Gentle Joseki, part V
by Pieter Mioch
An introduction to corner patterns, especially but not only
meant for kyu players.
Introduction
To be honest, I had this, what I thought excellent intro.
Unfortunately, after reading it over one final time, I found
that I it was both, boring and extremely heavy-handed. So, here
I am, with no time and no introduction left, giving me a perfect
excuse to do something totally different, a short go-story. Or,
you just skip it and find out everything there's to know about
the attachment move.
Short story
"Playing go" he said, "Playing go will not lead to anything, it
will certainly not help your studies".
"How's that?" the girl opposite of the bespectacled man asked.
"Playing go is an addiction, the game is a drug, once you
have experienced the touch of the stones, the smell of the
wooden board, the thrill, you'll be hooked to it forever, maybe
longer."
"No way! You can't be serious, professor. I know you're taking
me for a ride. Treating me as if I were a freshman who doesn't
know how to play, uh?"
The graying man took of his eyeglasses and allowed himself a
smile, only just from the corners of his mouth. While rubbing
the bridge of his nose he recalled how many times before he had
warned youngsters just as the 19-year-old sophomore in front of
him now, to no avail. Why would nobody believe him, why on earth
did he even bother trying to warn these know-it-all kids?
While putting back his glasses he bent from the waist and looked
the comfortably seated brunette square in the eyes, "listen, how
long have you been playing? Two, three weeks? Do you think you
mastered the rules up to the point that you're able to get a
glimpse of the infinite possibilities of the game?
"Sure, professor McLaren, no sweat, I still can't see what the
fuss is all about, trying to capture stones of your opponent
while not forgetting to look after your own stones, piece of
cake"
"I take it then, that you're familiar with terms as "two eyes,
a ko-fight, seki, and approach move?" the patient professor
continued, "You also know that at the end of the game stones
which cannot be saved anymore may be removed and counted as
prisoners? You know that the dame points have to be filled in
because otherwise counting the score might become confusing? You
know all that and the other tens of small details necessary to
master in order to be able to begin to comprehend what the game
is all about?"
"Oh, so now you're trying to impress me with difficult sounding
stuff, very impressive, professor? Oops, I've got to get going
if I'm to make it to my Asian culture class. I still don't
understand why you try to keep me from playing such a innocent
game as go, you of all people must know that's an important part
of South East Asian culture. Well, see you next week, professor,
thanks for the tea, ciao"
Professor McLaren was alone again in his
messy-in-an-organized-way office, Caren, as the name of his
pupil was, Caren would fall for the temptations of go, there
was no doubt in his mind, he'd seen it happening over and over
again. Ignoring her so far successful study, ignoring her
friends, her social live. Possibly she'd pick up a nasty habit
too, smoking or something, while she'd spent the prime of her
live sitting in front of a piece of wood, contemplating where
to next put an oval piece of glass. Trying to beat the nerdy
looking opponent often burdened with jam-jar like glasses and a
bad complexion. McLaren sighed and knew that he had done what
he could to keep the girl away from such a dark future, away
from the game of go. Somehow realizing this made him feel sadder
even. Resigned he slouched in the enormous chair at his desk
and spoke the words to activate the computer at his desk "Hello
Dave".
"Good day, professor McLaren, the usual I presume?" spoke the
silky computer voice while a LCD screen was sliding out of the
desk top and erected itself in front of the professor. "Let's
see, where was I, oh, yes, installment 5."
He was glad the university had signed a contract with a local
catv provider, the speed of the connection was way better than
at his own place, which was, to be sure, out in the middle of
nowhere. "Ah, here we are, thank you James". " 'Pleasure, Sir"
McLaren's computer replied. "Let's see what we can pick-up here
this time, a junky might as well enjoy himself" McLaren was
muttering to himself while he started to read the web page on
the jumbo-sized screen.
"Playing go" he said, "Playing go will..."
The Patterns
Black attaches |
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This time I will try to tell you everything (well, a lot anyway)
about what happens after the attachment play of black 1 in dia 1.
