by Immanuel deVillers
1
81 Little Lions An introduction to the 9x9 board for advanced beginners
by Immanuel deVillers (
[email protected])
This work is licensed under a Creative Commons Attribution !on Commercial !o "erivatives #.$ International %icense. &nglish Version $.'$ . August $1.
for Jon
who introduced me to 9x9
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Table of Contents Welcome to 9x9.............................................................................................. 9x9.............................................................................................. 5 +hort ,istory.................................. ,istory.................... ........................... ........................... ........................... ........................... ................................The Basics...................................................................................................... Basics...................................................................................................... 7 /enings.....................................................................................................0 Tengen....................................................................................................0 Takamoku............................................................................................... Mokuhazushi ........................................................................................1$ ........................................................................................1$ Hoshi ....................................................................................................11 ....................................................................................................11 Komoku................................................................................................1 Sansan.................................................................................................1* In2luence is subtle3 Control is everything.................. everything............................. ..................... ..................... ...........1# 1# A mistake is always lethal................. lethal... ........................... ............................ ............................. ........................... ..............1 .1 Instant Tsumego................ sumego... ........................... ........................... .......................... ........................... ............................. .................1 ..1 4omi is a 5itch................. 5itch.... ........................... ........................... .......................... ........................... ........................... ...................1......1There is not enough s/ace to run.................. run.............................. ........................ ....................... ...................10 ........10 Two grou/s are enough............................................................................1 Tsumego19 Learn !ose"i#$ 6y 2avorite 7oseki.............. 7oseki ........................... ........................... ............................. ............................ ........................... ................# ..# %uri"a&ari#8 The Cha/el Techni8ue......... echni8 ue........................ ............................. ........................... ........................... ........................... ............. The AttachCrosscut AttachCro sscut Techni8ue......... echni8 ue........................ ............................. ........................... ..........................* .............*# # A 9ro :ame &;am/le............... &;am/le ............................ ........................... ........................... ........................... ........................# ..........# 'n !um(s)* +ractical Trainer)9 Training 1..................................................................................................#' Training ..................................................................................................* Training *..................................................................................................The ,nd-59 %ink %ist.................... %ist....... ............................ ............................ ........................... ........................... ........................... ......................... ...........' '
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Welcome to 9x9 "ear
m a /assionate ';' /layer3 and a good 2riend o2 me who is * "an considers my rank to be around 1 "an 2or the ';' board. 6y overall rank on other board ty/es is around * 4yu. !ow why does an Amateur like me decides to write a book about :o3 while I am nothing more then an advanced beginner mysel2? I s/end most o2 my 2ree time doing Tsumego Tsumego and /laying ';' games and I love :o. I2 I can make at least one /layer in the world stronger3 or share my love 2or ';' a2ter reading this book3 I consider it a success. Countless hours o2 my li2etime went into 2inding and working on strategies and tactics 2or the smaller boards. bviously3 bviously3 there are many /layers on the world who are more more e;/erienced then me3 me3 and who might have a di22erent di22erent view on some o2 the to/ics in this book. +till3 I invite you to read through my e;/eriences and learn 2rom them. (r =udge over them as trash3 trash3 that>s u/ to you) The ma=or ma=or /art o2 this this book is stu22 that I 2ound out by mysel23 and I 2ound it a good idea to share it. eel 2ree to contact me and discuss your own thoughts. I recommend this book to /layers o2 B 1 4yu and stronger. ou ou should know the basic :o terms like Atari3 Atari3 4omi and the conce/ts o2 +ente and :ote. I2 you look 2or a /lace to /lay ';' more seriously3 seriously3 I recommend the nline :o +erver (:+). +erver (:+). It has by 2ar the greatest bulk o2 serious /layers on that board ty/e3 and you will 2ind a game on any strength within a minute #D0. I wish you an en=oyable read and ho/e you learn something new 2rom this book. ours truly3 Immanuel deVillers
"After channeling these waters, Yu divided up the newl drained land !st ill afloat on water confluent with the surrounding oceans into nine great s#uare sections $ordered $ rivers% &n the grid of a go $oard, especiall the '(' $oard that $eginners learn on toda !conceiva$l the original size of those used in prehistoric times, it seems not implausi$le that the first go plaers would have $eheld, like )hikamatsu*s +mmortals, not a map of the Sk, $ut a map of )hina% %%%- There were a num$er of motifs in the stor.telling of Mongolia and Ti$et that functioned like those of water in the Tale Tale of the /isan Shamaness% Although go is not mentioned in The Secret Histor of the Mongols, important events in 0enghis Khan*s life were marked off $ the appearance of the num$er 1'%* +n this fashion, in some versions of the longest folk tale in the world, the semi. mthical earl Ti$etan frontier war.lord 0esar, !cf% the 2zantine word 1)aesar*, plaed a divinator go game $efore making important decisions%" 3eter Shotwell4 5The 0ame of 0o6 Speculations Speculations on its &rigins and Sm$olism Sm$olism in Ancient Ancient )hina5, 7''8.9::;, p% <<, p% 88 . http6==www%usgo%org=files=$h>li$rar=originsofgo%pdf - -
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The Basics E2elieve it or not, +5ve never plaed '(' $efore E.
