Over the past few weeks we have looked at the basic ideas behind the sanrensei strategy. Now we have to back it up with reading and tactics. Practice on the problems below. The answers will be carried in two weeks.

prob1,refe1
First some problems involving tesuji (locally best move):

Problem 1: Black to use the marked stone and get the best result.

Reference 1: Black can exchange 1 for 2 and 3 for 4, followed by the sente moves of 5 and 7. After black 9, the sequence to 12 shown here may be followed. But the result is not good for Black.

prob2,refe2
Problem 2: The marked white stones seem connected, but a serious flaw exists. How can Black make use of this defect ?

Reference 2: Black 1 will not lead anywhere because White will counter by playing at 2. Black 3 is answered by 4, and Black just loses points.

Next some life and death and semeai problems:

prob3,refe3
Problem 3: This is an interesting damezumari problem. Black has to save his four stones at the edge.

Reference 3: Black 1 is a mistake. When White answers with 2, Black has no answer. Of course, the savvy reader will know what to do.

prob4,refe4 Problem 4: The Black group is in trouble. He needs to capture the marked four stones to live. What should he do ?

Reference 4: Black 1 tries to capture the four stones, but White immediately responds with 2. Even if Black captures all five stones, he is dead.

The next two problems are endgame problems. Before we can solve them we need to study a bit about the endgame.

dia1.dia2 Diagrams 1 & 2: Black can play 1 and 3 to enlarge his territory by one point and decrease White's territory by one point at the same time. White can do the same in diagram 2. The difference between these two diagrams is two points. What this means is that either player can invest one move to win two points.

dia3.dia4 Diagram 3: If Black plays at A, he can make one point, whereas if White plays there, he does not gain any points for himself, but he prevents Black winning a potential point. Thus, playing here is worth one point in gote (a move that does not have to be answered).

Diagram 4: If Black plays 1 and 3 in gote, his territory amounts to seven points, while White gets the two points at the X's. Now compare this with the next diagram.

Diagram 5: If White gets to play first, he can play 1 and 3 in sente and instead of two points he gets three, while Black's territory is five points instead of seven. The difference is three points.

We think of points scored in sente as twice as valuable as those scored through a gote move. So the true value of white 1 and 3 in Diagram 5 is not three points but six. Black 1 and 3 in Diagram 4 prevent White from playing here in sente. This is called reverse sente, and again it is valued at six points. So the most important thing you should remember about the endgame is sente and gote.

prob5-6,,refe5,dia5
Problem 5: If Black plays at 1 and White answers with 2, the move at A is worth one point (for White only) in gote. Black can improve on this result. How ?

Problem 6: Black can play at 1, which is then answered by 2. All that is left then is to exchange 3 for 4. But Black has a far better combination than that. This diagram already contains a hint.

Reference 5: This is how the problem above comes into existence. It is a very common joseki.

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