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Diagram 1 |
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A different story |
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In dia 2 you can see black 1, the same move as in dia 1, played
in a different situation. Now it's not played in the corner
but on the side of the board. I think that the continuation
given here is the most straightforward and simple possible. I
don't know about you but ever since I learned this game I have
felt like answering black's attachment (tsuke) 1 at white 2.
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Diagram 2 |
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Regardless whether the situation is in the corner, the side or
in the middle. When playing white 2 it seemed to me that black
was making no territory at all and that the result was clearly
good for white?.
Well, it is not. Most of the time during the opening stage of
the game black will welcome it if white were to start crawling
under the black stones as if there were no tomorrow.
The result in dia 2 is not such a terrible disaster for white,
but black has a very nice and thick position. Also, the white
stones are more or less played out already and will not help
white much in the future. With the black stones it's just the
other way around, although black, to be sure, did not make any
territory yet his stones will continue influencing the game,
possibly right up to the end. The 8 points of territory white
made are more often than not a bad trade-of compared to black's
thickness.
Taking the head of three stones |
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In the dia 3 black plays the fierce combination of 5-7, the
nidan-bane (double diagonal move, blocking you opponent's
stones). It may look as if black is helping white by letting 7
get captured. In many cases, however, this line of playing will
give black an even better result than dia 2. After black plays
the super vital point of 11 white scoop of action is severely
limited due to lack of liberties. White A leads to a disaster
when black answers at B, white C and black can capture 3 stones
with D.
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Diagram 3 |
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Kikashi before defending |
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Dia 4 shows a likely answer of white, eliminating all the bad
"aji" (potential) and capturing at 1. Before thinking about
defending his own weak points black has the nice kikashi's at
2 and 4, next it would be perfect if black could afford to
defend at 6. In your own game, however, you might want to spend
some time reading out what happens if white cuts at A next. If
the fighting after white's cut seems too much for black it is
probably a good idea to defend around A instead of 6.
Wherever black chooses to defend it is important to
realize that from white's point of view the exchange of
the marked stones is terrible. The 3 white stones are
not doing anything what so ever but black's 3 stones are
influencing the whole board.
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Diagram 4 |
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Atari before defending |
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In dia 5 white does not capture immediately since he doesn't
like to be kikashi-ed as in the previous dia. Black now first
plays an atari before descending with 4. Again, if the cut left
after black 4 seems to be too bothersome, defending at A is good
enough.
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Diagram 5 |
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"That is all very, very nice, and may even be true, but what on
earth has it to do with corner joseki's?" I hear you think. Well
everything actually, shapes tend to develop in a similar fashion
with this amazing game, even if the location is completely
different. Both players, naturally, try hard to put all their
stones to optimum use, this explains the phenomenon. Just that a
given sequence has a nice natural flow, however, does not mean
that it's the only sequence possible.
Not very promising |
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To get back to the original joseki in dia 6, it is save to say
that crawling on the third line with 1 is not a very promising
move for white, it is sometimes seen in professional games, not
in the opening, however, but much later on in the game. You can
of course try it in handicap games to confuse the situation but
if black keeps his head cool and his stones together (and every
now and then remembers the double hane) he will not get a bad
result.
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Diagram 6 |
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Now when playing the black stones don't start being foolhardy
and blindly play at A , whatever the situation. If, for example,
the black stones are completely surrounded by a solid white
positions and black is badly in need of some eyes do not
hesitate to forget all about thickness and whatsoever. Just
block at B, directly guarding the corner is the fastest way of
making sure eyes, after all.
So, what exactly *are* white's option once black has attached?
The possible continuations |
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Usually the only moves worth considering are A, B, C. and
D. Please trust me, however, as I tell you that white C and D
are mainly played with the idea in mind to frustrate the black
player who very likely has studied all the available joseki books
but has never heard of white playing at C or D. Both moves,
however, occasionally do appear in pro games. I'll show you 2
variations for each, C and D.
