"How can I improve my go game ?" is what students often ask me. Fortunately, there is an easy way to improve quickly-but it's not painless. Tsume-go, or solving problems, is the method I recommend to people who want fast results. This method, which increases your attention span and concentration, is as difficult as it is effective. And, unfortunately, it also has side effects. By concentrating too much on reading (visualizing future moves) and depending too much on this ability, you will almost certainly neglect other important aspects of the game, including balance, intuition, common sense and shape.

Bad style vs good style

Diagram 1 : (bad style) When Black plays a move somewhere on the board, for example on the star point, it is bad style for White to attack by playing against that stone with a move such as 2. If Black extends his stone to the outside with 3, some players will try to stop him by playing another attachment with 4. But even if Black simply plays at 5, it is clear that white 2 and 4 are separated without any chance of connecting, while Black's three stones are strong.

Dia1-3

Diagram 2 : (good style) A better way to attack is by leaving distance between the stones. A standard way of attacking black 1 at the star point is the kakari of 2. If Black defends with a move around 3, White will build up his own position and then mount another attack at A.

Diagram 3 : (good style) How should Black attack the marked white stone ? By playing from his weakest stones to force White into a direction where he is already strong. The reasoning for this is that even if White plays a few moves around 2, they will have no impact on the Black wall to the right. Black 3 and 5 are a good combination that build influence for Black while containing White. Note that white 6 and 8 and black 11 are all good style. After black 11, White really should add a move at A, otherwise Black will attack there.

Diagram 4 : (bad style) After black 5, cutting at 6 allows white to push ahead with 8 and 10. But after white 18, it becomes obvious White's stones are ineffectively placed. White 6 is lost with few possibilities remaining. The exchange 17-18 is a loss for White of at least 10 points and even after using so many moves in this sequence, White is still not alive 100 percent.

Dia4-6

Diagram 5 : (good style) This is a joseki that was played during a recent game on TV. After black 7, White can connect at 12 but he can also push at 8 to build more influence on the right. Black 9 makes the cut at 11 sente, allowing Black to extend to 13. The order of moves of 15, 17 and 19-21 is instructive. If Black omits 17 and plays at 19 instead, White connects at 17 to make a shape without losing points. Omitting atari at 20 by just playing at 19 is good style for Black, too.

Diagram 6 : (bad style) Playing atari at 5 is bad style. Black 7 and 9 allow White to stay ahead.

Diagram 7 : (bad style) Conversely, if White were to play at 6, Black would play atari on the other side at 9 and 11, then play at 13 and 15. White will have a hard time dealing with black 11 and 9.

Effective vs ineffective shapes

Diagram 8 : This shape is called an empty triangle and is ineffective.

Dia7-11

Diagram 9 : This shape is very different as all the black stones play a role in connecting with each other.

Diagram 10 : To make his stones effective in Diagram 8, Black should have played them in the manner shown here.

Diagram 11 : This diagram is a mirror image of the previous diagram, although this is not always noticeable in a real game. Also, many people have trouble remembering the mirror image of a shape.

Diagram 12 : If the shape is like this to begin with, then Black usually won't need any reinforcement as he can connect at A or B at any time. Problems

Problem 1 : After white 12, where should Black play ?

Dia12,prob1-2 Problem 2 : White has just invaded with the marked stone. How should Black attack that stone? You should consider which of your groups is strong and whether that group needs reinforcement.

Problem 3 : It is Black's move. How should Black attack the marked white stone ? Consider that black A or B are sente. White will usually answer at C or D, respectively. In other words, the marked black stone is not that weak as he can build a wall. On the other hand, there is no pressing need to make the exchanges A for D or B for D, which are disadvantageous to Black in terms of points.

Problem 4 : This is part of a joseki. Where should White move next ?

Problem 5 : White looks to be in trouble. Fortunately, it is his move. How can White ensure a good shape-without making an empty triangle ?

prob3-5

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