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Zodiac 50 Game Pack 2
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1992-01-16
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-
@1,2,WHAT IS GO?
@2,3,EXAMPLE GAME
@3,11,WAY to GO
@4,82,ADVANCED GAME
@5,105,RULES SUMMARY
@6
@7
&01 LEARN TO PLAY GO INDEX
&02 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
&03 What is "GO"? - - A quick description of the game of go. ∙ ∙ ∙ ∙ ∙ ∙ ∙ F1
&05 Example game - - A simple small∙board game with move explanations.· ∙ F2
&07 WAY to GO - - - - To learn the basic elements of playing go. ∙ ∙ ∙ ∙ ∙ F3
a) Liberties d) Life & Death g) End/Score
b) Connections e) To Escape h) Rule of KO
c) Capture f) Two Eyes
&12 Advanced Game - - More complex game on larger board, with commentary.· F4
&14 Rules summary - - A brief explanation of rules & strategy. ∙ ∙ ∙ ∙ ∙ ∙ F5
&17 Throughout this tutorial:
&18 ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙ ∙
&19 Down arrow key will take you to
&20 the next page or to the next move.
&21 Up arrow key to move backwards.
&22 Function keys will jump you to a
&23 new section. Menu in lower left.
-p2
@1
@2,3,EXAMPLE GAME
@3,11,WAY TO GO
@4,82,ADVANCED GAME
@5
@6,1,INDEX
@7
&01 IGO the program, is about GO the game.
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Go is sometimes called a war game. The players are battling to control
`territory' on the game board. The winner will be the player who ends
up with the most territory, i.e., surrounded empty intersection points.
&06
The game starts with an empty board. At his turn each player places a
marker (called a `stone') of his color wherever he chooses on the board.
Once a stone is placed it is never moved. Each player will be attempting
to build fences that surround more empty points than his opponent does.
. . . . . . . . . . . . . . . . . . . . . . . . .
&12
Stones can be captured and held as `prisoners' during the game and, at
game's end, a count of prisoners held is added to that player's score.
&15
`Example Game' does not have any prisoner captures.
`Advanced Game' does, but you will probably find it
best to view the `Example Game' and the `Way To Go'
sections before trying to understand `Advanced Game'.
&20
~ Game move explanations Down arrow
found in this tutorial to proceed
copyright, Roger White
-p3
@1
@2,4,START OF GAME
@3,7,MIDDLE OF GAME
@4,10,END OF GAME
@5
@6,1,INDEX
@7
&01 ╓──────────────────────╖
║ EXAMPLE GAME ║
╙──────────────────────╜
&05 The game you are about to see will give you a
quick overview of the nature of the game of go.
&09 Do not be distressed if the comments about this example game
seem confusing at first. Please be satisfied to get just a
first impression and move along to the tutorial which follows.
&13 Later, when you have tried playing the game
on your own, come back again for another look.
&17 As you view this Example Game, remember:
&18 │ The objective is to surround more │
&19 │ territory than your opponent does.│
&22 Next page for game
-p4
@1
@2,4,START OF GAME
@3,7,MIDDLE OF GAME
@4,10,END OF GAME
@5
@6,1,INDEX
@7
#9,9,29
&01 * * * move #1
&03 Black makes the first move.
&06 For this first move, Black chooses a point in a corner area,
&07 modestly away from the edges. He is aiming to enclose territory
&08 (unoccupied points) between his stone and the edges it is near.
&22 proceed
&23
$b177
&01 * * * move #2
&03 White makes the second move.
&06 Notice that White has stayed away from Black's chosen corner.
&07
&08 At the very beginning it is usually better to start an
&09 area of your own rather than play close to your opponent.
&22 next move
&23
$w243
&01 * * * move #3
&03
&05 Black's move #3, in conjunction with move #1, aims at
&06 enclosing a large area along the right side of the board,
&07 or along the top, depending on where White plays next.
&08
&09
$b365
&01 * * * move #4
&03 White responds with move #4.
&05
&06 With this move White is laying claim to the lower left corner area.
&07 It also will enable his next move to expand this potential territory
&08 either to the right at the bottom or upward along the left side,
&09 depending on where Black plays next.
$w435
&01 * * * move #5
&03
&06 Black now decides that his best prospects for sur·
&07 rounding territory are along the lower right side.
&08
&09
&22 proceed
&23
$b562
&04 After black #5 there remains one
&05 conspicuously large unspoken∙for
&06 area on the board, the upper left.
&07
&08 It is White's turn. Where should he play?
&22 next move
&23
-p5
@1
@2,4,START OF GAME
@3,7,MIDDLE OF GAME
@4,10,END OF GAME
@5
@6,1,INDEX
@7
#9,9,29
&01 * * * move #6
&06 White is aiming to enclose much of the upper left corner area.
&07
&08
&22 next move
&23
%b177
%w243
%b365
%w435
%b562
$w648
&01 * * * move #7
&05 Black #7 is designed to strengthen the gap between #3 and #5.
&06
&07 If Black ignores this weakness and plays elsewhere,
&08 White could push into Black's lower right corner
&09 and substantially reduce Black's intended territory.
&14 Remember, `territory'
&15 is unoccupied points
&16 fully enclosed by a
&17 player's own stones
&18 at the game's end.
&22 next move
&23
$b754
&01 * * * move #8
&04 Like #7, move #8 helps to connect two widely
&05 spaced friendly stones, #4 & #6. This point
&06 is in the unsettled middle area between the
&07 two opposing lines that are taking shape. It
&08 helps whichever player gets to this spot first.
&09
&14
&15
&16
&17
&18
%b365
%w435
$w857
&01 * * * move #9
&03 Black makes his potential upper right territory more secure.
&04
&05
&06
&07 │ Do not be
&08 │ distressed
&09 │ if these move
&10 │ explanations
&11 │ are confusing.
&12 │ Please be content │
&13 │ to simply get a │
&14 │ first impression │
&15 │ and move along to │
&16 │ the tutorial │
&17 │ which follows. │
&19
%w435
%b562
%b967
-p6
@1
@2,4,START OF GAME
@3,7,MIDDLE OF GAME
@4,10,END OF GAME
@5
@6,1,INDEX
@7
#9,9,28
&01 * * * move #1O
&06 Move #1O here improves White's position along the top.
&22 next move
&23
%B77
%B54
%W43
%B65
%W35
%B62
%W48
%B754
%W857
%B967
$w1O68
&01 Notice that opposing `walls' have begun to take
&02 shape. Which side now appears to be ahead?
&03 (ie: Who has more empty points between his
&04 potential wall and the board edges?)
&06 Draw an imaginary line roughly through the White stone line∙up and
&07 roughly estimate the number of unoccupied points to the left of this line.
&08 Then do the same for Black on the right side of the board and compare.
&10 ─ illustration follows ─
&22 proceed
&23
%B54
%W57
%B67
$W68
&01
&02
&03
&04
&05 Approximate location of White's potential final wall.
&06
&07
&08
&10
% |69
% /46
% |34
% |42
$ |41
&04 Now visualize Black's potential area. Draw a similar
&05 line in your mind's eye and compare the two sides.
&06
$W68
&03 Black's potential final wall.
&04
&05 Which player appears to have more
&06 potential territory* at this stage?
&07 (* surrounded unoccupied points.)