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Diagram 7 |
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Black is thick |
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Black's thick, no reason to complain.
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Diagram 8 |
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Black will fight |
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Black will fight. White can try to prevent black from
getting a rock-solid shape and connect at 3. Black 4 is a must;
black prepares himself for battle. After white 7 it might look
as if white has successfully played on both sides and got
away with it. Not true. The 1-7 corner has no eyes as yet and
white 3-5 will have to run for life when black chooses to play
a pincer at the lower right side. (I know, I know, in high
handicap games the black stones have a tendency to suddenly
and spontaneously die, but they shouldn't) By the way, instead
of black 2 in dia 9 is black A also a fine move, going for
thickness, and thickness we love, remember?
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Diagram 9 |
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Take the 3,3 point |
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Blocking at the 3-3 point with 2 is seldom bad, there's
some room for variation on both sides but this is very much the
general idea, black keeps the corner, scores some points while
white makes himself comfortable at the upper side.
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Diagram 10 |
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Take the outside |
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If black doesn't feel like making territory he can block
on the outside and letting the corner to white. Black's strategy
can be extremely efficient and powerful if he has stones on the
left making his wall in to a large framework (moyo).
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Diagram 11 |
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Okay, so much for the gentle part of this episode of Gentle
Joseki, now it is time to tackle the more serious moves, the
ones that make you feel like you just rode your camel four 3
days through the desert when you think about them too much.
(moves, not camels, that is)
Is the ladder ok? |
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The white wedging move in dia 12 has the same taste as when
white plays 1 at 2 and start digging himself in. It shows,
however, a lot more fighting spirit and is quite playable.
If white can capture black "[]" in a ladder black should try
something different and not play 2-6. This result is good
for white. It goes without saying that when the ladder is
unfavorable white's original move 1 is very possible not ideal.
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Diagram 12 |
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Looks familiar? |
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So, black will in most cases block at 1 in dia 13 after which
there are, once more, plenty of variations (and there was much
rejoicing). I'll give you one, which kind of looks familiar,
doesn't it? Black gives up the corner when he plays the double
hane at 7. Next when black takes the vital point of 11 it
becomes clear that white 's making some territory while keeping
the initiative and black makes a wall. White might somewhere
along the line try to play atari at 17. He must be careful,
however, with his timing when to play here. If white plays atari
after black has played at 11 black will sacrifice one stone and
play at 16, white 12, black 13, white captures, black 14 and
white has to fill in, white being squeezed and all will be in
for difficult fighting.
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Diagram 13 |
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How to extend? |
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I guess most of you have seen this appearing in a game
or two already, it is the most common way of handling the black
attachment. Next white can choose between A, B or C. To extend
all the way to D is overdoing things. After white played D he'll
have a hard time dealing with a black play at X or B.
Extending to A or B makes it possible for white to move between
the black stones and try to start a fight. When white has played
the C extension he should not try to cut, see dia 15 and 15a.
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Diagram 14 |
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Oops, it's a ko! |
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Because white 1 is a little far white has to play at 7 in order
to guard against the cut at 8 and, at the same time, keep the
struggle for liberties (semeai) alive in the corner by filling
one of black's liberties in. Black, who wasn't born yesterday
and read the whole sequence out right from the start, cuts with
perfect timing at 8. This creates an ideal ko-threat black is
going to need in the future. After black 24 it is white's turn
to take the ko first. As you can see in dia 15a, however, black
was waiting for this and finally plays the atari of 26. With 28
black takes back the ko and white cannot find a threat black'll
answer usually.
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Diagram 15 & 15a |
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I told you a minute ago I could hear you thinking, well, I'm
doing it again:
"So I replayed and studied these 2 diagrams, now what? If I'm
lucky I might get a chance to use this knowledge, someday, in
the next century..."
Actually, there are tons of variations during every game, which
bare close resemblance to many corner joseki's. Please have a
good look at dia 16.
