Any good player knows that during the game itself-and this is especially true for the opening and the middle game-it is not territory that counts, but influence and power. This is simply because groups that have influence and power will automatically convert them into territory. However, in the end, points do count. The final point count, though, is more the payoff of a combination of strategy and tactics than the result of counting carefully during the game.

The endgame

Often during the endgame, you are faced with a choice between a number of moves and you must count which is the biggest. Even though that may sound simple, one single move may involve different follow-up moves, combinations and other complications. The most important goal is that of sente-keeping the initiative-because the opponent always has to react (gote) to it.

Diagram 1 :
Here it is Black's turn. He can either enlarge his territory by playing at the top, around A, or at the bottom at B. How should he play to win? One key in deciding the next move is the sente-gote problem.

dia1,2,3

Diagram 2 :
Black could, for example, play the hane-tsugi of 1 and 3. That way White gets sente and is able to play 4 and 6, which is gote, but would be sente for Black. Black gets to play the last yose (endgame) left with 7 and 9. Black now has 14 points and White 12 plus 2 komi (points Black gives White as compensation for playing the first move) for 14 points. The result is a jigo, or draw.

Diagram 3 :
Black could also play at 1 and 3, hoping White connects at 7, then switch to the combination of 1 and 3 in Diagram 2. However, instead of connecting at 7, White could switch to 4 and 6. True, Black could then capture white 2 with 7 and 9, but White gets to play at 10. In the end, Black needs to defend by playing 17 at 2 (not shown) and his final score is 11 points plus 1 prisoner for 12 points against White's 12 points and 2 komi for a total of 14 points. White wins by 2 points.

Diagram 4: The solution is descending at 1. White now needs to defend against the threat of Black jumping to 6. He can do so by playing at 2. In that case, Black can keep sente by playing at 3 and 5, which White has to answer with 4 and 6. Black now has his hands free to play 7 to 10. Black's territory is 16 points and White's is 13 points plus 2 komi for 15 points. Black wins by 1 point.

dia4,prob1,sol1

Problem 1 :
In this example, the territories have mostly been decided. However, at the top and at the bottom there are still some holes. If Black is to play next, how should he proceed to win the game ? Don't forget, the komi is 2 points.

Solution 1 :
Black should first play the sente combination 1 to 4-White needs to answer with 4 otherwise Black cuts there-then play the gote sequence 5 to 7. In this instance, Black has 17 points and White 13 plus 2 komi for 15 points. Black wins by 2 points.

Reference 1 :
In contrast, if Black first plays the gote sequence 1 to 3, White gets sente to switch to the lower edge and play 4 to 7. Black's territory is reduced to 15 points, whereas White has 15 points plus 2 komi for 17 points. White wins by 2 points.

refe1-2,prob2,sol2

Problem 2 :
Remembering sente-gote and last week's theme of being proactive-not being conservative but playing challenging moves-decide the best course for both Black and White. Black moves first (komi is 2 points).

Solution 2 :
Black should first play the double sente location at 1 and 3-double sente, because White could also play at 3 in sente. Instead of defending in the lower right, White should next set up a similar situation in the upper right. If Black aggressively cuts with 7 instead of defending at 10, White does the same by cutting at 10. The result is Black 11 points plus 1 prisoner for a total of 12 points and White 10 points plus 1 prisoner plus 2 komi for a total of 13.

Reference 2 :
In contrast, if White connects at 4 in gote, Black will play 5 to 7. Black now has 17 points against White's 13 points plus 2 komi for 15 points. Black wins by 2 points.

Solutions to last week's problems

Solution 1 (last week) :
White 1 is a very advanced move. It looks strange but in fact it allows White to force moves even after Black defends at 4. Because of this, Black can't respond to white 13 and needs to reinforce with 14. In the end, the combination of white 29 and 31 force Black to play at E and allow White to play the endgame sequence white F, black G, white H and black I in sente to win the game by just half a point.

solution1

Solution 2 (last week) :
Black must play at 1 first to make a seki (a standoff, with neither player being able to play in that area) in sente. White also needs to spend a move at 2 to keep it seki. Next, Black 3 is an exquisite move. White can't cut at 5, because then Black plays at C. White also can't cut at 4 because of damezumari (shortage of liberties)-in other words, White would die. Therefore, White has no choice but to play at 4 (or at C) allowing Black to connect at 5. After this move, it is seki. Sure, both Black and White can start a ko by playing at C and B respectively, but the opponent can take the ko first and there are no ko threats. In other words, the person who starts the ko loses it, and the game as well.

The score is therefore Black 2 points in territory plus 1 prisoner (white 2 that Black can capture at any time). The rest of the board is seki in which no territory points are counted. That leaves White with only 2 komi. Black wins by 1 point.