% |79
% |78
% |66
% \53
% |61
-p7
@1
@2,4,START OF GAME
@3,7,MIDDLE OF GAME
@4,10,END OF GAME
@5
@6,1,INDEX
@7
#9,9,28
&03 Now that the large area claims have been staked out,
&04 fighting will commence over who can squeeze the other
&05 into a smaller territory than he now appears to possess.
&06
&07 Each player must now concentrate on solidifying the weak spots in
&08 his own wall structure, and exploiting his opponent's weaknesses
&09 (i.e. places where a player could push into his opponent's claim).
&22 next move
&23
%b77
%w43
%b365
%w435
%b562
%w648
%B77
%B54
%W43
%B65
%W35
%B62
%W48
%B754
%W857
%B967
$w1O68
&01 * * * move #11
&03 Black pushes toward White's enclosure.
&04
&05 This is a serious threat. With an extra
&06 move or two here Black could cut White's
&07 potential left side territory to pieces.
&08
&09
&22 next move
&23
%B54
$b1156
&01 * * * move #12
&03
&04 White parries Black's thrust, and
&05 thus secures the upper left corner.
&06
&07
%W57
$w1246
&01 * * * move #13
&04 Black pushes again.
&04 We will now go rapidly through the
&05 remaining moves in this short game.
%B67
$b1344
&01 * * * move #14
&04 White blocks.
&05
%w68
%B1344
$w1434
&01 * * * move #15
&04 Black defends.
%b56
%b1553
-p8
@1
@2,4,START OF GAME
@3,7,MIDDLE OF GAME
@4,10,END OF GAME
@5
@6,1,INDEX
@7
#9,9,28
&01 * * * move #16
&04 White defends.
&22 next move
&23
%b77
%w43
%b365
%w435
%b562
%w648
%B77
%W57
%B54
%W43
%B65
%W35
%B62
%W48
%w68
%b56
%w46
%b1344
%w1434
%b1553
$w1642
&01 * * * move #17
&04 Next will come close fighting for corner territory.
&05
%b44
$b1778
&01 * * * move #18
&04 Corner fighting.
%w34
$w1879
&01 * * * move #19
%b53
$b1989
&01 * * * move #2O
%w42
%w2O69
-p9
@1
@2,4,START OF GAME
@3,7,MIDDLE OF GAME
@4,10,END OF GAME
@5
@6,1,INDEX
#9,9,28
&01 * * * move #21
&04 This finishes off the larger attack and defend portion
&05 of this game. A few small (1∙point) moves remain on the
&06 board. This winding∙up stage is called the `end∙game'.
@7
&22 next move
&23
%b77
%w43
%b365
%w435
%b562
%w648
%B77
%B54
%W43
%B65
%W35
%B62
%W48
%B54
%W57
%B67
%w68
%b56
%w46
%b44
%w34
%b53
%w42
%b78
%w79
%w79
%b1989
%w2O69
$b2188
&01 * * * move #22
&04 `End∙game' moves.
&05
&06
&22 next move
&23
%B88
%b2188
$w2252
&01 * * * move #23
&22 next move
&23
%B89
%b2188
%w2252
$b2361
&01 * * * move #24
&22 next move
&23
%B61
%w69
%b2361
$w2445
&01 * * * move #25
&22 next move
&23
%W45
%b88
%w2445
$b2555
&01 * * * move #26
&22 proceed
&23
%w52
%w52
%b2555
%w2651
-p10
@1
@2,4,START OF GAME
@3,11,WAY TO GO
@4,82,ADVANCED GAME
@5,105,RULES SUMMARY
@6,1,INDEX
@7
#9,9,28
&02 The game finishes with White's move #26.
&04 Black can find no move that would add to his territory or reduce White's.
&05 So Black passes his turn. Now, finding nowhere to play, White also passes.
&07 In the game of go, when both players pass in succession the game is over.
&08 The players now proceed to count the score (fully enclosed empty points).
&19 proceed
&20
%b77
%w43
%b365
%w435
%b562
%w648
%B77
%B54
%W43
%B65
%W35
%B62
%W48
%B54
%W57
%B67
%w68
%b56
%w46
%b44
%w34
%b53
%w42
%b78
%w79
%w79
%b89
%w69
%b88
%w52
%b61
%w45
%b55
$w2651
&02 * * *
&04 White wins this game by five points.
&05 White has enclosed 3O points, Black 25.
&07
&08 Count the marked
&09 intersections to
&10 confirm this score.
&19 proceed
&20
% o19
% o18
% o17
% o16
% o15
% o14
% o13
% o12
% o11
% o29
% o28
% o27
% o26
% o25
% o24
% o23
% o22
% o21
% o39
% o38
% o37
% o36
% o33
% o32
% o31
% o49
% o47
% o41
% o59
% o58
% 99
% 98
% 87
% 97
% 96
% 95
% 94
% 93
% 92
% 91
% 87
% 86
% 85
% 84
% 83
% 82
% 81
% 76
% 75
% 74
% 73
% 72
% 71
% 63
% 64
$ 66
&02 * * *
&03 In this example game there were no `prisoners' captured.
&04 Capturing and avoiding capture is an exciting part of go.
&05
&06 For more information about capturing prisoners
&07 see `CAPTURE' in the WAY TO GO section. Also,
&08 `ADVANCED GAME' includes capturing strategy.
&09
&10
&19
&20
&22 Choose from menu.
&23
% 19
% 18
% 17
% 16
% 15
% 14
% 13
% 12
% 11
% 29
% 28
% 27
% 26
% 25
% 24
% 23
% 22
% 21
% 39
% 38
% 37
% 36
% 33
% 32
% 31
% 49
% 47
% 41
% 59
% 58
% 99
% 98
% 87
% 97
% 96
% 95
% 94
% 93
% 92
% 91
% 87
% 86
% 85
% 84
% 83
% 82
% 81
% 76
% 75
% 74
% 73
% 72
% 71
% 63
% 64
% 66
-p11
@1,12,Chapter One
@2,13,WtG Part One,
@3
@4
@5,50,WtG Part Two
@6,1,INDEX
@7
&01 ----------------
- THE WAY TO GO -
&03 ----------------
&05 A simple, straightforward introduction
&06 to the principles of play
&07 for this world famous oriental game.
______________
&10 "THE WAY TO GO" booklet and other information about the game of Go
&11 is available FREE, from the AMERICAN GO ASSOCIATION.
&12 (Please mention this IGO program in your request.)
&14 American Go Association
Box 397 Old Chelsea Sta.
New York City, NY 1O113
--------------
&19 The following material is taken directly
&20 from The Way to Go booklet by Karl Baker
&21 (Copyright by Mr. Baker and the AGA).
&22 Edited for this program by Roger White.
&23 Proceed
-p12
@1
@2,13,Part One
@3
@4
@5,50,Part Two
@6,1,INDEX
@7
&02 ``Go is a ballet of complementary patterns intertwining across the board.''
- KB
&05 CHAPTER ONE
THE PROCEDURE FOR PLAYING GO
&09 These chapters present example∙questions designed to lead to
an easy understanding of go. Try your best on each question.
Review the appropriate explanation if your answer is incorrect.
&13 Go is normally played on a 19 by 19 line grid. The diagrams
&14 in this tutorial are all on small grid areas so that you can
concentrate on typical local area situations one at a time.