The same sequence |
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A game way back from
1927 between Kitani (black)
and Hashimoto Utaro who
forced Kitani to resign this
game in 216 moves.
This is nowhere near to the corner, all the same, there it is,
exactly the same sequence you just, grudgingly, made your way
through. Here white is not trying to capture black 5-13 so
he doesn't need to stretch himself and block above 13. White
solidly defends against the cut set up by excellent move black
13 and bide his time.
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Diagram 16 |
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White plays tightly |
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White has played the tightest possible move at, black is now
tempted to play at 2, although he very well knows that the basic
joseki would be to play at 6 instead.
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Diagram 17 |
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The reason why black does not defend against white's threat of
pushing through is shown here in dia 17. Black doesn't even
bother to put up a fight! He lets his two stones go and black
is perfectly happy with the 25 some points he made. If you read
through the previous editions of Gentle Joseki carefully then
you know that the points black made are not the only reason for
letting white get his way. The second reason why black likes
this results is the *shape* of white's stones.
All about efficiency |
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Although black's stones are all doing their job, the all work
nicely together to make a solid piece of territory, white stone
A is not doing too much, it is overconcentrated, too solid. If
white had the choice of placing A somewhere else he would at
least want to extend as far as B. In other words, if there would
be a stone at B to start with and not at A black might not be so
willing to let white barge through with 3-7 in the previous dia.
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Diagram 18 |
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By the way, exactly why should black attach at 1? That is a
tough question to answer. One answer could be like this. Black
plays the attachment because he wants to play out the situation
as much as possible so he doesn't need to worry about it in the
future too much.
The above is as accurate as any answer, which means that
whatever reason you can come up with in any kind of situation is
true as long as you have enough breath left to explain it.
Try to experiment |
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To give you something you can work with, however, you need to
take a look at dia 19. Black 1 often is played because black
has * a plan *. Right from the moment your learn to play go
you can try to experiment with A, this is a steady approach
and although it can get very messy too it often doesn't and
keeps things fairly simple. The moment, however, a player find himself
teaching the rules of go to somebody else and is no longer an
absolute novice himself, he will start wondering if other moves
are possible. Many players who are working their way through the
5-6 kyu barrier discover black B like this.
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Diagram 19 |
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A revelation? |
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Black 1 in dia 20 many times comes as a revelation. All the
same, it's a perfectly normal move with its due of pros and
cons. Notice the quiet move of black 11, this is the best move
here. Blocking white 10 immediately at A does not defend the
corner properly, white very well might invade later on and make
life. Instead of white 10 he sometimes might want to try to play
at 11 after which black usually blocks at 10.
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Diagram 20 |
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Black too eager for points? |
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I don't like black's way of playing in dia 21 very much, it
seems black is too eager to secure points and does not care how
the rest of the board looks like. Nevertheless, sigh, it is a
possibility, white 2 at A is also a good move, the result is
equal.
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Diagram 21 |
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Move of a Madman |
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If you read Gentle Joseki 4 you'll remember that is said "The
Move of a Madman?" somewhere near to the end. Here's this
episode's move, which indeed looks as if black is not taking
white seriously. To draw this conclusion right away, however,
is a mistake. (it goes without saying I think black 1 in dia 22
shows an excellent attitude)
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Diagram 22 |
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Normally better for black |
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White 1 is a frowned upon move. As you can see in dia 23 white
managed to take the corner but black has made a very thick
position in sente (while holding the initiative). The result is
normally judged to be better for black. Playing black 10 at 11
leads to uncharted waters, the result is not predictable. If
you are an extremely skillful fighter you can see what happens,
otherwise you better forget about it and you won't miss it.
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Diagram 23 |
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A cool tesuji |
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White 1 is much in the same spirit as black's original move in
dia 22. The main reason why I show you this dia 24 is not the
white move, however, but the outstanding move black 4. Black
seems on a self-destructive course once he plays 4 but this
is actually a very cool tesuji. The follow-up move of 6 is
all-important. Do *not* forget it. The result is perhaps doable
for white but when playing an approach move to the black 4-4
stone he certainly didn't count on this. The fighting in dia 24
is good, black is happy.