Reference 3 :
During a class held in Tokyo, some people thought black 1 would work, but White can block at 2. Next, black 3 looks terrific, but White can first capture two stones at 4. Black can connect his stone at 3 by playing at 6, but then White connects where the marked black stone is, giving White two eyes and locally 4 points plus 2 komi for 6 points. Black only has two points in the upper left and he can capture the stone in the upper right for a total of 3 points. White wins by 3 points.

refe3,sol2

By Richard Bozulich

By Rob van Zeijst

  1. Example of a pro game
  2. Insight to the pro game
  3. The basics of territory
  4. Be proactive
  5. Take the Initiative
  6. The endgame
  7. The Last Points
  8. Last week's problem
  9. The endgame
  10. Endgame Tesuji
  11. As expected,
  12. Kisei Title
  13. Balancing attack,
  14. Balancing attack and defense
  15. Tobi, kosumi, keima
  16. Tobi, kosumi, keima
  17. The end of the game
  18. O Rissei keeps Kisei title
  19. Solutions to last week's problems
  20. Over the next few weeks
  21. Efficiency calls for good shape
  22. Get an eye for shape
  23. Middle of three stones
  24. Kosumi: pros and cons
  25. Defects of kosumi
  26. Kosumi
  27. Hazama
  28. Attacking
  29. Where there is a keima, there is a cut
  30. Cutting keima the right way
  31. Visualization is a must
  32. Function over form
  33. Rationality
  34. Intuition
  35. Realistic approach
  36. Connecting stones
  37. The so-called cosmic style
  38. Ponnuki
  39. Ponnuki
  40. Ponnuki
  41. Sabotage
  42. Ponnuki and Ko
  43. Fighting ko effectively
  44. Handicap go
  45. Handicap go
  46. The nine-stone handicap
  47. Basics of handicap go
  48. 5 more basic principles of handicap go
  49. Yoda defends Meijin Titlego
  50. Original ideas
  51. The third part of the game
  52. In go, it is easier to...
  53. A good way to improve a game
  54. A big gap between genders
  55. World Championship for Women
  56. Hane defends the Tengen Title
  57. 7-stone handicap
  58. Let's start the New Year...
  59. 9x9 pro game
  60. 9x9 pro game
  61. The following is...
  62. The Go player's...
  63. Of the three most prestigious titles, ...
  64. This is the third installment in a series...
  65. Achallenger has to overcome many obstacles....
  66. In the battle for the 42 million yen.....
  67. Only one week after losing his Kisei.....
  68. After recently losing his Kisei title.....
  69. It is a well-established fact that.....
  70. Go--The first step
  71. Some basics about the pro world
  72. How deep can a pro read?.....
  73. Who are the best go players.....
  74. Can computers play go?.....
  75. Last week, we established.....
  76. Computers have led to a flourishing.....
  77. Though I recommend that you join a go club.....
  78. Last week, we finally got to the point where we discovered that.....
  79. Some people like to offer quotations aimed at showing .....
  80. One of the best and most authoritative Web sites for.....
  81. At the beginner levels, go is an easy game to play.....
  82. We often do things in life without thinking.....
  83. We are often told to do the right thing.....
  84. Following a pattern set by others is easy.....
  85. This week's Go Weekly, a Japanese weekly go newspaper.....
  86. How fast can you do a job and do it right.....
  87. When I am asked by go students how they can.....
  88. Books have been written on the subject.....
  89. Go players are always quick to point out that go is a superior.....
  90. The last few weeks were devoted to tactical issues.....
  91. The fifth and final game in the best-of-five Gosei title match .....
  92. The dividing of land, property, and things of .....
  93. Fireworks are expected between current Meijin .....
  94. Dividing land, property or living space in one's own favor is .....
  95. The dream match between the current Kisei .....
  96. Three games have now been completed in the best-of-seven series.....
  97. We have talked strategy over the past few weeks.....
  98. In study, in all branches of sport.....
  99. The most important things a go beginner.....
  100. In many games and sports,.....
  101. How do you do confront your fears?.....
  102. In go, you cannot expect to deal with.....
  103. When your opponent is much stronger than you.....
  104. Using the power of your opponent for.....
  105. The combination of aggressiveness, .....
  106. Last week, there was some good news for.....
  107. On Dec. 18, in the fifth game of.....
  108. Go Weekly, which hits the nation's newsstands every Monday.....
  109. In go, the beginner must try to master the basics of life and.....
  110. Last week, we started a new series on life and.....
  111. This is the third article in a series on life-and.....
  112. In this article, the fourth in a series, we will take.....
  113. This is the fifth installment of tsume go.....
  114. Practice, practice, practice. This is the way to improve.....
  115. The Kisei title match, worth more than $400,000.....
  116. The Kisei title match, worth more than $400,000.....
  117. For a champion, 25-year-old Keigo Yamashita has.....
  118. In two-day best-of-seven matches.....
  119. Naoki Hane has iron nerves.....
  120. The game of go can be as easy or as difficult.....
  121. On April 18 and 25, the TV Tokyo network will.....
  122. Give and take is widely used in daily life to strike.....
  123. Although go has a history of almost 4,000 years.....
  124. The adage "Chess was invented but go was discovered".....
  125. Unlike chess, in which a board position.....
  126. Over the past few weeks we have concentrated.....
  127. Go is sometimes perceived as a more difficult game than chess
  128. Last week, I stressed that the objective of go was to.....
  129. Anyone can learn the basics of go.
  130. Go can be considered a zero-sum game as .....
  131. If you play a strategic game like go, taking or keeping .....