&18 Pace yourself. Make sure that this
&19 material stays interesting to you.
&23 Proceed
-p13
@1
@2,19,Connections
@3,26,Capture
@4,46,Life & Death
@5,50,Part Two
@6,1,INDEX
@7
&01 Part One The Way to Go
&04 POINTS
&05 ~ ~∙∙~ ~
&07 A full size go board grid has 19 lines each way, forming a
&08 total of 361 POINTS where the grid lines touch one another.
&10 Points win games.
&12 Let's become familiar with counting POINTS on the go board.
&14 Problem: How many points show in the partial board shown below?
&16 Answer
#4,4,34, Dia. 1
$ 22
&01
&03
&04 Counting points.
&05 ~ ~∙∙~ ~
&07
&08
&10
&11 Answer Dia. 1: SIXTEEN points.
&12
&13 (Remember to count
&14 the corner points.)
&16
&23 Proceed
-p14
&04 Counting points.
&05 ~ ~∙∙~ ~
&11
&14 How many points do you count in Diagram 2 below?
&16 Answer
#5,5,32, Dia. 2
$ 22
&11 Answer for Dia 2: TWENTY FIVE points.
&14
&16
&23 Proceed
-p15
@1
@2,19,Connections
@3,26,Capture
@4,46,Life & Death
@5,50,Part Two
@6,1,INDEX
@7
#9,9,26, Dia. 3
&02 LIBERTIES
&03 ~ ~∙∙∙~ ~
&05 Each point on the board has lines extending from it. The very next point
&06 along a line is an ADJACENT point.
&08 Points are adjacent only along the lines. Any point along a diagonal
&09 is not adjacent. Each empty point adjacent to a stone is a LIBERTY.
&11 Problem: How many `liberties' do you count for the stone in Dia. 3 below?
&13 Answer
$B26
&02
&03 Counting liberties.
&04 ~ ~∙∙~ ~
&05
&06
&08 Problem: How many `liberties' do you count for the stone in Dia. 3 below?
&09
&11 Answer for Dia. 3: FOUR liberties.
&09
&13
&23 Proceed
% 16
% 36
% 25
% 27
-p16
&03 Counting liberties.
&04 ~ ~∙∙~ ~
&06 How many liberties are there for the stone in this diagram?
#9,9,30, Dia. 4
&11 Answer
$B61
&06 Answer for Dia. 4: THREE
&11
&23 Proceed
% 51
% 71
% 62
-16
&03 Counting liberties.
&04 ~ ~∙∙~ ~
&06 How many liberties are there for the stone in Dia. 5 below?
#9,9,30, Dia. 5
&10 Answer
$B99
&03 Counting liberties.
&04 ~ ~∙∙~ ~
&06 Answer for Dia. 5: TWO
&10
&19 Proceed
% 89
% 98
-p18
@1,13,Part One
@2,19,Connections
@3,26,Capture
@4,46,Life & Death
@5,50,Part Two
@6,1,INDEX
@7
&01 Counting liberties.
&02 ~ ~∙∙~ ~
&04 Notice that stones along the board edges, and
&05 in the corners have fewer liberties available.
&07 ∞ ∞ ∞ ∞ ∞ ∞ ∞
&08 Liberties are as important in go as breathing is in life.
&09 Ahead we will be concerned with liberties again and again.
&10 ∞ ∞ ∞ ∞ ∞ ∞ ∞
#9,9,30, Dia. 6
%B99
%B61
%B26
-p19
@1,13,Part One
@2
@3,26,Capture
@4,45,Life & Death
@5,50,Part Two
@6,1,INDEX
@7
@8
&01 Forming Connections
&02 - - - - - - -
&04 Once a stone is placed on a point it is never moved to another point.
&05 When a stone of the same color is placed on an adjacent point the two
&06 stones are CONNECTED. Once connected, stones form an inseparable UNIT.
&07 Thus a single stone, or any number of connected stones, make up a unit.
&09 Problem: How many units do you count in Dia. 7 below?
#9,9,30, Dia. 7
&11 Answer
%B43
$B53
&11
&13 Ans. Dia. 7: ONE
&23 Proceed
-p20
&04 How many units do you count in Dia. 8 below?
#9,9,30, Dia. 8
&08 Answer
%B35
%B45
%B65
$B53
&04 Ans. Dia. 8: THREE units.
&07 Notice that stones touch one another when they are connected.
&08 To check connections at a glance, look for stones which touch.
&09 A gap between stones of one color announces a separate unit.
&23 Proceed
-p21
&07 How many units do you count in Dia. 9 below?
#9,9,30, Dia. 9
&08 Answer
%W21
%W22
%W23
%W24
%W25
%W13
%B31
%B41
%B43
%B44
$B42
&07
&08 Ans. Dia. 9: TWO UNITS, one white and one black.
&23 Proceed
-p22
&04 How many units in Dia. 10 below?
&07 Answer
#9,9,30, Dia. 10
%B43
%B52
%B63
%B64
%B75
%B76
%W62
%W72
%W73
%W74
%W85
$W86
&07 Ans. Dia. 10: SIX UNITS, two white and four black.
&09 Remember that stones connect only along the
&10 lines; they do not connect along diagonals.
&23 Proceed
-p23
&04 How many units in Dia. 11 below?
#9,9,30, Dia. 11
&6 Answer
%B42
%B52
%B44
%B54
%B63
%B73
%B65
%B75
%B46
%B56
%W37
%W35
%W45
%W55
%W64
%W66
$W67
&6 Ans. Dia. 11: NINE UNITS, four white and five black.
&23 Proceed
-p24
&05 Connected units share liberties, so they have as many liberties
&06 as there are unoccupied points adjacent to the ENTIRE UNIT.
&09 How many liberties do you count for the connected stones in Dia. 12 below?
#9,9,30, Dia. 12
&11 Answer
%B12
%B22
%B32
%B42
$B52
&11 Ans. Dia. 12: ELEVEN liberties.
&23 Proceed
-p25
@1,13,Part One
@2
@3,26,Capture
@4,46,Life & Death
@5,50,Part Two
@6,1,INDEX
@7
@8
&04 How many liberties for the unit in Dia. 13 below?
#5,5,30, Dia. 13
&07 Answer
%B13
%B21
%B22
%B23
%B24
%B25
%B31
%B33
%B41
%B43
%B51
%B52
$B53
&07 Ans. Dia. 13: TEN
&23 Proceed
-p26
@1,13,Part One
@2,19,Connections
@3,26,Capture
@4,46,Life & Death
@5,50,Part Two
@6,1,INDEX
@7
@8
&02 ╓─────────────────────╖
&03 ║ Capture ║
&04 ╙─────────────────────╜
&07 Placing stones so as to occupy ALL the liberties
&08 of an opposing unit results in NO liberties for
&09 that unit and the stones in that unit are CAPTURED.
&11 All stones of a captured unit are removed from the board
&12 immediately and are retained by the captor as PRISONERS.
&23 Proceed
-p27
&03 Problem: Black to move. On which point in the diagram
&04 below must black place a stone in order to cap∙
&05 ture the white unit and remove it from the board?
&08 Hit down arrow for choices.
#9,9,28, Dia. 14
%B53
%B44
%B64
$W54
% a46
% b66
% c55
&03
&04
&05
&06 Select the proper lettered point below on which black
&07 must play in order to capture the white stone below.
