Go as a second language

Last week, I wrote that fewer stones were needed in the corner than at the sides to enclose an equal number of points, but most stones were required to encircle the same number of points in the center.

Diagram1-2 Do we really need seven stones (Diagram 1) to claim nine points of territory in the corner? Probably two are enough as Diagram 2 demonstrates. Even if White threatens with 1 and 3, Black can fight back with 2 and 4 and eventually kill the invaders in the sequence to 12. For all his efforts, White is not able to create enough space to assure two eyes.

Beginners are often overwhelmed when they see strong players place their stones on the board like this. Some of them probably feel like giving up there and then. However, after playing for six months, you will comprehend many permutations simultaneously and be regarded with awe by a neophyte at go.

Making progress in go is basically the same as learning a language. You learn new words, determine their usage and the grammatical rules that apply, and then put them together in a sentence. But two correct sentences in a row do not guarantee a coherent entity.

The same holds true for go--you first learn different individual moves in the corners and on the sides, then reinforce those stones with additional moves. Sometimes, a stone that was originally intended as a base on which to build territory, is rendered useless, forcing you to consider if the stone can be used in another way.

Tip: If you are a novice, always play out all the sequences on a go board to understand what is going on. A language student does not start out remembering complete, complex sentences.

Diagram3-4
Diagram5-6
Let's look at some examples of establishing a base. In Diagram 3, by adding black 1 to his original stone, Black gains a base. Is it possible to cut the two stones? In the sequence to 7, Black effectively keeps his stones conjoined. So this two-space extension is a good way of connecting on the third line.

In Diagram 4, White has a three-space extension and Black attacks in the middle. Now it becomes more difficult to capture the invader. The sequence shown here is an example of White's failure to stop his opponent.

In Diagram 5, White manages to connect his stones but at the heavy cost of relinquishing a stone in the center. As you can see, a three-space extension on the third line builds a larger framework, but the structure's inherent weakness can cause it to collapse.

In Diagram 6, White links up by sacrificing a stone and positioning himself on the outside. This is about the best White can expect to do.

Diagram7
Diagram 7 shows last week's game between Eio Sakata 9-dan (white) and Utaro Hashimoto 9-dan (black) from move 11. Black 11 is an extension and also threatens to lock up the two white stones in the upper left corner. In addition it forestalls a white move at A. By making a base, white 12 protects against the threat black 11 poses and keeps the threat at A alive.

As White has strengthened himself, black 13 becomes indispensable. White 14 and 16 secure the corner and prepare for an attack around B. With the combination of 17 and 19, Black invades the white sphere of influence, or moyo, on the right side. White 18 is unavoidable as a black extension at A would be ideal.

In the sequence to 30, Black sacrifices his initial invasion stone at 17 to take away the corner from White in sente, meaning that he has an advantage in making the next move. You might think that as he has managed to conquer the original white-dominated corner, Black has succeeded. Nothing is further from the truth. White lays claim to at least the territory indicated by the x's, severely limiting Black's ability to make a comeback.

Improving your reading of the board is the easiest way to become stronger at go. Reading (or calculation) is done through visualization of the position and thinking ahead. Professionals in almost any field are good at this. With go professionals this visualization process is the product of years of daily training, with top professionals often starting as young as 3 or 4 years of age. Because of this training, top pros can often master other intellectual games in which this skill is required, e.g. chess, shogi and mah-jongg and bridge. In sports, visualization techniques are used to overcome fear, habitual mistakes and other mental blocks.

I believe go can be of help in sports as well as in any other area in which concentration, mental discipline and evaluation skills are required.

Below are a few more problems to increase your ability to think ahead. In Diagram 8, White kills Black in problems A, B and C. Refer to the snapback technique I explained two weeks ago. Problem D becomes a ko.

Diagram8

A Go course for beginners in English is being given at Ben's Cafe in Takadanobaba, Tokyo (Tel. 03-3202-2445) every Sunday from 11 a.m. to 1 p.m. The lessons are free for beginners. (Japanese included), so come and join the fun!

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