The last rule--ko

Last week, I discussed how to teach go and the need for simplicity when explaining the rules. After the students have played the "Capturing Three Stones" game for a while, they will encounter a seemingly paradoxical situation.

Diagram 1-4 In Diagram 1, Black captures a stone with 1. The result is shown in Diagram 2. It now appears as if White can capture the black stone with 1 in Diagram 3, but the position in Diagram 4 is the same as Diagram 1. If this were allowed there would be an endless capturing game. This situation is called a ko.

To prevent this from happening, the following special rule was created: If one side captures a stone in a ko, the other side cannot capture a stone in that ko on the next move. In short, no move is allowed that re-creates a previous board position.

Diagram 5-8
Diagram 5 shows an example of a ko fight. The game continues to white 10, after which White captures the stone at 4 with 11, starting a ko fight.

In Diagram 6, because of the ko rule, White plays elsewhere at 12, attacking the black stone at 1. Black answers the threat with 13, and now White can capture black stone in the ko with 14. Next, it is Black's turn to make a ko threat. With 15, he threatens to split White's stones on the top left in two. White defends at 16.

Now as he is allowed to take the ko again, Black captures at 17 in Diagram 7. White makes a threat with 18 and Black answers aggressively by cutting. He has a special plan.

In Diagram 8, White 20 captures the ko. But instead of making a threat, Black plays 21, allowing White to end the ko, which White is happy to do with 22. Black now plays 23 and also is satisfied as he built a strong formation on the left side while capturing White 12. Regardless of the merits of the individual moves made, these figures illustrate how a ko is fought.

Living Groups

Diagram 9-Problem 1
Diagram 9 shows 5 examples of groups that can never be captured. This is because White can never play a move to take away Black's last liberty. If White tries to play at A, Black still has an extra liberty at B.

Problem 1 shows 4 problems in which White can kill a black group. The answers will appear in next week's column.

Tactics as part of Strategy

Go players often find themselves in lost positions. When this happens, the favorite strategy of the stronger player is the deployment of a ko. This is measure that is not for the faint-hearted and calls either for pure recklessness or for managing calculated risk--a bit like investing. The difference in Go is that you will only lose the game (and a bit of pride, for some), but not your shirt.

Diagram 10-11
Many games have been turned around through a ko. Diagram 10 is a game between Koichi Kobayashi on Black and Norimoto Yoda on White in their fifth and decisive clash for the Gosei title played on Aug. 26. Until White 54 the game is in balance, but Black 55 is a little too greedy. Black wants to exchange 55 for 56 and 57 for 59. However, refusing to go along with Black's plans, White 58 takes the key point, both attacking the black group (29 and 31) and defending his corner. After White 72, Black is behind in territory.

Black first plays some forcing moves, then starts a long tactical maneuver with 1 in Diagram 11. Finally, he sets up a ko with the combination of 11 and 19. By sacrificing the group in the upper left corner, Black succeeds in destroying White's territory at the lower edge. Note that White 24 and 26 are the biggest ko threats, worth roughly 30 points.

Kobayashi reverses the flow of the game by winning the ko. White is still slightly ahead, but the psychological factor grinds him down. You should note that by killing the stones in the upper left hand corner, White's marked stones have not gotten any stronger. But by winning the ko, Black has significantly weakened the marked white stones marked and strengthened his own marked stones.

A weak group is said to have a value of minus 30 points. In other words, if you weaken a group of your opponent or strengthen one of your own weak groups, you gain 30 points. This can often decide the game. In this game, Kobayashi, who is playing black, goes on to win the game by 1.5 points, snatching the title from Yoda.

By Richard Bozulich

By Rob van Zeijst

  1. How to teach go
  2. The last rule--ko
  3. Basic strategy of go
  4. Go as a second language
  5. Building castles
  6. The secrets of the lazy
  7. Don't mistake movement for action !
  8. Madmen and common sense
  9. Breaking down the borders
  10. Go the 4th R in school curriculum
  11. Go an educational tool
  12. Mixed-doubles go
  13. Problems and answers
  14. The answer is in the doing
  15. Upsetting common sense
  16. Believing is winning
  17. The art of tenuki
  18. Classification and association
  19. Being in good shape
  20. Keeping in shape
  21. Games of Culture
  22. Deduction and Induction
  23. Asking the right questions
  24. War or peace ?
  25. Avoid simple solutions
  26. The master player
  27. The Ing Memorial Cup in Europe
  28. new ruler on the Kisei Throne
  29. Expectations and reality
  30. Quantity or quality ?
  31. Fujitsu Cup
  32. A Slip of the mind
  33. Losing your bonus
  34. Get out of that groove
  35. New lease on life
  36. Games people play
  37. Changing your mind
  38. Pick your fight
  39. Sanrensei-Part II
  40. Invasion tactics
  41. sanrensei strategy
  42. JAL Cup World Amateur Go Championship
  43. The Honinbo Title: Up for grabs
  44. O Meien becomes new Honinbo
  45. Rote memory vs calculation
  46. The problem with go
  47. The art of stealth
  48. Keep your options open
  49. Where Zen and go meet
  50. Think globally, sacrifice locally
  51. Yamashita the new Gosei king
  52. Toughing it out
  53. The leaning technique
  54. Learning by example
  55. Proverbs guide your hand
  56. Yoda, the new hero
  57. Young turk wars
  58. Evolving game
  59. Solution to last week's problem
  60. Every move is a new board situation
  61. King of ko
  62. Get stronger at ko
  63. Solutions to last week's problems
  64. Answers to last week's problems
  65. Go Training in Europe
  66. Kikashi and Nozoki
  67. Tips from the Pros
  68. Applying the theory
  69. Answers to last week's problems
  70. More on honte
  71. Aggressive players know boshi
  72. Boshi-old hat for go-getters
  73. Boshi-erasing influence
  74. Rui Naiwei-top woman player
  75. last week's problems
  76. Making the connection
  77. More connections
  78. professionals use connections
  79. Solutions to last week's problems
  80. Sometimes a person might wonder
  81. Solutions to last week's problems
  82. Solutions to last week's problems
  83. Guidelines for explaining the game
  84. Handicap in golf and go
  85. Atari-The last liberty
  86. The second technical rule
  87. Concept of territory
  88. The Concept of Life
  89. Mine is bigger than yours
  90. Third line vs fourth line
  91. How low can we go ?
  92. Wariuchi
  93. Changing your perspective
  94. Solution to last week's problems
  95. O Meien defends Honinbo title
  96. O Meien retains his title
  97. Thickness-a hard issue
  98. Upping the ante
  99. Look and understand-cutting is zilch
  100. Bad style vs good style
  101. Solutions and references
  102. In go, most people have,,,,
  103. Two eyes