&08
&21 Answer
$W54
&03 Ans. to Dia. 14: `c' is correct.
&05 When a black stone is played on point c it will destroy the
&06 white stone's last liberty, and it thus captures that stone.
&07
&21
&23 Proceed
% C55
-p28
&09 This capture creates a new board situation, shown below.
&18 Black now holds
&19 one white prisoner.
&20 /
#9,9,28, Dia. 15
&23 Proceed
%B53
%B44
%B64
%B55
%WB2
-p29
&04 Repeat:
&08 It may help to think of a liberty as a breathing space.
&09 Without a breathing space stones smother and die.
#9,9,28 Dia. 15
$B53
%B44
%B64
%W54
&23 Proceed
-p30
&04 Where must black play in the situation below in order
&05 to immediately capture and remove the white stone?
#9,9,28, Dia. 16
&10 Answer
%W99
%B89
%B87
%B78
%B67
% a79
% b88
% c98
$ d97
&10
&14 Ans. Dia. 16:
&16 `C' is correct.
&21
&23 Proceed
% C98
-p31
&03 Where must black play in the situation below in order to capture white?
#9,9,28, Dia. 17
&10 Answer
%W15
%B13
%B24
%B25
%B35
%B33
%B44
% a14
% b16
% c26
% d23
$ e17
&06 Ans. Dia. 17: `b' and also `a'.
&08 In this situation TWO liberties must be filled before the
&09 white stone can be captured and removed from the board.
&10
&23 Proceed
-p32
&03 Where must black play in the situation below in order to capture white?
&05 Select the correct lettered point below.
#9,9,28, Dia. 18
&10 Answer
%B18
%B29
%B39
%B27
%B26
%B36
%B48
%W28
%W38
%W37
% a47
% b46
% c57
$ d56
&10
&14 Ans. Dia. 18:
&15 `a' is correct.
&23 Proceed
-p33
&03 The following diagram shows the situation if black plays at `a'.
&04 Notice that this capture opens new liberties for the black units.
&07 | Whenever a unit of connected stones |
&08 | loses its last liberty, the stones |
&09 | of that unit are all captured. |
&12 Black captures three
&13 white `prisoners'.
&14 At game's end these
&15 will count as EXTRA
&16 points for Black.
&18 Three prisoners.
&19
#9,9,26, Dia. 19
%B18
%B29
%B39
%B27
%B26
%B36
%Ba47
%B48
%WB2
%WC2
%WD2
&23 Proceed
-p34
&02 No matter how many stones in a unit, the more liberties it
&03 has the stronger and safer it is.
&05 In previous Dia. 19 black gained liberties by capturing white.
&06 The other way for a unit to gain liberties is by EXTENDING.
&09 Problem: On which point can white play to increase the
&10 liberty count for his nearly enclosed unit below?
&12 Answer
#9,9,30, Dia. 20
%B27
%B28
%B36
%B38
%W37
% a48
% b47
% c46
% d57
-p35
&03 Ans. Dia. 20: `b' is correct.
&06 White had only one liberty. With this new white
&07 stone, the white unit now has three liberties;
&08 one at `a', one at `c', and one at `d'.
&10 White's move here is called EXTENDING.
&23 Proceed
#9,9,30, Dia. 20
%B27
%B28
%B36
%B38
%W37
% a48
% b47
% c46
% d57
%W47
-p36
&03 Select the lettered point below where white can
&04 play to gain liberties for his two stone unit.
&12 Answer
#9,9,30, Dia. 21
%B61
%B71
%B62
%B82
%B63
%B83
%W72
%W73
% a74
% b64
% c65
% d85
% e84
$ f75
&03
&04
&08 Ans. Dia. 21: White has one liberty at `a'. Extending with
&09 a white stone at `a' will give this unit three
&10 liberties; at points `b', `f', and `e'.
&12
&17 Proceed
-p37
&04 Problem: On which point can white play to increase the number
&05 of liberties for his nearly enclosed unit below?
#9,9,30, Dia. 22
&11 Answer
%B44
%B45
%B56
%B66
%B64
%W55
%W65
% a76
% b75
% c74
$ d54
&04 Ans. Dia. 22:
&05
&06 Adding a white stone at `b' will increase
&07 the white unit's liberties from two to four.
&10 Confirm that a white stone at `d' will not
&11 increase the number of white liberties.
&13
&17 Proceed
-p38
&03 This one is trickier, count carefully.
&05 Select the lettered point below which gives white
&06 the most liberties.
#9,9,30, Dia. 23
&11 Answer
%B33
%B43
%B53
%B73
%B34
%B64
%B35
%B46
%B56
%B76
%W45
%W55
%W65
% a54
% b75
% c66
$ d74
&05
&06
&08 A white stone at `b' increases the liberty count for white from four to five.
&11
&17 Proceed
-p39
&03 Where can white play in Dia. 24 below to increase his liberty count?
#11,11,28, Dia. 24
&08 Answer
%B47
%B56
%B58
%B64
%B74
%B69
%B79
%B88
%B87
%B86
%B85
%W66
%W67
%W68
%W76
% a55
% b65
% c75
$ d77
&06 There is no way that white can increase
&07 the number of liberties for this unit.
&08
&17 Proceed
% 55
% 65
% 75
% 77
-p40
#12,12,27, Dia. 25
&01 Players often `extend' in order to avoid capture. The added stone
&02 may itself reach to new liberties as in the preceding diagrams.
&04 Or, the new stone may enable a confined unit to connect to
&05 another outside unit and thus to gain needed liberties.
&07 Problem: On which point should black play to obtain more
&08 liberties for his nearly enclosed unit here?
&13 Answer
%B39
%B37
%B56
%B55
%B67
%B68
%B86
%B87
%B88
%B97
%BA7
%BA9
%BB9
%BB5
%B74
%W76
%W78
%W79
%W89
%W98
%WA8
%WB8
%WB7
%WA6
%W96
%W85
% a99
% bB6
% c77
% d75
$ c77
&01
&02
&03 Ans. Dia. 25: Black's endangered unit will be saved, and strengthened
&04 from one to four liberties (and gain access to even more),
&05 when he joins his units by playing at point `c'.
&07 See below:
&08
&13
&18 Proceed
%bC77
%B39
%B37
%B56
%B55
%B67
%B68
%B86
%B87
%B88
%B97
%BA7
%BA9
%Bb9
%Bb5
%B74
%W76
%W78
%W79
%W89
%W98
%WA8
%WB8
%WB7
%WA6
%W96
%W85
-p41
&03 Whenever a unit has only one liberty remaining it is in ATARI (ah tah ree).
&05 Problem: How many atari's can you count in the past twelve situation diagrams?
&08 Go back to `Capture' (press F3). Start with
&09 diagram 14. Move forward again to this page.
&11 Jot down the diagram numbers for each diagram
&12 situation which shows a unit to be in ATARI.
&14 How many atari's do you count?
&17 Answer
-p42
&02 Ans: There are SIX examples of `atari' in this series of diagrams.
&03 (If you counted more than six you may have included
&04 some of the duplicate diagrams shown. Try again.)
&08 A player who has just had a unit put into atari is not required to try to
&09 protect that unit. Neither is the other side ever required to capture.
&10 Such stones may remain in atari indefinitely.
