Flexibility is everything in go. The top players usually come up with a number of solutions to a problem. However, generating solutions is easier if you have something to gauge them against. The standard gauge is what we call shape. Try to make good shapes and avoid bad shapes for yourself and, of course, vice versa for your opponent. A basic knowledge of shapes is a must.

Cutting keima the right way

Diagram 1: The shape these two white stones make is called a keima (knight's move). Faster than the kosumi and more flexible than the one-space jump, it is often used in attack and defense.

Diagram 2: The major problem with the keima is that there is always a cut. Depending on the surrounding stones, Black can cut with 1, followed by white 2, black 3--this often leads to a heated battle. We called this cut type 1 last week.

Diagram 3: This is an example where White has a keima formation and Black cuts through with 1 and 3. The moves up to 6 are a joseki. Recently, the moves to 10 were played in a pro game--note that white 10 is the vital point to attack black 7 and the marked black stone. This initiated a tough fight in which White finally got the better part of the deal.

Diagram 4: Note that after black 1, Black has to continue to cut. If he is going to play at 3, he should omit the exchange black 1 for white 2. Compare this diagram with Diagram 5 and you can see why this exchange is no good--it takes away a black liberty, while allowing White to capture three stones with the combination to 12.

Diagram 5: In contrast, if Black plays at 1 immediately, then jumps to 3, he can resist White's cutting combination of 6 and 8 with 11 and 13. Now it is Black who captures three white stones.

Diagram 6: In contrast to type 1, when the marked black stone is placed one space to the right, if he is going to cut, Black should do so with 1, followed by white 2 and black 3. If the ladder is good and White can play at 4, Black has no choice but to play atari with 5 and extend with 7. Often, this gives White a bad result. Why is this result bad for White? Because the marked white stone does not contribute at all to White's overall shape. Moreover, making eyes becomes more difficult.

Diagram 7: Here is an example where Black can try this technique. If White plays at 6 because the ladder is good, Black sacrifices 3 by playing 7 and 9. Black's territory is worth more than White's influence (which might even be vulnerable to attack because it lacks an eye-shape). Instead of 6, White should find an alternative (see last week's examples).

Diagram 8: So how does White respond to the cut Black initiates with 1? Sometimes answering at 2 is a good idea. If Black plays at 3, next White can cut at 4. If Black insists in cutting with 5, next white 6 sets up a ladder, capturing two stones. Black can play with 7 and 9 just as in Diagram 6, but this is a very different result for White. He has captured two stones instead of 1, giving him superior influence and a better eye-shape, as well. This is terrible for Black.

Diagram 9: So when does this situation, in which White does not want to cut, arise? Very often it arises when Black has two stones in a row, as shown here. Now, if White fends off Black's cut of 1 by playing at 2, pulling back with 3 makes a bad shape for Black. The marked stone now makes an empty triangle--a shape pros avoid like the plague.

Solutions to last week's problems

Solutions 1 and 2 are from the Honinbo tournament in 1971, when Yoshio Ishida won the title at the age of 22.

Solution 1: In response to black 1, White should play at 2. After black 3, white 4 eliminates the warui aji (bad potential) in this area, allowing Black extra room to flee with 5. So what was the function of black 1? First of all, without the exchange 1 for 2, if the game progresses the same way, black 1 will be answered later with white A. So this exchange makes White's territory smaller. The second reason is that Black can get an extra eye by playing A through E.

Solution 2: Black 1 and 3 are the correct way of cutting (see last week's Reference 2). White managed to settle his stones in the upper left corner, but in the meantime, Black built a huge framework at the upper edge. White then attacked with 12 and 14. Black's keima of 13 and 15 can be cut, but this doesn't lead anywhere, so White settles for 16, black 17 and white 18. Black 19 takes the vital point of White's kosumi shape while threatening to cut a keima, which he does a few moves later. Note black 29, which forces White to connect in a bad shape (empty triangle) at 30. Black 45 cuts another keima.

Solution 3: This is a more recent game, this year's Honinbo title match, played between defender O Meien (Black) and Masao Kato. Black has just initiated a cut with 1. White's answer at 2 through 8 looks mystifying, but after studying Diagrams 1 through 9, it may be more understandable. Even so, White's strategy here was a mistake--he should have cut bluntly as in Reference 1. After black 7 and white 8, Black grabs the chance to pull out with 15 and 19 to take the initiative in the center. White never recovered and Black won the game by 13! points.

Reference 1: White should cut with 2, forcing black to add a stone at 3. Next, 4 and 6 are kikashi, ensuring White can make life in the corner after Black cuts with 9. Black 11 is clever, as it allows him to cut through with 13 next, but if White keeps his cool with 14 and 16, he makes life in the corner. Probably somewhere in the process White can exchange A for B.

Problem 1: Compared with Diagram 9, black 1 and 3 seem a clever combination. If White cuts at A, this reverts back to Diagram 6. How should White play to avoid this?

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 .....