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Diagram 24 |
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Taken by suprise? |
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I am unfortunately not strong enough to tell you how you should
judge this result. I wanted to show you that top pros do play
the moves I am talking about and I'm not making it up on the spot.
Black is Korea's finest veteran Cho Hunhyun who manages to
clobber Lee Sungjae in this game. Maybe it's because of black
3, which took white by surprise, maybe not, food for thought,
though.
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Diagram 25 |
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Be sure to come back next month for the next episode of "Gentle Joseki"
Appendix 01
Index of joseki's mentioned in this episode:
Appendix 02
Japanese words and their English equivalents used in this article:
NAMES |
Go Seigen |
(1914-)
Japanese reading of his Chinese name
Wu Qing-yuan.
The unrivaled go genius of the 20th century. Although he is
approaching 90 now professionals like
O Rissei
and (until she moved to Korea)
Rui Naiwei
still recognize his genius and attend study sessions at Go's
house in Tokyo. Korean hopes are high that 25-year-old
Lee Changho
will turn out to be the Go Seigen of the 21st century.
For more about Go Seigen read
Mindzine.
Go is, by the way, a family name.
This, very appropriately, makes people address him as "Mr. Go",
or "Go Sensei" (lit. "Go Master") in Japanese. |
Kitani |
Family name,
Kitani Minoru (1909-1975)
was, together with Go Seigen the founder of the "shin-fuseki".
For more about Kitani read
Mindzine. |
Yasunaga |
Family name,
Yasunaga Hajime (1901-1994)
was editor for the Nihon Ki-In and pro level amateur Go player |
TERMS |
aji |
taste; remaining possibilities, however distant they may be |
atari |
"check" on at least 1 stone |
dan |
ranking system for stronger players |
fuseki |
opening |
gote |
not being able to leave the current situation first,
allowing your opponent to be able the play elsewhere first |
hoshi |
star; any of the 9 dots one the go board,
the middle one is called "Tengen" (=center/origin of heaven).
Hoshi is often used when talking about an opening move
on the 4-4 point. |
joseki |
a sequence of moves (in the corner) giving both players
a locally equal results |
kakari |
approach move to the corner |
kikashi |
a move which is almost impossible to ignore,
also "forcing move" |
ko |
situation which occurs when it is possible to immediately re-capture
the stone your opponent played in the previous move to
capture 1 of your stones.
Since there is no end to this there is the ko-rule,
which prohibits a player to exactly recreate a previous
board position. |
komi |
compensation for white (usually 5-7 points) since black
gets to play the first move. (often there is a half point komi,
as in 5.5 stones komi, to prevent a game from ending
in a draw) |
komoku |
the 4-3 point |
kori-gatachi |
inefficient shape, uneconomical, using to many stones
to make only few points (hollow wall) |
kyu |
rating system used for intermediate players |
miai |
of equal value |
moyo |
large framework often forcing the opponent to (try to)
reduce it drastically in order to stay in the game |
ni-ren-sei |
two 4-4 moves one the same side of the board |
ponnuki |
the name of the shape when 4 stones capture one enemy stone |
san-ren-sei |
3 hoshi of the same color at the same side of the board |
sente |
having the opportunity to play elsewhere first
leaving the current situation.
(example: He had sente so he decided to play tenuki) |
shimari |
"closing" (the corner) formation, any 2 moves which effectively
seal the corner, also "enclosure". |
shin-fuseki |
"New Opening" a way of playing starting in the 1930's which
does not accept the go-theory of the 19 century as being
without its weak points. |
tatami |
thick mats of woven rush stuffed with straw,
traditional flooring |
tenuki |
playing else first when judging the current situation
does not require an immediate follow up |
warui |
bad |
Copyright by
Pieter Mioch, February 2001