&12 As you begin to play go, it is instructive and courteous to
&13 warn your opponent as soon as a unit of his is put into atari.
&16 ATARI is to go as CHECK is to chess.
&17 Saying `atari' means: `As the board
&18 stands, I can capture one or more of
&19 your stones on my next play.'
&22 Proceed
-p43
&02 Race to Capture
&05 In each game the players spend much of their time trying to arrange
&06 escape for friendly stones and/or preventing escape of enemy stones.
&08 Points that lie under captured stones are territory for the captor.
&09 Therefore the question of capture∙vs∙escape is vitally important.
&11 Problem: It is black's play. Where will he move in the situation below?
#9,9,30, Dia. 26
%W69
%W68
%W67
%W66
%W65
%W75
%W85
%W87
%W88
%W89
%W99
%W97
%B79
%B78
%B77
%B76
%B86
&15 Answer
$B96
&02
&03 The question of capture∙vs∙escape is vitally important.
&05
&06
&07 Answer: Black will play at the point marked `a'.
&08
&09 Since this move will destroy the last liberty of the
&10 corner white unit, it will capture all the stones in
&11 that unit, which then become black's `prisoners'.
&15
&19 Proceed
% a98
-p44
&07 By capturing these white stones the endangered black
&08 unit has acquired many new liberties as shown below.
&09 Also, black now holds valuable white `prisoners'.
&17 five white
&18 prisoners
&19 /
#9,9,30, Dia. 27
%W69
%W68
%W67
%W66
%W65
%W75
%W85
%B98
%B79
%B78
%B77
%B76
%B86
%B96
%WB2
%WC2
%WD2
%WE2
%WF2
-p45
@1,13,Part One
@2,19,Connections
@3,26,Capture
@4,46,Life & Death
@5,50,Part Two
@6,1,INDEX
@7
@8
&05 If it is white's move in this situation, he
&06 will take black's last liberty by playing at
&07 the point marked `b'. This will capture the
&08 black unit and save the cornered white stones.
&16 six black
&17 prisoners
&18 /
#9,9,30, Dia. 28 Proceed
%W69
%W68
%W67
%W66
%W65
%W75
%W85
%W87
%W88
%W89
%W99
%W97
%wb95
%BB2
%BC2
%BD2
%BB3
%BC3
%BD3
-p46
@1,13,Part One
@2,19,Connections
@3,26,Capture
@4,46,Life & Death
@5,50,Part Two
@6,1,INDEX
@7
@8
&01 `The power of stones is always measured by the number of liberties they keep.'
&02 - KB
&03 ╓────────────────────╖
&04 ║ Life & Death ║
&05 ╙────────────────────╜
&07 We will now examine `safe' enclosures, and some that are not safe.
&09 In go the players always seek to encircle territory. Often
&10 both will be after the same territory at the same time.
&12 Sooner or later opposing stones meet
&13 and begin to push against each other.
&15 Liberties appear and
&16 disappear with each play.
&17 The conscientious player
&18 keeps constant track of
&19 the liberties in each
&20 unit involved in these
&21 territorial battles.
-p47
&02 Since stones are captured only when opposing stones occupy all
&03 of their liberties, then it follows that: STONES CANNOT BE
&04 CAPTURED IF ENEMY STONES CANNOT OCCUPY ALL THEIR LIBERTIES.
&06 Stone groups can have `safe liberties', liberties which cannot
&07 be filled by the opponent. Such liberties are always surrounded
&08 by friendly stones. Hence they MUST lie inside an `enclosure'.
&11 Problem: Can black occupy all the white liberties in Dia. 29 below?
&14 Answer
#9,9,28, Dia. 29
%B11
%B12
%B13
%B23
%B33
%B43
%B53
%B52
%W22
%W32
$W42
&02
&03
&04
&06 Ans. Dia. 29: YES. White has failed to surround enough territory.
&07 He does not have room to create safe liberties.
&08 So black can fill all of white's liberties here.
&10
&11
&14
&19 Proceed
% a21
% b31
% c41
-p48
&03 Problem:
&04 Can black occupy all of white's liberties in Dia. 30 below?
#12,12,24, Dia. 30
&08 Answer
%B33
%B34
%B35
%B36
%B46
%B47
%B48
%B58
%B68
%B78
%B88
%B87
%B86
%B85
%B84
%B74
%B63
%B53
%B43
%W44
%W45
%W56
%W57
%W67
%W77
%W76
%W75
%W65
%W64
$W54
&01 Ans. Dia. 30: NO. White has surrounded two completely separated liberties.
&03 If black should attempt to play on either point inside the
&04 white enclosure his stone would have NO LIBERTIES, while white
&05 would still have one liberty. The white stones cannot be sur-
&06 rounded completely (outside AND inside) because black cannot
&07 occupy BOTH of
&08 white's inside
liberties in a
single move.
&19 Proceed
-p49
@1,13,Part One
@2,86,Connections
@3,26,Capture
@4,46,Life & Death
@5,50,Part Two
@6,1,INDEX
@7
@8
&04 Can black occupy all of white's liberties in Dia. 31 below?
&08 Answer
#11,9,26, Dia. 31
%B39
%B38
%B37
%B36
%B35
%B45
%B55
%B65
%B75
%B85
%B97
%B98
%B99
%B86
%B87
%W49
%W48
%W47
%W46
%W56
%W66
%W76
%W77
%W78
%W88
%W89
%W69
$W59
&02 Ans. Dia. 31: NO.
&03 White has succeeded in surrounding territory of
&04 a size and shape which assures two eyes. Imagine that black begins
&05 to place stones inside this white enclosure. What will happen?
$W59
&02 Ans. Dia. 31: Continued.
&03
&04 Notice that invading black stones will always
&05 run out of liberties before the white stones do.
&07 White cannot be captured.
&08
&19 Proceed
% 68
% 67
% 57
-p50
@1,13,Part One
@2
@3,57,Two Eyes
@4,69,End / Score
@5,79,Rule of KO
@6,1,INDEX
@7
@8
&01 Way to Go -- Part Two
&03 To Escape or Not to Escape . . ?
&06 Stones that retain one or more liberties but have no
hope ultimately of keeping ANY liberties are said to
be DEAD AS THEY STAND or simply `dead'.
&10 Stones that are `dead as they stand' remain on the
&11 board as long as they retain even one liberty (until
&12 the game is finished, when they will become prisoners).
&19 Proceed
-p51
&06 Problem: Does the black stone in Dia. 32 below
&07 appear to be dead as it stands?
#11,11,30, Dia. 32
&13 Answer
%B73
%W63
%W64
%W74
%W84
%W93
%W82
$W72
&02 Is the black stone here dead as it stands?
&05 Answer: YES. There is no escape for the black stone.
&06
&07 (Yet this stone remains on the board as
&08 long as it retains its single liberty.)
&13
&19 Proceed
-p52
&04 Problem: Do the black stones in Dia. 33 below
&05 appear to be dead as they stand?
&07 Answer
#11,11,30, Dia. 33
%B73
%B63
%B53
%W64
%W74
%W84
%W93
%W82
$W72
&01 Ans. Dia. 33: NO.
&03 Although these three stones do not now enclose
&04 any territory, black can add more stones in the
&05 open area to the left where black may be able to
&06 enclose territory and thus make these stones safe.
&07
&08 (Of course, with his turns white may attempt
&09 to block black's access to new liberties.)
