Defending territory

Dia1-2After you have mapped out territory, it is often necessary to make a reinforcing move to defend it. For example, Black 25 in Diagram 1 (Figure 4 in the column two weeks ago) is an important defensive move.

If Black omits this move, White will play 1 in Diagram 2, threatening to capture the marked black stone. Black cannot escape. If he tries to run away with 2 and 4, White pursues him with 3 and 5, driving the black stones into the corner, where they run out of liberties. White captures four stones with 7. Not only does this capture gain White eight points, but it also wipes out most of Black's territory on the right.

Dia3-4

Illegal moves

In general, you can play on any vacant intersection, but there are some restrictions. One is that you cannot commit suicide. In other words, you cannot play so as to fill the last liberty of your own stones. Here are some examples.

Dia5White cannot play 1 in Diagram 3. If he were to do so, his two stones would be without liberties, so they couldn't remain on the board. Similary, White cannot play at 1 in Diagram 4 and Diagram 5, as his stones there would also lack liberties. This prohibition on suicide is an important concept in understanding whether groups live or die. This will be the subject of our next column.

By Richard Bozulich

By Rob van Zeijst

  1. Problems and answers
  2. How go is played / Four basic rules / The object: to control territory
  3. The origins of go / Four basic rules / The rule of capture
  4. Go comes to Japan / Six basic rules of go / Capturing two or more stones
  5. The development of go in Japan / Capturing stones in a game
  6. Professional go in Japan / More about capturing
  7. Defending territory / Illegal moves
  8. Go in China / More on illegal moves
  9. Go in South Korea / A review of the rules/ Eyes and living groups
  10. International go tournaments / Eye spaces
  11. Lee Chang Ho, Cho Chikun -- the superstars of go / False eyes
  12. Go and computers / Seki
  13. Rankings and handicaps / The rule of ko
  14. Go and intellectual development in children / An example of ko in a game
  15. Meijin title match / Double ko
  16. Kisei title and Cho-Kobayashi rivalry/ Triple ko
  17. Takemiya's cosmic go
  18. Go Seigen, the 20th century's greatest player
  19. Go equipment / How go is played / The rules / Elaboration /
  20. Kitani and his disciples / The rule of capture
  21. Atomic-bomb game / More on capturing stones
  22. Dosaku and Shusaku: The saints of go
  23. Go and the Immortals
  24. Women in go / Capturing races
  25. Eio Sakata / Capturing techniques
  26. Shuko Fujisawa, the first Kisei of the modern era / Capturing techniques: Nets
  27. Cho Chikun defends Kisei title / Illegal moves / Living groups
  28. Opening strategy / False eyes
  29. Joseki
  30. Lee Chan Ho, the undisputed world go champion
  31. Kobayashi wins Judan title
  32. Fujitsu Cup
  33. Tesuji and Intuition
  34. Go and business (1)
  35. Go and business (2)
  36. Japan-China Tengen match
  37. Go and war
  38. Legends on origin of go (1)
  39. Legends on origin of go (2)
  40. World Amateur Go Championship
  41. Go in Europe
  42. Go online
  43. Cho Chikun loses Honinbo title
  44. The 11th TV Asia Cup
  45. Long and short games
  46. Fujitsu Cup
  47. Go proverbs