That>s a 8uote I have heard some time ago3 while I was chatting with a "an /layer. /layer. ,e was not n ot interested in it 2or 8uite some time3 but as his rank grew stronger3 stronger3 he wanted to try it out and asked me 2or a game. 5e aware that you can always be a ';' beginner3 beginner3 even when you are ' 4yu or stronger. stronger. +ince ';' needs a di22erent a//roach in strategy3 strategy3 /icking it u/ 2or the 2irst time can be con2using. 6ost things that you know and learn on a 1';1' board do not a//ly 2or the ';' board. 5ut let us look at the ma=or di22erences togetherF
'(enings The middle o2 the board (3 Tengen) Tengen) is a very v ery good o/ening. Gsually3 Gsually3 you wouldn>t start in the middle on a 1';1' board3 but on the ';' board3 it is a /er2ectly /ossible o/tion. 6any 9ro /layers start on the Tengen. Tengen. The reason 2or it>s /o/ularity is the large number o2 o/tions that 5lack gets. It creates in2luence over all sides o2 the board3 and whatever Hhite does3 5lack can choose his ne;t move care2ully. care2ully. It is also the 2avorite o/ening in 9ro games.
("iagram 1)
0
The total number o2 good moves to start on the ';' board is si;. +ince the board is so small3 any o2 these o/ening moves has a di22erent character 2rom the others. I2 you /lay an advanced /layer3 /layer3 it is im/ortant to know3 know3 what your o//onent is scheming with his o/ening move. !ow that we have looked at Tengen3 Tengen3 let>s take a look at the other /oints. The 2ollowing /ages do only 2eature some e;am/les. There is a more detailed 7oseki section later in the book. All e;am/les are taken 2rom 9ro :ames.
("iagram )
Takamoku (# /oint) Hhen a /layer starts on the Takamoku3 Takamoku3 the character o2 the ';' game changes into a 2ighting game. It creates a subtle in2luence over the shorter edge o2 the board3 and aims into the o//osite direction. In 9ro games3 this is the second 2avorite o/ening together with the 4omoku.
("iagram *)
?(ample6 Hhite res/onds with taking the other Takamoku3 and a 2ight will likely occurr. 5lack * takes big in2luence over the u//er right corner3 corner3 and invites Hhite to invade on A.
("iagram #)
'
6okuhaushi (* /oint) Aiming to make territory on the side3 the 6okuhaushi is a more territorial o/ening. Hhich side to take is not determined yet3 and 5lack will act according to where Hhite /lays 2irst. 5ecause o2 it>s slow and /assive character3 character3 6okuhaushi is rarely /layed in 9ro games.
("iagram )
?(ample6 I2 Hhite takes a close corner3 corner3 5lack can immediately attack the Hhite stone 2rom the sa2e base that he has made on the right side o2 the board. 5ut it also strengthens the Hhite grou/ on the lower /art o2 the board.
("iagram -)
1$
,oshi (## /oint) 5eing the third 2avorite o/ening in 9ro games3 the ,oshi is a very in2luence oriented move. 5lack aims to take big /arts o2 the corner3 corner3 i2 the o//onents lets him3 but 5lack>s true intentions are a 2ight over the whole board.
("iagram 0)
?(ample6 I2 Hhite remembers the ** invasion 7oseki 2rom the 1';1' board and /lays it here3 he will have a bad awakening. A2ter the 7oseki3 5lack is in a su/erior /osition and has in2luence over a huge 2ramework.
("iagram )
11
4omoku (*# /oint) The 4omoku shares rank two3 together with the Takamoku Takamoku in 9ro game /o/ularity. /o/ularity. It is a very calm and solid move3 but not as /assive as the 6okuhaushi or the +ansan. It takes a good share o2 the corner and 5lack kee/s his ability to e;tend into either direction.
("iagram ')
?(ample6 I2 Hhite decides to attack the sa2e corner o2 5lack3 the e;tension with 5lack * is a calm res/onse. Hhite # gets in2luence over the middle as com/ensation.
("iagram 1$)
1
+ansan (** /oint) The +ansan is a /layable o/ening3 but it is only very rarely /layed by /ro2essionals. Hhile it takes solid territory 2or 5lack3 it is also very /assive. In my e;/erience3 this is the 2avorite move o2 5eginners3 mainly 2or being a2raid o2 losing a grou/. 9ut away that 2ear and e;/eriment with other o/enings
("iagram 11)
?(ample6 Hhite will not wait3 and take a corner himsel2 as a 2ollowu/3 because o2 the 4omi. 5lack has no choice and has to attack heavily with 5lack *. Hhite can strengthen his corner with Hhite #.
("iagram 1)
1*
.nfluence is subtle/ Control is ever0thing I2 you com/are the diagram below3 below3 you will notice that Hhite has a very solid territory in the lower le2t corner3 while 5lack has in2luential stones on the 2ourth line. n a larger board3 in2luenceoriented /lay3 /lay3 where you create a large 2ramework3 is much easier. n the small s/ace o2 the ';'3 Hhite can now invade the 5lack 2ramework and take away all those /otential /oints.