&19 Proceed
-p53
&06 Problem: Do the black stones in Dia. 34 below
&07 appear to be dead as they stand?
#11,11,26, Dia. 34
&08 Answer
%B75
%B65
%B55
%W66
%W76
%W86
%W95
%W84
%W74
%W56
%W47
%W36
%W35
%W34
%W43
$W53
&02 Ans. Dia. 34: YES.
&03 These black stones are very well enclosed.
&04 Black cannot surround any points or capture any white stones.
&05 However, white can fill all of black's four liberties whenever
&06 he wishes without endangering any white stones.
&07
&08 Thus we see that stones can die from being loosely surrounded
&09 even if they are not absolutely smothered.
&11 Stones effectively
&12 die when all their
&13 liberties CAN be
&14 taken, whether or
&15 not this is done
&16 at once.
&19 Proceed
-p54
&03 Problem: Which stones in Dia. 35 below appear dead as they stand?
&05 Hint: Count the liberties of each unit involved in a confrontation.
&06 The color with more liberties will overpower the one with fewer.
&09 Now, how many dead white stones do you count? How many black?
#7,7,30, Dia. 35
&13 Answer
%B26
%B42
%B43
%B44
%B54
%B64
%B74
%B72
%B62
%B51
%W15
%W25
%W35
%W36
%W37
%W46
%W56
%W66
%W67
%W61
%W63
$W73
&03
&05 How many dead white stones? How many black?
&06
&09 Ans. Dia. 35: THREE white stones and ONE black.
&11 These stones are trapped. Adding stones of the same
&12 color will not help in any of the above cases.
&13
&19 Proceed
%bx26
%wx61
%wx63
%wx73
-p55
&04 Problem:
&06 How many black stones appear dead as they stand in Dia. 36 below?
&13 Answer
#7,7,30, Dia. 36
%B15
%B16
%B34
%B42
%B51
%B52
%B53
%B54
%B56
%B57
%B63
%B65
%B73
%B76
%W22
%W23
%W24
%W25
%W35
%W36
%W37
%W43
%W44
%W66
%W62
$W72
&03 Ans. Dia. 36: THREE.
&04 The two black stones in the upper
&05 left have no prospect of either escaping or
&06 enclosing territory. Also, the black stone in
&07 the center of the board has only one liberty,
&08 while the two adjoining white stones have two.
&13
&19 Proceed
-p56
&05 Now ask yourself how many white stones are dead as they stand here?
#7,7,30, Dia. 37
&13 Answer
%B15
%B16
%B34
%B42
%B51
%B52
%B53
%B54
%B56
%B57
%B63
%B65
%B73
%B76
%W22
%W23
%W24
%W25
%W35
%W36
%W37
%W43
%W44
%W66
%W62
$W72
&03 How many white stones are dead as they stand here?
&05
&06 Ans. Dia. 37: THREE.
&07 The two white stones in the lower right
&08 have no prospect of either escaping or enclosing territory.
&09 Also the white stone in the upper right corner has only one
&10 liberty. (The two white stones in the center have one more
&11 liberty than the single black stone and cannot be captured.)
&13
&19 Proceed
-p57
@1,13,Part One
@2,48,Part Two
@3,57,Two Eyes
@4,69,End / Score
@5,79,Rule of KO
@6,1,INDEX
@7
@8
&01 `Two eyes live, one eye dies.'
&02 - RW
&04 ╓────────────────────╖
&05 ║ Two Eyes ║
&06 ╙────────────────────╜
&09 An empty point fully enclosed by one color is called an EYE.
&10 A group of points fully enclosed by one color is also an eye.
&11 Stones live by shaping an enclosure of TWO EYES.
&14 Stones that can form only one eye, or none at
&15 all, will eventually come into atari and die.
&16 A stone formation which has two separate eyes
&17 will always have at least two liberties.
&18 Thus it can not be captured. The opponent can
&19 not fill both eyes at once.
&22 Proceed
-p58
&03 Problem:
&05 Is white alive here?
&12 Answer
#13,13,25, Dia. 38
%W67
%W57
%W47
%W48
%W49
%W59
%W69
%W78
%W77
%W76
%W86
%W96
%WA6
%WA5
%W94
%W84
%W85
-p59
&02 Ans. Dia. 38: ALIVE. White has TWO EYES.
&05 Even if all of white's outside liberties here were to be filled in by
&06 black, the white formation has two separated empty point enclosures.
&07 SEPARATED INSIDE LIBERTIES guarantee that white cannot come into atari.
&19 Proceed
#13,13,25, Dia. 38
%W67
%W57
%W47
%W48
%W49
%W59
%W69
%W78
%W77
%W76
%W86
%W96
%WA6
%WA5
%W94
%W84
%W85
%B56
%B46
%B36
%B37
%B38
%B39
%B3A
%B4A
%B5A
%B6A
%B7A
%B79
%B89
%B88
%B87
%B97
%BA7
%BB7
%BB6
%BB5
%BA4
%BA3
%B93
%B83
%B73
%B83
%B74
%B75
%B66
-p60
&05 Is white alive in this situation?
&11 Answer
#9,9,28, Dia. 39
%B43
%B51
%B52
%B62
%B63
%B73
%B83
%B93
%W71
%W72
%W82
$W92
&03 Ans. Dia. 39: NO
&05 The white stones are dead as they stand.
&06 White has only one eye and no escape route.
&08 If it should be necessary black can fill points
&09 `a', `b', and `c' to capture the white stones.
&11
&23 Proceed
% a61
% b81
% c91
-p61
&05 Is white alive in this situation?
#9,9,28, Dia. 40
&08 Answer
%B43
%B51
%B52
%W62
%B63
%B73
%B83
%B93
%W61
%W81
%W72
%W82
$W92
&03 Ans. Dia. 40: YES
&05 White has secured two eyes.
&08 Black cannot occupy either of white's enclosed
&09 `safe liberties' without placing a stone on the
&10 board which would itself have NO liberties.
&11
&23 Proceed
-p62
&05 Is white alive in Dia. 41 below?
&06 Answer
#13,13,25, Dia. 41
%B71
%BA1
%BA2
%BA3
%B41
%B42
%B43
%B53
%B63
%B73
%B83
%B93
%W51
%W52
%W62
%W72
%W82
%W92
$W91
&01 Ans. Dia. 41: NO.
&02 The surrounded white stones are dead.
&03
&04 Black has wisely placed inside white's single eye
&05 a stone that occupies the only point by which white
&06 could have separated his enclosed area into two eyes.
&17 Proceed
$W91
&01
&02
&03 Confirm: Black can capture and remove the white stones below.
&04 (Three black moves may be required.)
&05
&06
&07
&17 Proceed
$W91
% a61
% b81
&01 If it should become necessary black can finish off white's
&02 stones by first playing at either `a' or `b'. Either move
&03 will put white into atari. White can then increase his
&04 liberties only by capturing the two enclosed black stones.
&05 Black again plays into white's (now smaller) eye space.
&06 This time white can not escape atari by capturing black.
&17 Proceed
-p63
&03 If white anticipates black's killing move above
&04 and plays there himself first, he will have made
&05 himself two eyes and will be `safe and secure'.
