Building castles

If you are going to build something in the air, it is always better to build castles than houses of cards.

G. C. Lichtenberg

German physicist and philosopher Lichtenberg (1742-1799) did not play go as the game was not introduced to the West until the beginning of this century. But he certainly understood the principles of building up a position.

Go basically has two kinds of playing styles--territorially based and influence-oriented. Last week, we discussed some rudimentary extensions such as the two-space and three-space jump on the third line. Two-space jumps make use of only two stones at a time. Isn't it possible to increase synergy?

Let's have a look at a game between Masaki Takemiya, 9-dan, who is widely regarded as the expert on the use of influence, or moyo, and Koichi Kobayashi, 9-dan, in the fourth game of the Judan title played on April 16, 1992.

Diagram1 In Diagram 1, most moves in the beginning are played on the fourth line. With 1, 3 and 5, Black occupies the three star-points on the right side, a formation called san-ren-sei. This pattern sets up a large framework, inviting White to come in. Black then aims to use his superiority in numbers to keep White's invaders weak. To cope with Black's strategy, the single most important thing is to stay calm and invade as late as possible. White 6, black 7, and white 8 are a standard pattern, more or less finishing off one corner with adjacent (half) sides. Black 9 indicates Takemiya's expansive mood. With 10, White tries to keep the black moyo in check, while black 11 again increases his potential by pressing White down. White 12 extends a helping hand to white 10 while strengthening the lower left-hand corner and aiming at a cut later at A or an invasion around B. Black 13 prevents the latter while strengthening the corner. With 14, White moves into a moyo mode himself, inviting Black to make the first invasion.

Diagram2 In Diagram 2, this is exactly what happens. Notice that Black is not able to comfortably make a (two-space) base inside White's sphere of influence and vice versa.

Black invades between the widest space available within White's framework. White 16 and 18 are a standard combination against black 15, forcing Black into a slightly overconcentrated shape.

The principle for extensions is outlined in Diagrams 3 to 6. In Diagram 3, a two-space jump is considered ideal as a base without weaknesses, but a three-shape jump has an inherent weakness in the middle at C in Diagram 4, as we saw last week. Diagram 5, however, a three-space jump from a wall of two stones is a strong position, making an attack at D risky. Likewise in Diagram 6, a four-space jump is feasible from a three-stone wall. Therefore, if a three-space extension from a two-stone wall is ideal, a two-space extension is less than optimal, resulting in an overconcentrated shape.

Diagram3-6 Back to Diagram 2, with the sequence from 15 to 23, Black makes an incomplete base. White can attack these stones by playing at E, F or G, depending on the circumstances. Since it is too early to tell now which one of these three moves is best, White should first strengthen his own stones by sliding into the corner with H. Instead, with 24, White plunges right into Black's power base using a submarine technique. Although this move is too early, Black has difficulty in responding. What move do you think Black should make? The answer will appear next week.

Answers to last week's problems:

Diagram7-11 Diagram 7, white 1 threatens to capture the black marked stone, forcing Black to capture the white stone with black 2. Next, white 3 puts the marked stone into atari for the second time. Irrespective of Black defending his marked stone, he cannot manage to make a second eye to survive.

Diagram 8, white 1 threatens a snapback at black 2. Black is therefore forced to play at 2. White 3 first reduces black's living space and then strikes at the vital point with 5 (to prevent a ko that Black can otherwise set up at 5). Capturing at 6 increases liberties but not eye space nor number of eyes. Sooner or later, Black will have to connect at 3 and then it is clear that Black has only one eye.

Diagram 9, White 1 is a tricky move. Even if Black captures with 2, white 3 in Diagram 10 prepares for the snapback with white 5 when Black tries to make his second eye with 4. Notice that when Black does not capture with 2 in Diagram 9 but plays at 4 straight away, White plays at 5 in response; this changes the order but not the essence.

Diagram 11, white 1 aims at the snapback at 2, making black 2 inevitable. White 3 then starts a ko, in which Black is the first to capture a stone, but nevertheless he is the one who can lose his group. This kind of one-sided ko is called a hanami (flower-viewing) ko.

Problems

Problems test your skills. With Black moving first, avoid ko in Problem A, capture without ko in Problem B, and kill the white groups in Problems C and D.
Problem

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