, White can look forward to invading at A.

sol1-3

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