("iagram 1*)
I recommend to you that you /lay 2or control only until you have a good3 basic understanding on how in2luence works on the ';' board. 5ut what does control mean? Control means that your main goal is /laying 2or territory. et3 /laying 2or territory only is too /assive on the ';' board. Instead3 you have to 2ind moves that make solid territory but still have as much in2luence as /ossible It is the same reason that Tengen Tengen is the most /o/ular o/eningF An out/ost in the center o2 the board3 able to make territory into any direction. ou need to understand3 that /laying 2or control is the main goal on ';' In2luence is very subtle3 and not as im/ortant 2or the advanced beginner. beginner. nce you have a better gras/ o2 the overall /lay3 /lay3 you can still come back and e;/eriment with in2luence strategies.
1#
A mista"e is al&a0s lethal n the 1';1' board3 you can make a 2ew ma=or mistakes and still win the game. The ';' board is much more un2orgiving about your mistakes. 6ore o2ten then not3 losing a grou/ o2 a 2ew stones will decide the game in your o//onents 2avor. The conclusion 2rom this /roblem is3 that you need to take more time to think about your moves. :etting stronger on this board ty/e is directly related to your own will o2 time investment into it. I2 you sto/ seeing the ';' board as the small =oy2ul brother o2 the EtrueE big board3 you will already im/rove in rank.
.nstant Tsumego "oes this look like the start o2 a Tsumego (:o /ule) to you?
("iagram 1#)
ne o2 the ma=or advantages o2 this board 2ormat3 are the 2ast /aced games with a lot o2 2ights. A2ter the o/ening moves3 you 2ace instant Tsumego. Tsumego. It is not a coincidence3 that Tsumego make you a lot stronger on the ';' board. I2 you like a more /lay2ul a//roach to ';' games3 start to see them as your daily Tsumego /ractice.
1
omi is a bitch I chose this /olemic title3 because I>ve o2ten cursed 4omi when I was starting to /lay ';' games. It is . /oints or -. /oints 2or Hhite most o2 the time3 de/ending on the ruleset. I2 you take a look at the 2ollowing diagram3 who do you think wins? I have marked the middle 2or you3 and you can see that 5lack>s territory is /oints bigger then the Hhite one. Those 2ive /oints are a huge area on the ';' board. et3 et3 Hhite wins with $. /oints 5ecause o2 the 4omi.
("iagram 1)
The 4omi also takes a large /art in the /sychology o2 your game/lay. game/lay. Hhile 5lack needs to take a more aggressive a//roach to the game3 to make u/ 2or the 4omi3 Hhite can chose more solid moves. &ven a2ter Hhite sacri2ices 2ive o2 his stones3 and the game ends with e8ual /oints o2 territory3 Hhite will win with $. /oints. "o not let this discourage you 2rom /laying on ';' boards. As a beginner3 you might 2ind it un2air that 4omi looks so huge 2or Hhite. ,owever3 ,owever3 as you /rogress and start to have a good understanding o2 the o/enings3 you will notice that the 2irst 5lack move is worth much more then . /oints.
1-
The better you understand on how to use that 2irst move as 5lack3 the less /roblems you will have with 4omi. +oon enough3 the time will come where you are ha//y to take 5lack !owadays3 I o2ten think that 4omi could be higher 2or Hhite.
There is not enough s(ace to run A Hhite Hhite move at A is /layable to save your stone when you are on the 1';1' board. There is not enough s/ace to run on the small board though. I2 Hhite /lays at A3 5lack can /lay elsewhere. This is only an e;am/le diagram3 but you will notice it yoursel2 in your own gamesF Trying Trying to save a grou/ by running away will end in a disaster most o2 the time.
("iagram 1-)
10
T&o grou(s are enough There is a /o/ular /roverb 2or the 1';1' board which goes Eive grou/s might live3 but the si;th will dieE. I2 you trans/ort this /roverb to the ';' board3 it will most likely go ETwo ETwo grou/s can live3 but the third will likely dieE. 2 course you can make three living grou/s on the ';' board in some rare circumstances3 but this is nothing that you want to aim 2or. 2or. It is not a success2ul tactic on the ';' board to /lay 2or three grou/s3 so avoid it. ou can also use this knowledge to your advantageF I2 your o//onent over/lays a lot3 you can always rely on knowing that only two o2 his grou/s will become alive in in the end and sto/ res/onding res/onding to every over/lay over/lay..
("iagram 10)
1
Tsumego 9robably the most im/ortant /art o2 getting better at the ';' board is studying Tsumego3 also known as :o /ules. Hhile some /layers en=oy them3 others 2ind them tiresome and boring. I2 you are that kind o2 /erson3 it is no /roblem at all. ou ou will need to invest more time into /laying though3 and your overall /rogress is slower com/ared to others. E2ut what5s the $enefit of them@E All o2 us that /lay :o3 are learning to recognie /atterns on the board. A2ter we have seen a /attern in /lay many times3 we need only a 2ew seconds to recognie it. rom our /revious e;/erience with it3 we o2ten know a good res/onse to it. There are some /atterns that are very com/le; though3 and in normal /lay we might overlook them. Tsumego Tsumego aim at those com/le; /atterns3 by giving you a 2inished board state3 and asking you to Esolve thisE. This increases the learning s/eed 2or these s/ecial occasions incredibly 2ast. +ometimes3 the o//onent will try to trick you. &s/ecially when a situation is unknown to you3 you will 2all 2or his tra/. %et>s take this Tsumego as an e;am/le. Hould you rather /lay A or 5? Try to answer within seconds3 and e;/lain to yoursel2 why. It is 5lack>s Turn.