#13,13,25, Dia. 42
%W71
%BA1
%BA2
%BA3
%B41
%B42
%B43
%B53
%B63
%B73
%B83
%B93
%W51
%W52
%W62
%W72
%W82
%W92
%W91
&23 Proceed
-p64
&03 Is white alive in Dia. 43 below?
&06 Answer
#13,13,25, Dia. 43
%B47
%B46
%B45
%B44
%B54
%B64
%B74
%B84
%B94
%BA4
%BA5
%BB5
%BB6
%BB7
%BB8
%BA8
%B98
%B88
%B78
%B68
%B58
%W57
%W56
%W55
%W65
%W75
%W85
%W95
%WA6
%WA7
%W97
%W87
%W77
%W67
$W57
&01 Ans. Dia. 43: YES.
&02 If black were to take one of the two marked points
&03 below and white took the other, then black could not place another
&04 stone inside the white enclosure.
&06 WHY? Ask yourself why black cannot continue his attack.
&08 Answer
% 76
% 86
-p65
&01
&02 Black cannot now play on either of white's remaining liberties.
&03
&04 A stone cannot be played on a point which would leave that stone
&05 with no liberties, (unless that move would create its own new
&06 liberties by killing and removing adjacent opposing stones).
&08
#13,10,26, Dia. 44
%B47
%B46
%B45
%B44
%B54
%B64
%B74
%B84
%B94
%BA4
%BA5
%BB5
%BB6
%BB7
%BB8
%BA8
%B98
%B88
%B78
%B68
%B58
%W57
%W56
%W55
%W65
%W75
%W85
%W95
%WA6
%WA7
%W97
%W87
%W77
%W67
%B76
%W86
&23 Proceed
-p66
&03 When an enclosed area is large enough so that it can be
&04 separated into two distinct eye spaces whenever it should
&05 become necessary, it is safe and secure as it stands.
#13,13,25, Dia. 45
%B47
%B46
%B45
%B44
%B54
%B64
%B74
%B84
%B94
%BA4
%BA5
%BB5
%BB6
%BB7
%BB8
%BA8
%B98
%B88
%B78
%B68
%B58
%W57
%W56
%W55
%W65
%W75
%W85
%W95
%WA6
%WA7
%W97
%W87
%W77
%W67
&23 Proceed
-p67
&02 If, in this situation white were to allow black to occupy
&03 BOTH points `a' and `b', then the remaining eye space would
&04 no longer be large enough for white to make two eyes.
&06 The white unit would be dead as it stands.
#13,11,28, Dia. 46
%B47
%B46
%B45
%B44
%B54
%B64
%B74
%B84
%B94
%BA4
%BA5
%BB5
%BB6
%BB7
%BB8
%BA8
%B98
%B88
%B78
%B68
%B58
%W57
%W56
%W55
%W65
%W75
%W85
%W95
%WA6
%WA7
%W97
%W87
%W77
%W67
% a76
% b86
&19 Proceed
-p68
&05 As you play go, the concept of two eyes will become more clear.
#13,11,28, Dia. 47
%B47
%B46
%B45
%B44
%B54
%B64
%B74
%B84
%B94
%BA4
%BA5
%BB5
%BB6
%BB7
%BB8
%BA8
%B98
%B88
%B78
%B68
%B58
%W57
%W56
%W55
%W65
%W75
%W85
%W95
%WA6
%WA7
%W97
%W87
%W77
%W67
%B76
%B86
&23 Proceed
-p69
@1,13,Part One
@2,50,Part Two
@3,57,Two Eyes
@4,69,End / Score
@5,79,Rule of KO
@6,1,INDEX
@7
@8
&02 ╓─────────────────────────────╖
&03 ║ Ending / Scoring ║
&04 ╙─────────────────────────────╜
&07 There are four goals in Go:
&08 (1) Surround territory, (2) Reduce your opponent's territory,
&09 (3) Capture enemy stones, (4) Protect your own stones.
&12 The winner, on balance, is always
&13 the player who has accomplished
&14 these goals more efficiently.
&19 Proceed
-p70
&01 Tying Up the Loose Ends
&03 The game is ended by a pass of turn by each player in sequence. Saying
&04 `I pass' means that you see no way to further any of the above goals.
&06 Passing presumes that all claimed territories are completely
&07 surrounded (all fence sections are in place), and no stones
&08 are in atari along the borders between opposing live groups.
&11 Problem: Is black ready to pass in Dia. 48 below?
&13 (Are there black defects where white could reduce black's count?)
&14 (Opportunities where black could reduce white's count?)
#7,7,28, Dia. 48
&18 Answer
%B23
%B24
%B35
%B36
%B37
%B44
%B43
%B42
%B51
%W47
%W46
%W45
%W55
%W54
%W52
%W62
$W61
&02
&03
&04 Ans. Dia. 48: NO. Black should not pass.
&05
&06 White's wall is incomplete. Black can push into white's territory
&07 through the gap at point `a'.
&08
&09 Also, the single black stone at the lower edge is in atari. Black
&10 can save it by connecting it to the neighboring black stones at `b'.
&11 (Black should consider which of these moves will benefit him most.)
&13
&14
&18
&19 Proceed
% a53
% b41
-p71
&02 Is black ready to pass in Dia. 49 below?
&05 If you aren't sure, ask yourself exactly where and why you are uneasy.
&07 Answer
#7,7,32, Dia. 49
%B26
%B25
%B24
%B22
%B33
%B45
%B55
%B66
%B75
%W35
%W34
%W44
%W43
%W42
%W32
%W54
%W63
$W65
&05 Ans. Dia. 49: NO.
&07 Two stones are in atari, one white and one black.
&09 Also, the walls being formed between opposing colors
&10 are incomplete. Critical points are marked below.
&12 Who moves first at each of these points will make a
&13 significant difference in the score. Can you see why?
&19 Proceed
% a36
% b64
% c21
$ d23
&02
&04 A white stone at `a' will separate black into two groups. Then each
&05 part will need to make two eyes in order to live. Then, when black
&06 makes a move to secure one side, white will attack the other side.
&07
&08 A black stone at point `a' assures that both parts remain connected.
&09
&10
&12
&13
-p72
&06 Is black ready to pass in Dia. 50 below?
&13 Answer
#7,7,32, Dia. 50
%B16
%B14
%B24
%B37
%B36
%B35
%B34
%B33
%B43
%B53
%B63
%B73
%B51
%B52
%B75
%B76
%W13
%W21
%W23
%W25
%W26
%W32
%W41
%W42
%W47
%W46
%W45
%W55
%W54
%W64
%W74
%W66
%W67
-p73
&02 Ans. Dia. 50: YES. Black may safely pass his turn.
&04 This example may look confusing at first since it brings together all
&05 the concepts discussed so far. We will look at it one step at a time.
&07 Look at the two white stones in the upper left corner. They have two
&08 liberties, no eyes, and no hope of capturing black stones. They are dead.
&10 Next look at the two black stones in the upper right. They too are dead.
&12 Black's living stones are connected through the middle of the board.
&13 They have one eye in the lower right and another in the upper left,
&14 where the two dead white stones lie. This black unit is alive.
