"Play thick moves" is what I usually recommend. The reason for this is threefold. Firstly, if your stones are "thick," you will have fewer "life and death" situations and fewer problems concerning your groups of stones. At the same time, you may have more problems with your opponent's groups, but that is definitely a better position to be in because there is a psychological factor to consider. Since it is not your group that is at stake, you will be more likely to take a level-headed approach and read the situation carefully, which means you may be able to make better moves.

Secondly, it is often easier to see what places are "big" and therefore stay more focused on a specific goal. Remember, any plan is better than no plan.

Finally, a thick position leaves less vulnerability and, as a result, fewer ko threats-this is clearly shown in the following game.

However, at a higher skill level, playing with thickness is very difficult because you basically bet everything on one big territory and when that fails the battle is lost. Therefore, it is essential to understand when to convert your thickness from a strength that radiates over and controls all parts of the board, into territory.

Upping the ante

Diagrams 1-3 were presented last week, so this week we will start with Diagram 4 and Reference 7.

Diagram 4 : White was able to recapture the ko (the marked black stone) with 42. Black 43 is a good ko threat. Cutting on this side will give him the most ko threats (see Reference 7-9). Black 45 (not shown) recaptures the ko. White 46 is the next ko threat. Then Black goes on to do the incredible-he enlarges the ko once more by cutting at 47.

diagam4 Reference 7 : If Black cuts at 1, White must play at 2. In this case Black can force with all of his moves-1, 3, 5 and 7-which all have to be answered. Of course after each of these moves, Black will capture the ko. This way he obtains four ko threats.

Reference 8 : In contrast, if Black cuts at 1, White will connect at 2. Black will be left with only one more ko threat.

Reference 9 : You might ask, what about connecting at 2 when Black cuts at 1? Because Black can now play at 3 (as a ko threat) and White has to answer at 4. That is also two ko threats, which looks attractive...until you realize Black got 3 in for free. He played a big move (and got lots of points-about 10-15) while playing the ko.

reference7,8,9

The point is, you should play ko and ko threats that are advantageous to you so you lose the fewest points possible.

Reference 10 : Following this line of thinking, Black should have captured at 1 and finished the ko. White then finishes his ko threat with 2, after which Black can switch to the upper part of the board and jump to 3 to enlarge his moyo.

reference10,diagram5

Diagram 5 : Black has just cut with the marked stone to enlarge the ko. White captures with 48. Black makes a ko threat at 49, but by now the value of the ko has become gigantic. White has no choice but to finish the ko with 50. But White has no reason to be dissatisfied. Black finishes his ko threat with 51, then White switches back to his old ko threat and finishes that one with 52. Black 53 grabs the upper-right side completely while aiding the lonely black stone in the lower-right corner. The question is what is the next move for White.

Reference 11 : Instead of white 50, White could answer Black's ko threat at 1 (49 in Diagram. 5) with 2. But then, when Black captures with 3, no ko threat will be big enough. For example, white 4 and 6 are huge, but even if Black keeps answering with 7 through 11 and White gets to play at 12 and 14, black 15 gobbles up the marked stone. If White plays 12 at 15, Black expands his moyo with A, white B, and black C is still a threat. Because of the enormous thickness, the lower-left corner radiates (compare with Reference 10), and White cannot win. In other words, he cannot afford to answer at 2.

reference11,diagram6

Diagram 6 : Kobayashi chose the invasion at 54. This is a standard invasion and the moves to 53 form a middle-game joseki. Here, white 54 is necessary to live. White lives but Black gets compensation by building thickness. Next, Black uses the power of his center thickness to play at 57. It would be a mistake for White to run out into the center as this would give Black a chance to attack. Therefore, White makes a makeshift base with 72, making miai of living in the corner with A and connecting with B. Black plays 73 to keep his thickness intact and White grabs more points by invading at 74. The moves to 86 follow naturally-then, trying to increase his moyo, Black plays at 87.

Solutions to last week's problems

Solution 1 is answered in Reference 10; Solution 2 in Diagram 5. This is the way to expand the scope of the ko. The benefits are outlined in Reference 11.

Solution 3 : Black 1 is correct. White's best move is 2 (if at 3, Black cuts at 2). Now Black cuts through with 3 and 5. White has to play at 6 and black 7 follows (if Black plays 7 at A instead, it becomes ko, which is not good). White now captures at 8 but Black fills in at the point where the marked white stones were captured with black 7. White cannot play at A now (this puts his own group in atari) but he can play at B. Black just pushes in at A to turn White's capture at 8 into a false eye.

sol3,refe12,sol4

Reference 12 : (Note that playing first at 1 is wrong.) White would not block at 3 but instead build an eye with 2, black 3, white 4. Black 5 is answered by white 6. Now White has two eyes.

Solution 4 : White's best move is filling in at 2. Black could try to take away White's eyes with the 3 and 5 combination, but white 6 to 10 are sente. White then breaks out with 12. If Black tries to block White's path with A, white B, black C, white D, black E and white F, capturing two stones, would follow. Obviously, Black is unable to play at 3, but, any move around C-F, threatening the tesuji at 3, is dangerous for White.

New Problems

problem2 Problem 1 : In Diagram 6, Black has just played at 87. White has several courses of action, not limited to replying to 87, he could take. Black's profit in the upper-right corner (about 40 points) and White's profit in the lower-left corner (about 45 points) almost offset each other. Where should White move to stop Black making more points ?

Problem 2 : This is part of joseki. After black 1, White usually answers at A or B. White 2 is a trick move. How can this be countered ?

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