("iagram 1)
1'
I2 you have already invested some time into Tsumego study3 or your rank is advanced enough to read through the situation3 you will have answered 53 which is correct. nly by sacri2icing the # stones3 5lack can achieve li2e.
("iagram 1')
The more natural res/onse at A is wrong3 as Hhite will take away 5lack>s eyes/ace with a throwin.
("iagram $)
$
I2 the answer o2 the above Tsumego Tsumego took you more then seconds3 then you have the answer to the EHhy do them?E at your handF or im/rovement And i2 you took lessF :ood =ob3 do harder ones 6any Tsumego Tsumego teach you that your 2irst intuitive reaction is wrong3 and correct your mistake 8uickly. The more time you s/end with doing Tsumego3 Tsumego3 the less time you will need in an actual game. And most o2 the time3 2alling 2or tricks is a thing o2 the /ast E2ut how do + stud them@E is also an im/ortant 8uestion to ask. ,ere are my recommendations on how to study TsumegoF 9ick a /rede2ined number o2 Tsumego Tsumego and stick to them until you have mastered them. There is less bene2it when you switch your Tsumego collection each day. 9ick a set o2 1$$$$ /ules and stick with them until you have mastered them all. nly then3 switch to the ne;t collection. "o not cheat ,and>s o22 your mouse I2 you are doing Tsumego Tsumego on a /iece o2 /a/er with a /en3 this is not im/ortant. ,owever3 on many websites that o22er Tsumego3 you can =ust randomly click through the /ule and go back to the start3 when it>s wrong. "o not do this +olve the Tsumego Tsumego in your head only and only use your mouse when you are 11$J certain you got it right !ever look at the solution. I2 you can>t 2ind out the solution o2 a Tsumego3 Tsumego3 either s/end more time3 or switch to one that you can solve. I2 you solve a Tsumego yoursel23 the /ositive e22ect on your memory is huge. There is ero bene2it3 i2 you cheat yoursel2. Take your time. Then re/eat3 and im/rove your time. I2 you solve a Tsumego 2or the 2irst time3 take your time. The solution might take you $ minutes3 but who cares? nce you solve it3 the =oy will be overwhelming3 and you will never 2orget it again.
1
"o at least 1 Tsumego /er day. ,ad a long day at work? !o time 2or anything? That>s no /roblem3 but I still suggest that you do at least 1 /ule /er day. 9rint out a /age to look at while you>re watching TV or laying in bed. I2 you have a mobile /hone3 download one o2 the many avaiable Tsumego Tsumego A//s and do one while brushing your teeth. It takes a minute to do a Tsumego. "o it !ow /timal number o2 Tsumego /er day is 1$$. It>s totally e22icient i2 you do 1$$ /ules /er day. ou can do $$3 i2 you have the 2ree time3 but the memory bene2it decreases 8uickly a2ter those 2irst 1$ ones. Kuality is the key to success when doing Tsumego3 not 8uantity. Hhere can I 2ind Tsumego? I2 you are reading this book3 you will /robably have downloaded it 2rom www.onlinego.com www .onlinego.com.. I invite you to go to that website and click on E9ulesE. ou will 2ind a large library 2ull o2 hundreds o2 Tsumego. Tsumego. It is also one o2 the best communities to /lay :o online3 so try it out or 5eginners3 I recommend the E,nc0clo(edia E ,nc0clo(edia of life and deathE death E by Cho Chikun. It 2eatures '$$ Tsumego Tsumego on all beginner as/ects and is the best beginner collection out there. "oing all '$$ o2 them3 together with the /rovided guide above3 will guide you to a stable - 4yu rank within a 2ew months. You might notice, that the printa$le version has no solutions attached% This is intended, so ou can not cheat You You can verif our solutions in the online version%
ou can 2ind a /rintable version hereF htt/FDDtsumego.tasuki.orgDbooksDcho1 elementary./d2 ou can 2ind an online version on :+F htt/sFDDonlinego.comD/uleD
Learn !ose"i E2ut learning Boseki is $ad Con5t do it until ou are Denter random rank hereE E.
