Don't mistake movement for action !

In business, when making vital decisions, we should make a distinction between urgent and important matters. Dealing only with pressing business will palliate the existing situation, but it would still be 'coping with' instead of 'being in charge.' Using neoteric buzz words, we refer to this as reactive as opposed to proactive. In your daily life this could mean you would go to the doctor as a reaction to disease, but in a broader sense it is more sensible to take charge before health becomes a problem by exercising, doing yoga, or even some plain ol' trout fishing or just relaxing in any other way. In other words a wise plan is more effective than a lot of running around.

In go, we have this same principle of "an ounce of prevention is worth a pound of cure."

Last week I ostensively described this as "lazy," at the same time I was actually referring to well-composed, all-round erudite judgment as opposed to short-term action merely resulting in just running around and looking busy. But this onerous line of playing will prove unavoidable when setting only short-term goals. A splendid example in which short-term thinking was eradicated to be replaced by the long view was a game we started last week between Yoshio Ishida (Black) and Shuko Fujisawa (White).

Diagram1-2
Diagram 1, if you picked white 28 in answer to last week's problem, you are a true Master of Laziness. This move looks tardigrade and lacking in inspiration, but is very powerful indeed. Diagram 2 shows the usual move. The sequence 1 to 7 looks natural enough, but in response to white 7, Black may grab sente ( that is take the initiative) by playing 8 for 9 and switch to 10. Black may even play in a completely different way and get sente anyway to play at 10.

Diagram3-4
Note that White's prospects to break into the center are morose, as demonstrated by Diagram 3 when in the sequence to 6, Black cuts of the white stones 1 and 3. Therefore, Black's influence would radiate throughout the board, making a white invasion around E a daunting yet inevitable task. If we now compare the actual move to Diagram 2, it becomes apparent what a powerful move white 26 is. Diagram 4, since White didn't invade in this area, Black played at 29 and after 31, he has a large moyo (framework, potential territory). Thanks to the thickness he built up with 28, White successfully reduces Black's moyo in the moves to white 62. With 36, 38, and 48, White even builds a life group inside Black's moyo. Sadly, later in the game, White makes some serious mistakes, and with good play Black goes on to win the game and, finally, the tournament, becoming the youngest big title holder of his time at the age of 22.

Answers to last week's problems:

Diagram 5, the combination of black 1 and 3 put White on the spot as he can't play at A due to damezumari (shortage in liberties).

Diagram 6, using damezumari (by White), black 1 is the key point. White 2 is the strongest response, but with 3 to 7, Black kills the white group. Note that Black shouldn't capture the four marked white stones, as they are unimportant for the life of the white group. See also the explanation for Diagram 8.

Diagram 7, black 1 and 3 exploit damezumari by White, and even after white 4, Black can play 5, preventing White from getting two eyes. After seeing this diagram you may conclude that the marked stone is not necessary.

Bonus question for this problem, Diagram 8, why is the marked stone necessary? Without the marked stone, in response to black 1, white 2 is effective. If Black tries to kill with 3, white 4 is severe, but thanks to the marked stone, black can now play 5 and 7, forcing White to connect eventually where White captured black 1. Therefore, this capture does not give White an eye, although it appears to be one. This is called a false eye and a solid understanding of the concept of false eyes is essential in Life and Death problems.

Diagram 9, this is a straightforward damezumari problem.

Diagram5-9

Black 1 and 3 put two separate groups (the marked stones) in atari-this is called double-atari-and takes either group.

Linking up Stones

Diagram 10 shows one basic way of connecting your stones. Black 1 connects and cuts the white stones at the same time.

Diagram 11, this diagonal move is another basic way of linking up stones. Black 1 simultaneously cuts White as well. If White plays at A, Black plays B and the other way around. This situation is called miai. Black is therefore connected through miai.

But there are other ways of connecting, sometimes more effectively. Below are a number of problems in which you have to connect Black's stones.

Diagram10-11

Problems

In each of the following four problems A to D, Black plays the first move and connects his marked stones.

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