Go can be considered a zero-sum game as taking away any advantage from your opponent is the same as scoring points for yourself. The disadvantage of this kind of game is that there is no absolute standard by which you can compare yourself to see how you are doing overall and you cannot easily monitor your progress. However, the great advantage is that it is a social game and you often receive immediate feedback.

Making territory

Diagram 1: This is an artificial situation, but it works for our purpose. Each move A through D is worth one point for White, while the moves E through H are worth one point for Black. Since all positions are symmetric the outcome should be the same no matter if you make territory or take it away.

Diagram 2: Let's see what happens if both parties try to make territory in the sequence through 6. Black 7 is a tricky move. He is really entitled to one point here, but he is trying to make two. If White were to play at 10 immediately, Black would surround two points in the center with 8. Therefore, White doesn't immediately play at 10 but first exchanges 8 for 9 before making the last point with 10. A, B and C are dame points as they make no points for either player. Each player has eight points.

Diagram 3: So what happens if each player prevents his opponent from making additional territory? That is what happens up to move 6. Notice that neither black nor white groups in the center have two eyes. Black sets out to make eyes with 7. White 8 takes away a point before making one with 10. A through I are dame points. Both players end up with five points.

Diagram 4: Black first makes points with 1 and 3 while White destroys his territory with 2 and 4. The tables are turned with Black destroying territory and White making it. In the end, the score is even at six all.

The above diagrams show it does not matter whether you make territory or destroy it as long as you it is worth exactly the same number of points.

Solutions to last week's problems

Solution 1: Black 1 is the best sente move. In other words it requires a response. However, White can get away with 2, which Black must answer with 3 or die, before switching to 4. Black keeps the initiative. Black 9, white 10 and 12, black 15, 17 and 19 are all sente. White 22 is also a kind of sente. However, Black ignores this move and plays at 23, 25 and 27, which becomes gote. This means Black loses the initiative. Black 37 is the last real point, leaving A through H as dame points. If Black plays at 1 first, he will win the game by about six points. If White starts, he should play at 1, which is worth about six points in reverse sente, making the game close. All moves referred to as sente are reverse sente for the other player. Some moves are more forceful than others as they threaten or gain more.

Solution 2: If White plays at 1, Black needs to connect with 2, otherwise White can cut at that point and kill the entire Black group. If Black plays first, he can connect at 1, avoiding having to play inside his own territory with 2. So his territory becomes one point bigger. White 1 is worth one point in sente, while black 1 is worth one point in reverse sente.

Solution 3: If Black plays 1, his territory becomes 6+2 (marked prisoners)=8 points. If White plays first and connects at 1, Black gets only two points as he has to connect at the marked spot sooner or later. So, the difference between Black playing at 1 and White playing at 1 is six points in gote.

Solution 4: If Black plays at 1, he will capture the marked white stones and Black's territory becomes 10 points plus 5 prisoners = 15 points. If White plays at 1, he saves the five stones, and makes territory at the marked spots. This is worth three points while Black has only two points. So playing at A is worth 16 points (15 points for Black and one point for White). However, playing here is gote.

This week's problem

Problem: Black plays first and wins. Think about sente and gote.

Want to find out more? Come to Ben's Cafe in Takadanobaba, Tokyo (03) 3202-2445 where the English speaking go community congregates every Sunday. You can enjoy free lessons, 11 a.m.-1 p.m. Ben's Cafe can be accessed at www.benscafe.com.

Van Zeijst is a four-time European go champion and European representative at the Fujitsu World Championship.

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 .....