This is one o2 the standard sentences3 that any :o /layer has heard at least once in his li2etime. +ome /layers /reach it like a mantra3 some will throw it at your 2ace without even understanding what it means. I2 you ask any o2 them why they say that sentence3 sentence3 it>s mostly because they they heard it 2rom someone else3 or because they tell you E + don5t want to pla moves that + don5t understand%E I 2eel that this common a//roach is wrong. There is a consensus that memoriing 7oseki is wrong3 i2 you do not understand the reason behind it. ,owever3 ,owever3 7oseki moves are also considered the best moves in a certain3 local situation. 6ost o2 us are Amateur /layers3 and o2 course we won>t understand everything about a 7oseki. 5ut3 by neglecting them totally until you hit a /rede2ined rank3 you are only hindering yoursel2. Hhen I was a 5eginner (B1'k)3 I was o2ten obliterated in the corner on a 1';1' board. A ** corner invasion would totally kill my stones. ne /layer then recommended me to learn and study the according 7oseki3 which I did 2or a week. bviously3 I could not understand these moves at my rank3 back then. A2terwards3 A2terwards3 knowing the best moves and s/ending time with them3 I was never tricked again when /laying /eo/le o2 my own rankL and I climbed a 2ew ranks 8uickly. +o instead o2 com/letely ignoring 7oseki and then telling other /eo/le what to do3 2ollow a di22erent a//roachF M 9ick u/ three o2 your 2avorite o/enings and study one or two 7oseki 2or each. M 9lay out the moves on a board and think about every move 2or at least a minute. M Try to understand why this move is the best move. M And try to think about res/onses that di22er 2rom the 7oseki. M ,ow will you react to them3 and why? M Hrite down where you are uncertain. And revise it a2ter some time to see i2 you 2ound out.
2 A lot o2 8uestions will arise. Hrite them down and show them to a stronger /layer
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+tudying your 2avorite 7oseki is one o2 the 2irst ste/s to becoming stronger. stronger. I am certain3 that the o/ening on a ';' board is the most im/ortant /art o2 the game. 5y /icking u/ your three 2avorite o/enings and studying one or two 7oseki 2or each3 you will already be * ranks stronger within a week. "on>t have a 2avorite o/ening? ,ow about the Tengen Tengen () o/ening?
30 favorite !ose"i %isting all /ossible 7oseki variations 2or the ';' board is a huge task. ou ou can 2ind a very good learning resource on the internet under htt/sFDDonline go.comD/uleD1*33 where I have /ut together a larger collection o2 them. go.comD/uleD1* I can also recommend the /ening &;/lorer by mark$$$F (htt/sFDDonline ( htt/sFDDonline go.comD/uleD11)) go.comD/uleD11 or this book3 I will introduce my two 2avorite Tengen Tengen variants to you. The Tengen () /eningF The Tengen Tengen is the most /o/ular o/ening in 9ro games. I recommend that you study the Tengen o/enings 2irst.
("iagram 1)
#
3 Variation 1F Hhite is a common res/onse to the Tengen Tengen o/ening. Hhite does not yet decide which corner to take and leaves that decision to 5lack.
("iagram )
A good and common res/onse is 5lack *. It might look too /assive3 but it is very good 2or 5lack to not decide over a direction yet. 5lack does also gain a good in2luence over the le2t /art o2 the board.
("iagram *)
Hhite # makes solid territory and 2inally decides 2or a corner.
("iagram #)
5lack is one o2 the standard res/onses and the 7oseki ends at this /osition. As Hhite has . /oints o2 4omi3 the /ositions are about e8ual in /oints. Hhite has the /ossibilities to /lay A3 53 or C ne;t.
("iagram )
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3 Variation F Another common Tengen Tengen o/ening is Hhite . It makes a solid corner territory and e;tensions into either direction are /ossible.
("iagram -)
5lack can not sa2ely attack Hhite directly. directly. A good res/onse is 5lack *3 as it threatens to take big corner territory and creates a large in2luence over the le2t side o2 the board. Hhite has several good o/tions 2or his ne;t move. A and 5 are invasions into 5lack>s in2luence and a 2ight will start. C is a solid and territorial move3 and " invites 5lack 2or an attack in between the two Hhite stones.
("iagram 0)
0
%uri"a&ari "You "You e(change a potential territor for the territor of our opponent, and vice.versa%"
+im/le as it sounds3 this =a/anese term stands 2or an Ee;change o2 /otential territoryE. /en s/ace or 2ramework is being switched between the two /layers and made territory in the /rocess. 2 course3 when doing /lay that ends in urikawari3 you want to get the bes t result 2or yoursel23 and not hel/ the o//onent Hhen I learned about it3 I 2ound it to be a rather vague to/ic that had no /ractical use 2or me. And when it ha//ened in my games3 there were no s/eci2ic beginner techni8ues attached3 and I was having a hard time. I will try to make this road easier 2or you In this in the two u/coming e;am/les3 I will (ho/e2ully) give you a better understanding on how to use urikawari in your own ';' games. Imagine yoursel2 as the Hhite /layer in the 2ollowing diagramsF
The Cha(el Techni4ue These three 5lack stones 2orm the cha/el. It>s one o2 the basic ca/turing techni8ues in :oF The Cha/el.
("iagram )
The cha/el only works on the second line o2 the board The three 5lack stones surround the single Hhite stone3 2acing the edge. The Hhite stone can not be saved and is dead.
("iagram ')
Hhen two 5lack stones are /laced around the Hhite stone3 they are Ethreatening a chapel E. E.
