As I have often stated before, go is a game of efficiency. If you use your stones more efficiently than your opponent, you will win. Making your stones more efficient or reducing the efficiency of your opponent's stones will increase your chances of winning.

Sabotage is an accepted strategy to accomplish this. When top professionals adopt this strategy, it is not always apparent. It may be as simple as using three moves where two would suffice, but it is often more abstruse, and concerns shapes that do not work quite as well as others--shapes that need reinforcement or that do not make as much territory. In other words, inefficient shapes.

For the past few weeks, I have been discussing various aspects of the ponnuki. The ponnuki itself is a good, efficient shape, but that efficiency disappears if additional moves are required. Inducing inefficiency in an opponent's ponnuki shape is a valid strategy.

Diagram 1: The four original stones (unlabeled) form a ponnuki--a perfect shape. The ponnuki is efficient but if more stones are added its efficiency disappears. In particular, moves A through D and X are inefficient and create an imperfect ponnuki. Moves E through H do not do much harm, but contribute very little to the original ponnuki.

Diagram 2: The moves to 6 are a joseki. Black 7 and 9 form a good cut. The response, white 10, is an interesting move. Basically, White leaves 6 as bait--Black can capture white 6 by playing 11 and 13, but white 12 and 14 are an exquisite combination.

Diagram 3: Next, Black can cut again with 15. White captures a black stone with 16, forcing Black to answer with 17. In theory, this is a ko, but at the beginning of a game, a ko threat is not worth the trouble. In other words, Black can play a ko threat, but White will capture by playing at 17. Incidentally, the result would be two ponnuki shapes (see Reference 1).

Diagram 4: Black can cut again with 23. White captures with 24, forcing Black to connect once more with 25. White repeats the trick by jumping to 26. Let's take a closer look at the result. White has two ponnuki shapes and all of his stones are working together well, except for the one marked C. But even this stone is justifiable, because it connects to the stone marked X.

On the other hand, the black stones at A, B and 25 are all parts of an imperfect ponnuki, as illustrated in Diagram 1--they make Black's shape inefficient in terms of territorial value. The black territory on the upper side is not very large, while the white wall is thick and has great attack potential.

Reference 1: (Black 3 is not shown as it is played elsewhere as a ko threat.) After white 2 (white 16 in Diagram 3), Black could play a ko threat. But White would ignore such a threat and capture with 4. As a result, the two marked black stones would be captured and White makes two perfect ponnuki shapes.

Problem 1: When Black has a double-wing formation--a shimari (corner enclosure) with extensions on both sides--white 1 is the standard move to reduce Black's moyo (potential territory). After black 2, white 3 and 5 form the cross-cut tesuji. After black 6, White is willing to sacrifice white 5 and allow Black to capture at A to make a ponnuki--but not a perfect one. What should White's next move be?

Solution 1A: White 1 is a good move. Black 2 initially makes a perfect ponnuki, but white 3 is good. Black can't afford a ko, which risks all of his territory. So connecting at A is the wise thing to do. White 5 then threatens to activate white 3. To prevent this, black 6 is nearly unavoidable, giving White the opportunity to make good shape with 7. This is a good result for White.

Solution 1B: To avoid the result seen in Solution 1A, Black will usually connect at 2. However, this allows White to make an atari at 3 to get more use out of white A. After black 4, white 5 is a good, light move. Take a good look at this result--the stone at 2 and the marked black stone are not striking models of efficiency. On the other hand, Black has secured his upper left corner and the upper area, while White's stones are still a little weak. The exchange shown here is a middle game joseki that works out roughly even for both sides.

Reference 2: (Black 9 will be played where the marked white stone is, and black 15 connects at 2.) If Black cuts at 1, white 2 is a good response. Black can capture with 3, but white 4 confines Black. If Black tries to break out with 5, or makes a similar move, he only gets himself deeper into trouble. After white 8, Black has to connect with 9 where the marked white stone is. After white 10, Black can cut and capture again with 11 and 13, but in the sequence to 16, White lays waste to most of Black's territory. White has succeeded in giving Black a lot of imperfect ponnuki shapes, while his wall is flawless.

Problem 2: This is the third game of the 1971 Honinbo match. Black is played by Rin Kaiho and white by Yoshio Ishida. The problem starts when Black invades at 1. White must prevent Black from connecting, which he does with 2. In addition, he must prevent Black from invading the upper right corner, which he does with 4. Black 5 makes good shape, which is matched by white 6. After black 7, white 8 and 10 form a great sabaki (clever combination to make a light shape with the potential for eyes). Black decides to capture white 10 by playing 11 and 13. How should White respond?

Problem 3: This is a game played by Go Seigen (white) and Akira Hasegawa, in 1949. The moves 34 and 36 are an abrupt intrusion into Black's territory on the right side. Black fights back by taking away part of White's lower right corner. White 46 is a great move, although it leaves behind weaknesses. Later on, a fight breaks out in the center and Black, trying to exploit the weakness in White's shape, sets up a ko with 57. Why? Why not use the move at black 55 to connect 27 and 7? Before you attempt to answer, think about today's theme--spoiling shapes and inducing imperfect ponnuki shapes. What is Black's other aim?

The answers to Problems 2 and 3 will be published next week.

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 .....