In business, companies aim to become more efficient through mergers or tie-ups. So it is with go. One stone cannot be left alone to fight and ensure life by itself. Connecting stones, tightly or loosely, often is a good strategy, although sometimes a stone or small group must be left to its own devices--to make eyes or even be sacrificed.

Last week, we introduced 501 Opening Problems, a book to be published shortly. Below are some problems from the book that illustrate this strategy. Hints are included, but don't refer to them at first. Look at the problem diagram and try to come up with a couple of possible solutions.

Keep these questions in mind: Which area is large? Is there a move that changes a weak group into a strong one, or vice versa? Can you make your group stronger at the expense of your opponent's group? Read the hint only after you have determined a move. You might then have to rethink your strategy and come up with a new move. After that, check the answer.

Problem 1: Black to play. Look at the marked black stone. What is its raison d'etre?

Hint: "Expand your moyo (territorial framework) on a grand scale!" Problem 2: Black to play. Try to find lone stones like the marked one in the previous problem, and see if you can connect them to increase your territory.

Hint: "Link up your weak stones to your strong ones!"

Problem 3: Black to play. Black's marked stones form its only weak group. Simply playing at A will provoke white B, which gives White's marked stones good shape, while Black's stones are still weak.

Hint: "Build a moyo by sacrificing weak stones!"

Problem 4: White to play. This is a problem from an actual game between two top pros, Chang Hao (Black) and Lee Chang Ho. The mini-Chinese fuseki (opening) pattern 3, 5 and 7 is popular, as its winning percentage is close to 60 percent. White 8 is a common counter to split the black formation on the right. Black 9 is a recent development. The moves 10 to 21 all seem logical, although the exchange 14 and 15 was questionable on White's part. This move is not necessary to make life, but it does erase the possibility of an invasion in the lower right--we refer to this as aji-keshi.

After black 21 it is White's turn. Where should he play? A few weeks ago we said an invasion could well prove to be a liability worth 20 points--i.e., a negative value of 20 points if he cannot make even one eye. It is unlikely that White can successfully invade, so eliminating Black's potential at the lower edge seems to be the thing to do. White A and B are likely candidates. Which is better?

Solution 1: Black 1 is correct. It involves the marked stone in a greater strategy. The book, however, doesn't explain why moves such as A, B and C are no good. Locally, none of these moves is bad, but if White gets the chance to jump to 1, Black is almost forced to defend at D, otherwise White could invade at E or even F, which would lay waste to most of Black's territory on the right. In addition, the marked stone would become isolated.

Solution 2: Black 1 is the vital point. This move reaches out to the three marked stones, while expanding Black's framework. Imagine if White were to play here. Next, White would aim at an invasion at A, further isolating the marked stones by a move at B, and, if the marked stones do become weak, even an invasion at C becomes easier. In contrast, after black 1, Black next threatens to play D, followed by white E, black F, white G, black H, white I and black J, building up a large framework while increasing actual territory.

Solution 3: Black 1 is tesuji--locally the vital point. White is almost forced to cut with 2 and 4, allowing Black to sacrifice his two marked stones with the sequence to 10, then capture one stone in a ladder with 11. At the same time, White's marked stones have made bad shape. The bottom line is that, thanks to the sacrifice of two stones, Black's other stones work together perfectly. This is an example in which stones that don't work together well are sacrificed.

Solution 4: White 1 was well-received because Black needs to defend with 2. White 3 is a good kikashi (forcing move) before 5. If Black wants to keep his territory, he should probably defend at A, but White can then play at B to unite his stones with his stones on the lower left, even exerting influence all the way to the upper left. If Black plays C, then white D, black E and white F follow, and White is connected.

Reference 1: White 1 looks like a strong alternative, but black 2 and 4 isolate the White stones. White 5 is a light move, but even after that move, White cannot link up his stones to the left easily. Black may either defend his lower right or play at A to continue the attack. Even if Black chooses to defend the lower right, White's stones are still feeble and floating in the center.

Reference 1 illustrates why white 1 in the solution is a better move: it unites all of White's stones.

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 .....