("iagram *$)
'
I2 Hhite ignores the cha/el and /lays elsewhere3 5lack can ca/ture Hhite in a cha/el. !3lease notice that 2lack 9 is an endgame move 3laing it this earl is a mistake $ecause Fhite has a free move elsewhere on the t he $oard now%
("iagram *1)
ou can use the cha/el as a techni8ue 2or urikawari. %et>s look at this common board /ositionF 5lack has big in2luence over the to/ o2 the board3 and Hhite has a small grou/ on the lower side.
("iagram *)
*$
Hhite can now bend around the 5lack grou/ with Hhite 1. A common res/onse by 5lack is to E threaten a chapel E with 5lack . This is e;actly3 what Hhite wants.
("iagram **)
Hhite can now take a big /oint elsewhere on the board and ignore the cha/el threat. This is only an e;am/le on how the Cha/elTechni8ue Cha/elTechni8ue can be used to gain a +ente move elsewhere on the board. ne can argue i2 Hhite * is the best choice3 but that>s not overly im/ortant here. The correct /lay 2or 5lack is to /lay in the u//er le2t corner and react to Hhite *.
("iagram *#)
*1
,owever3 ,owever3 a lot o2 times3 5lack will 2all 2or the Etra/E and and /lay the cha/el ne;t.
("iagram *)
Hhite will react by /utting 5lack # into Atari. I2 5lack decides to /lay elsewhere now3 now3 5lack # is ca/tured by Hhite. I2 5lack ca/tures Hhite 13 Hhite gets a 2ree move elsewhere. This is a big dilemma 2or 5lack. Hhite can be ha//y with the result3 no matter what ha//ens ne;t.
("iagram *-)
*
6ost o2 the time3 the 5lack /layer will ca/ture the Hhite stone with 5lack -.
("iagram *0)
Hhite has sacri2iced a tiny bit o2 territory in the corner but gains a 2ree move elsewhere. This is huge 2or Hhite3 and 5lack can think about resigning.
("iagram *)
**
This is =ust one e;am/le where urikawari is used as a techni8ue to win on a ';' board. +ometimes3 e;changes will be very subtle3 and only e;/erience and counting will tell i2 it>s worth to /lay. ne could also argue that it is generally a better /lay 2or Hhite to connect his stones a2ter 5lack in "iagram **. This is o2ten true 2or 1';1' boards3 but on ';' boards it is only in some cases. 4nowing and using the Cha/elTechni8ue Cha/elTechni8ue is a musthave 2or any advanced ';' /layer3 /layer3 es/ecially since the result is a lot better than on bigger boards. The main bene2it o2 the Cha/elTechni8ue Cha/elTechni8ue is to get a 2ree +ente move by sacri2icing a stone. I suggest that you e;/eriment with the Cha/el techni8ue to get a good 2eeling 2or it.
The AttachCrosscut Techni4ue Another techni8ue 2or a /ossible urikawari is the AttachCrosscut. AttachCrosscut. It has many /ossible outcomes3 and I will try to adress the most common ones. To be uni2orm with the cha/el cha/ter3 I switched the colors and Hhite /lays 2irst in this e;am/le. Hhere can Hhite /lay to do urikawari?
("iagram *')
*#
This is the move to start an e;change o2 /otential territory. territory. Hhile it looks counterintuitive to attach this close to the edge o2 the board3 it is a /ossible /lay 5lack will /robably /lay A or 5 now. now. I2 5lack decides to /lay elsewhere instead3 Hhite is already satis2ied with the result.
("iagram #$)
/tion A3 Variation 1F A2ter a 5lack /lay at A3 Hhite can do di22erent variations that are good 2or him. ne /ossibility is the clam/ at Hhite *.
("iagram #1)
*
I2 5lack ca/tures Hhite 1 in a cha/el3 Hhite can sa2ely e;tend with Hhite and be ha//y that he invaded 5lack>s territory success2ully. success2ully.
("iagram #)
/tion A3 Variation F I2 5lack decides to connect his stones at 5lack # instead3 Hhite closes the border to his territory. A and 5 are /ossible continuations 2or both /layersF I2 5lack takes 53 Hhite could /lay A3 and viceversa.
("iagram #*)
*-
/tion A3 Variation *F A2ter taking o/tion A earlier3 this variation is also a /ossibility 2or Hhite. I2 5lack e;tends into the middle with 5lack #3 Hhite invades dee/ly into 5lack>s territory.
("iagram ##)
/tion A3 Variation #F I2 5lack /lays the cha/el with 5lack #3 Hhite will Atari on the o//osing side. 5lack can now ca/ture Hhite 13 or connect his stones. Hhite can be ha//y about either choice and /lay move 0.
("iagram #)
*0
/tion 53 Variation 1F A2ter the initial moves3 5lack can also decide to block Hhite 1 on the di22erent side o2 the board. As in the /revious e;am/les3 the wedge at * is /layable 2or Hhite.
("iagram #-)
I2 5lack is greedy3 he might /lay the cha/el at 5lack #. This is a horrible 2or 5lack3 as you will see in the ne;t diagram.
