Go is one of the few games in which novices and advanced players can play each other effectively. The game has an elaborate handicap system that gives both players an equal chance of winning.

Absolute beginners should start playing on a 9x9 board (Diagram 1) or a 13x13 board (Diagram 2), before moving up to a standard 19x19 board (Diagram 3). The beginner's rank is usually set at 35 kyu and initially goes up one kyu per game. Upon reaching 30 kyu, the beginner should switch to a 13x13 board and play at least 10 games, although there is no limit to the number of games he can play before switching to the standard board.

At this stage, the player will have advanced to about 25 kyu. On a standard board, one handicap stone is given for each kyu difference between the players. So a 25-kyu player can expect to play a good game against somebody with a 16-kyu rank by taking a handicap of nine stones.

At this stage, a motivated player should advance at the speed of about one kyu every two or three games. So, it is entirely possible to reach 16 kyu and start giving a 9-stone handicap to beginners after having played about 40 or 50 games, which can be accomplished in as little as two to three months.

Handicap go

Diagram 1: This is the board beginners should use. When playing advanced players, a handicap might be a good idea. Personally, though, I have never given a handicap on a 9x9 board. If a handicap is used, Black places the stones in the exact order and position shown. Placing the handicap stones is generally considered to constitute one move. White then plays the next move.

This size board is good for practicing elementary tactics and understanding territory, but is too limited for understanding strategy.

Diagram 2: On a 13x13 board handicap stones are placed in the order and position shown.

This size board is excellent for practicing both tactics and basic strategy. Neophytes should use this board as soon as possible--maybe after practicing on the 9x9 board five to 10 times. Compared to the standard 19x19 board, a beginner won't feel so lost.

Diagram 3: Once a beginner feels fairly comfortable playing on a 13x13 board, he should try playing on the standard 19x19 board. Handicap stones are placed in the order and position shown. However, if the handicap is five or seven stones, the fifth or seventh stone should be placed in the center spot, where black 9 is now (this spot is called Tengen, literally the center of the universe).


Diagram 4: There is a reason for the order shown in Diagram 3. The reason is that the lower right side (seen from the perspective of the black player) is Black's side, while the upper left side is White's. The x's running from the upper right to the lower left is the dividing line. It is considered good manners for Black to play inside or on the lines formed by the crosses and the line with the triangles.

For his second move, White will usually play inside his own half of the board, but it is not a breach of etiquette if he does not do so.

About two years, when Norimoto Yoda defended his Meijin title against Koichi Kobayashi, he played his first move (as Black) inside Kobayashi's half of the board, which led to numerous newspaper articles about etiquette and Yoda's breaching of it.

Problem 1: White 2 is a normal first move for White. Black 3 is the usual response. White 4 is also a standard corner approach, and again Black's usual reply would be the simple jump to 5. Attacking the marked black stone, white 6 next leaves many a black player shaken. However, there is no reason to be afraid or to feel that White is being overly aggressive. Some black players even consider white 6 is an insult, but this is ridiculous. In general, there are two basic strategies. What do you think they are?

Reference 1 (Bad result) Let's start with the wrong idea. Many black players will be attached to the marked stone--after all, that stone is theirs to begin with. But let's see what happens when Black tries to ensure that the marked stone lives. By making moves like 5 through 9 and 11 through 14, Black's surrounding positions are swamped. This is a quick way to lose a game, because even though Black managed to make over 10 points with the marked stone, he has lost two corners and is likely to lose more.

Solution 1A: The easiest way of dealing with the marked stone is by sacrificing it. I recommend this strategy for beginners. This may seem to be a courageous approach, but if we look at the moves through 13, we see that White's territory on the left is rather small, while Black has two large corners.

Solution 1B: Later on, Black can exchange 1 for 2, then playing 3 through 6 in sente. In the end, Black's territory will likely be similar to that shown by the crosses, while White's territory won't amount to more than that shown by the triangles. Each of the black corners are larger than White's total territory.

Solution 2: Black's alternative to ensuring life for the marked stone or sacrificing it is to save it by running away. Compared to Solution 1, this approach takes much more courage, skill and ability to read the board. The general idea is to cut through White's net of marked stones. Moves like A, B and C come to mind. Next week, we'll begin discussing these moves in detail.

Solution to last week's problem

Solution 3: In this game, the semifinal of the Toyota Denso Cup, Lee Chang Ho (White) from South Korea uses a ko as an aggressive weapon against Yu Bin from China.

The combination of white 1 through 7 start an aggressive ko for the survival of both the white and the black groups in that corner. However, Black can take the ko first with 8, meaning White has to play the first ko threat. If Black wins the ko by capturing at A, he can use the marked stones later on by playing at B, followed by white C, black D, white E and black F, making a large dent in White's territory.

Diagram 5: However, Bin made a mistake and played as shown here. There is a big difference between the solutions in two respects. In the first place, White can take the ko first and Black has to make the first ko threat. In the second place, even if Black wins the ko, he doesn't have the endgame sequence A through F as seen in Solution 3.

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 .....