The answer is in the doing

A fool can ask more questions than 100 wise men can answer. Hmmm, I was not going to introduce myself that way, but this is what came out. Last week, I posed some problems and some of them were quite difficult. However, even if one does not know the answer, one can still remain a wise person. As the Roman author of mimes, Publilius Syrus, put so elegantly about 2,000 years ago: Not every question deserves an answer.

But if you have decided that questions need answers, here is a good old English proverb: The shortest answer is doing.

So let' get some answers then.

In Diagram 1, Black 1 seems a strange and dangerous move, but after black 5, White can neither play at A nor at B because of damezumari (shortage of liberties).

In Diagram 2, Black 1 takes the vital point. Even if White enlarges his eye space with 2, black 3 follows. There is no point in White playing anywhere now. So, assuming White played tenuki (elsewhere), Black can exchange 5 for 6. Then we get the shape in Diagram 3. Now Black can play the moves 1 to 7 (White plays tenuki with 2, 4, and 6). Now we arrive at Diagram 4. This shape we call a "coffin" as no matter where White plays, it is dead-White needs a stone at A and at B to make two eyes. Therefore after black 3 in Diagram 2, White's group is dead.

In Diagram 5, Black 1 forces white 2 giving black the opportunity to kill with 3.

In Diagram 6, if White answers black 1 with 2, black 3 follows. White would like to capture at A now, but then Black recaptures four stones (marked stones plus stone at A) at 3 with a technique called "snapback." In the end White has to connect at B at some stage, leaving White with only 1 eye.

In Diagram 7, Black 1 hits White at the vital spot. White can now neither play A nor B as this would put his own (marked) stones in atari.

Diagram1-11

In Diagram 8 Black 1 is the correct move. With 2, White seems to have secured two separate eye-spaces, but black 3 puts White on the spot. Notice that White cannot play 4 at 5 as he would put himself in atari.

In Diagram 9, what about enlarging his eye-space with white 2? Black 3 to 5 follows and White is dead.

In Diagram 10, black 3 is the key move. If White plays at 4, the combination of black 5 to 9 captures 3 white stones.

In Diagram 11, be careful not to play black 3 after 1 as white 4 to 10 puts Black into damezumari (shortage of liberties)-Black cannot connect at A as White then captures at B.

Problem1-2

Problem 1 shows another damezumari situation. Hint: Black can threaten to connect his three stones prompting White to fill in some of his liberties.

Problem 2, After white 12, where should Black play, at A, B or C ?

Next week we will discuss the European preliminaries of the Fujitsu Tournament that is under way in Amsterdam.

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