("iagram #0)
*
Hhite will waste no time and Atari Atari the 5lack stone with Hhite . 5lack has to obey and connect his stones3 or his territory is lost. As a result3 Hhite can strengthen his big territory. Hhite 0 is a good and solid /ossibility.
("iagram #)
/tion 53 Variation F 5lack might try to /ush through the Hhite 2ormation with 5lack #3 but this variation is not a good choice 2or him.
("iagram #')
*'
Hhite can sim/ly react with Hhite 3 2orcing 5lack to connect his stones. The e;tension at Hhite 0 is good 2or Hhite3 and he can be satis2ied with the result.
("iagram $)
/tion 53 Variation *F Hhite * is a very de2ensive variation3 and will /robably not lead to an e;change o2 territory. territory. It is /layable though and reduces some o2 5lack>s territory.
("iagram 1)
#$
/tion 53 Variation #F (6istake)F "o not mi; u/ variation * and this one. I2 5lack blocks on the other side3 and Hhite e;tends his initial stone3 5lack can connect his stones and is in a very strong /osition now
("iagram )
The success o2 the AttachCrosscut AttachCrosscut techni8ue de/ends a lot on the surrounding stones. +o be2ore you /lay it3 take into consideration i2 the result o2 the e;change is good 2or you. 2 course3 there are a lot more /ossibilities 2or urikawari3 but e;/laning all /ossible situations would be enough 2or a book on it>s own. Hith these two sim/le mechanics3 you will have a good start on how to e;change territory success2ully. &;/eriment with it3 and do it in your games. I2 you 2ail3 try to review and 2ind out what went wrong. Gnderstanding the basic conce/t behind urikawari and how it>s used on ';' will make you at least one rank stronger on the ';' board.
#1
A +ro 6ame ,xam(le The 2ollowing e;am/le is taken 2rom game si;3 between 4udo !orio ('/) and amada 4imio ('/)3 where the cha/el is used by 5lack to urikawari. At this stage o2 the game3 Hhite has a strong /osition over the to/ right and the game is highly in his 2avor. A2ter Hhite is bent by 5lack 13 threatens a cha/el at Hhite .
("iagram *)
5lack * uses this to his advantage and ignores the threat by invading. Hhite can not /lay the cha/el but has to react to 5lack>s /lay. /lay.
("iagram #)
#
Hhite # cuts the 5lack stone o223 and it looks like Hhite is in a good /osition again. 5ut 5lack has a /lan
("iagram )
5lack cuts o22 the Hhite stones 2rom each other3 and Hhite - does the same to the 5lack stones at * and . !ote how 5lack 1 takes away a liberty 2rom the Hhite grou/. Hithout this3 Hhite - would have /layed Atari to 5lack 2rom the other direction. The cha/el still hasn>t been resolved3 because o2 5lack>s 2urious attack. Can you read out what will ha//en ne;t?
("iagram -)
#*
5lack /ulls his stone out o2 Atari with 5lack 13 and a small se8uence 2ollows where 5lack gets /ushed to to the edge o2 the board.
("iagram 0)
5lack has surrounded a Hhite stone in the /rocess and is almost alive now. now. 5lack is an Atari to the Hhite grou/3 and Hhite * connects and saves it. This invasion was only as success2ul3 because 5lack used the Cha/el Techni8ue echni8 ue initially.
("iagram )
##
Hhite 1 /uts the three 5lack stones into Atari3 and 5lack has to ca/ture and connect with 5lack .
("iagram ')
inally3 inally3 the cha/el is resolved with Hhite 1 and 5lack . or his grou/ to stay alive3 Hhite must ca/ture at *3 and 5lack # does the same thing 2or his grou/ on the right. I2 you go back to the initial diagram3 would you have guessed this outcome? bviously3 bviously3 /laying this good demands the highest level o2 skill in :o. It is a good e;am/le3 how you can use the Cha/elTechni8ue Cha/elTechni8ue to gain an advantage.
("iagram -$)
#
'n !um(s &;tending 2rom your own stones and grou/s are one o2 the most im/ortant /arts o2 the ';' game. 5ut it is also im/ortant not to e;tend blindly3 but to think about what ha//ens a2terwards. 7um/s and e;tensions are a good way to gain control over the board3 without creating too many weak s/ots 2or the o//onent to e;/loit. ,ere are a 2ew things to rememberF
6ood The one /oint =um/ is a very solid and good move to e;tend your control on the board3 es/ecially when being /layed on the third line 5e2ore you e;tend3 and stone or grou/3 consider the one /oint =um/ 2irst.
("iagram -1)
#-
The two /oint =um/ is another good e;tension to make a solid base on the side o2 the board. 5e2ore you /lay it3 make sure there are no Hhite stones around that could cut into your e;tension.
("iagram -)
The same /rinci/les a//ly to the three /oint =um/F I2 there are no Hhite stones around yet3 it is a /layable o/tion I2 Hhite decides to wedge in between3 5lack can e;tend to the o/en directions and live.
("iagram -*)
#0
Bad The three /oint =um/ is never a good e;tension i2 there is a Hhite stone on the Tengen. A2ter the e;tension3 Hhite will wedge at A and 5lack has to 2ight 2or his li2e on one side.
("iagram -#)
e(ends 5lack should consider care2ully i2 he wants to /lay a two /oint =um/3 i2 the Hhite stone is around. A wedge at A is not too /ain2ul yet3 but it creates cutting /oints with A=i 2or later.
("iagram -)
#
+ractical Training I want to do a little /ractical training with you. In the 2ollowing /ages3 I will show you a starting diagram with a 2ew moves being /layed already. already. Those e;am/les are taken 2rom amateur games3 and they show /ositions that can be seen very o2ten. ou ou will be given three choices3 and it is u/ to you to 2ind a good answer. +ince there are no /ro game records o2 these /ositions3 I will try to give a detailed e;/lanation 2rom my /oint o2 view. view.
Training 1 Hhite to /lay. A3 5 or C?
("iagram --)
#'
/tion AF The move at A is a common beginner mistake. It is too greedy 2or Hhite to create the o/en s/ace. 5lack will be an o/timal invasion3 and Hhite will have a hard time.
("iagram -0)
✓ /tion 5F
5 is a solid and good move. It looks very /assive3 but Hhite makes good territory with it. I2 5lack takes away the corner3 do not 2orget3 that Hhite has . 4omi to com/ensate Hhite - is a good and calm res/onse.
("iagram -)
$
/tion CF C is also a /layable choice3 and 5lack will not wait to take another corner. corner. Hhite - can sa2ely e;tend to Tengen Tengen in return3 and a 2ight over the whole board will start. I2 Hhite manages to s/lit the 5lack grou/s into three later3 later3 he will be able to kill one o2 them.
("iagram -')
+ome 5eginners will make the mistake o2 answering Hhite # with a contact move at 5lack . This is very good 2or Hhite3 as he can e;/loit the cutting /oints while running away. (+ee ne;t diagram)
("iagram 0$)
1
&ven though this situation looks com/licated3 the overall result is a lot better 2or Hhite3 as he gets the lower right corner and 5lack>s grou/s are se/erated until 5lack ca/tures Hhite -.
("iagram 01)
Training # 5lack to /lay. A3 5 or C?
("iagram 0)
*
✓ /tion AF
5lack * is the best answer to /unish Hhite>s over/lay in the o/ening. Hhite needs to e;tend with #3 or lose the corner. corner. This makes his inital move ine22icient. 5lack takes a huge chunk o2 the board.
("iagram 0*)
/tion 5F Ignoring Hhite 3 5lack can take the o//osite corner. This is not a good move3 because Hhite will e;tend with Hhite #. I2 5lack blocks (either side) with 3 Hhite will sacri2ice his initial stone and start a wholeboard 2ight.
("iagram 0#)
#
/tion CF C is the worst o/tion3 as Hhite will /lay move * to make a solid corner. corner. 5lack has no choice and needs to take a second corner as com/ensation with 5lack . Hhite - can then start an invasion 2rom a sa2e base.
("iagram 0)
Training $ 5lack to /lay. A3 5 or C?
("iagram 0-)
-
✓ /tion AF
The solid e;tension at A is is the correct move to /unish Hhite>s over/lay. I2 Hhite wants to make sa2e territory with Hhite #3 5lack can care2ully /lan his ne;t move3 and /ossibly invade.
("iagram 00)
/tion 5F I2 5lack decides to cut3 Hhite can do the same and start a +emeai over the whole board. 5lack has to care2ully think i2 he wants this outcome3 outcome3 be2ore /laying the move at 5.
("iagram 0)
0
/tion CF Hhite will be thank2ul 2or the /assive move at 5lack * and e;tend his control over the board with Hhite #. The o/en s/ace between 5lack 1 and * is bad 2or 5lack3 as Hhite can invade later. later.
("iagram 0')
The ,ndes3 the book is already at it>s end3 and I ho/e you learned something new 2rom my introduction to the ';' board. 2 course I could only give you a basic understanding this s/ecial board sie3 and there is much more to learn and discover I2 you lose a lot on the ';' board3 do not let that discourage you As the a /o/ular saying goesF EThe master has 2ailed more then the student has even tried.E I want to give a s/ecial thanks to mark$$$ mark$$$33 who gave me great in/ut on many /arts o2 the book (And who is an e;cellent ';' /layer himsel2) Also a thanks to those who hel/ed me getting stronger3 read over the book3 and those who are my good 2riends.
N
This includes (in al/habetical order)F anoek anoek33 arn2asta arn2asta33 5Atanne 5Atanne33 calantir calantir33 crodgers33 donbambone crodgers donbambone33 &lli &lli33 :astAccount :astAccount33 4uroneko 4uroneko33 %evvo %evvo33 matburt matburt33 6igaki33 6ikasa 6igaki 6ikasa33 mlo/eviedma mlo/eviedma33 /athogeni; /athogeni;33 +atomi +atomi33 +T$$$6A +T$$$6A33 tinuviel tinuviel33 thouis33 trohde thouis trohde33 TTT TTT33 Vanna Vanna33 vranel vranel33 ;hu' ;hu'.. eel 2ree to contact me via [email protected] [email protected] or send a message to EGranisaE on the nline:o +erver (:+).
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