#7,7,32, Dia. 50
%B16
%B14
%B24
%B37
%B36
%B35
%B34
%B33
%B43
%B53
%B63
%B73
%B51
%B52
%B75
%B76
%W13
%W21
%W23
%W25
%W26
%W32
%W41
%W42
%W47
%W46
%W45
%W55
%W54
%W64
%W74
%W66
%W67
&19 Proceed
-p74
&02 Notice that WHITE has two enclosures, one in the upper right and one in the
&03 lower left. White's enclosures are NOT connected to each other. Look to see
&04 that white has two eyes in each of these enclosures. In the upper right
&05 there is one eye in the area where the two dead black stones lie and one eye
&06 just to the left of that. In the lower left corner, the single white stone
&07 divides that enclosure into two eyes.
&09 Notice that no stones are in atari along the territorial borders. All the
&10 walls are complete, blocking out opposing stones.
&12 We have just said that black is ready to PASS at this juncture in the game.
&13 What about white?
#7,7,32, Dia. 50
%B16
%B14
%B24
%B37
%B36
%B35
%B34
%B33
%B43
%B53
%B63
%B73
%B51
%B52
%B75
%B76
%W13
%W21
%W23
%W25
%W26
%W32
%W41
%W42
%W47
%W46
%W45
%W55
%W54
%W64
%W74
%W66
&19 Proceed
$W67
&02
&03 Ans. Dia. 50: YES. White may safely pass his turn.
&04
&05 The game in Dia. 50 is finished. If either side decides to fortify its
&06 defenses further it will merely occupy its already enclosed points with
&07 its own stones, thereby reducing its surrounded countable territory.
&08
&09 (As a game progresses, outside liberties become less and
&10 less important and enclosed points become all-important.)
&12
&13
$W67
&19
&03 Often at the end some vacant points remain between opposing walls
&04 which neither side can enclose. These are called dame (dah meh).
&05 Dame are neutral points, owned by neither side. At game's end the
&06 players will fill these dame, continuing in turn until all points
&07 on the board are completely enclosed by one side or the other.
&09
&10 Problem: How many dame are there here?
&13 Answer
$W67
&03
&04
&05 How many dame are there here?
&06
&07 Answer: ONE. Point `a'.
&09
&10
&13
&19 Proceed
% a44
-p75
&03 Problem: How many dame are there in this otherwise completed game, below?
&13 Answer
#7,7,30, Dia. 51
%B31
%B32
%B33
%B34
%B35
%B36
%B26
%B27
%B24
%B14
%B15
%W42
%W43
%W45
%W46
%W47
%W51
%W53
%W54
%W63
%W65
$W73
&13
&02 Answer: Three, marked `a', `b', and `c'.
&03
&05 (Confirm that stones played on dame points, by either
&06 side, do not alter the game point count for either.)
&19 Proceed
% a41
% b44
% c37
-p76
&02 Reaching Agreement
&04 After one opponent passes, the other may still play, in which case the
&05 turns continue until both pass in sequence. Then the players must agree
&06 with each other about the status of each unit on the board (whether it
&07 is alive or dead as it stands).
&09 If they cannot agree the play resumes until the situation becomes completely
&10 clear to both. In every case continued play will resolve any questions
&11 by steadily reducing the number of liberties. Eventually each unit will
&12 either lose all its liberties or it will enclose only safe points.
&15 Another way to end a game is by resignation.
&16 A player may resign when he sees no prospect
&17 of winning, and he should do so voluntarily,
&18 out of consideration for his opponent.
-p77
&03 Scoring
&04 ─────────
&06 First verify that all dame have been filled, (with extra stones,
&07 NOT prisoners). Remove from the board, as prisoners, all stones
&08 which are dead as they stand. Count each vacant point for the
&09 side that has surrounded it. Subtract from black's point count
&10 the black prisoners held by white. Do the same for white.
&12 Whichever side has more net points, wins the game.
&19 Proceed
-p78
@1,13,Part One
@2,50,Part Two
@3,57,Two Eyes
@4,69,End / Score
@5,79,Rule of KO
@6,1,INDEX
@7
@8
&03 Scoring
&04 ─────────
&06
Problem: Imagine that the dame in Dia. 52 below have been filled.
&07 Black holds three white prisoners. White holds one black.
&09 What is the final score?
&13 Answer
#7,7,28, Dia. 52
%B31
%B32
%B33
%B34
%B35
%B36
%B26
%B27
%B24
%B14
%B15
%W42
%W43
%W45
%W46
%W47
%W51
%W53
%W54
%W63
%W65
$W73
&03
&04
&06 Final Score:
&07
&09 Black 9-1 = 8 points
&10 White 15-3 = 12 points
&12 White wins by 4 points
&13
&17 Prisoner count:
&18 White holds 1 black stone.
&19 Black holds 3 white stones.
&21 Proceed
-p79
@1,13,Part One
@2,50,Part Two
@3,57,Two Eyes
@4,69,End / Score
@5
@6,1,INDEX
@7
@8
&01 ╓──────────────────────────╖
&02 ║ The Rule of Ko ║
&03 ╙──────────────────────────╜
&05 The word KO means ETERNITY. In go, KO refers to a common situation
&06 that would cause `stalemate', an endless series of meaningless plays
&07 if there were no rule to cover this occurrence.
&09 As things stand here
&10 white's three stones It is white's turn
&11 at the top are cut and the black stone
&12 off from the others. which is separating
&13 They appear to be the upper white unit
&14 dead as they stand, from the lower white
&15 but - - - stones, is in atari.
&17 This KO situation is
&18 of great importance
&19 to both sides.
#11,11,24, Dia. 53
&22 Proceed
%B26
%B27
%B17
%B18
%B29
%B2A
%B38
%B49
%B59
%B69
%B7A
% k28
%W4A
%W3A
%W39
%W37
%W48
%W47
%W46
%W55
%W65
-p80
&01 In Dia. 54 below white has captured the troublesome
&02 black stone and appears to have connected his stones.
&04 But now white's stone is in atari, and it is black's turn.
&05 It would appear that black could immediately recapture white,
&06 then white could recapture, etc. In order to prevent this
&07 meaningless sequence, there is a Rule of Ko which states:
&08 `A PLAYER MAY RECAPTURE IN KO ONLY AFTER
&09 MAKING AT LEAST ONE PLAY ELSEWHERE'
#11,11,24, Dia. 54
&12 After he has played
&13 somewhere else on
&14 the board black may
&15 then go back to
&16 the ko point again.
&17 This rule prevents
&18 a stalemate game.
&22 Proceed
%B26
%B27
%B17
%B18
%B29
%B2A
% 38
%B49
%B59
%B69
%B7A
%W28
%W4A
%W3A
%W39
%W37
%W48
%W47
%W46
%W55
%W65
-p81
@1,13,Part One
@2,50,Part Two
@3,57,Two Eyes
@4,69,End / Score
@5,79,Rule of KO
@6,1,INDEX
@7
@8
&02 Review: In Dia. 54 below,
&04 assume that black has just captured a white stone from point `k'.
&06 Can white recapture with his next move?
#9,9,30, Dia. 54
&22 Proceed
%B35
%B45
%B56
%B54
%B65
%W44
%W53
%W64
%W74
$ k55
&02
&04
&05 Obviously no. Only after moving elsewhere first.
&06
% k55
$ k55
&05 What would happen without the Rule of Ko?
% k55
$ k55
&03 Without the Rule of Ko
&04 the game could not proceed.
&05
&06 If both players insisted on capturing and
&07 then recapturing, and neither would play
&08 elsewhere, the game would end in stalemate.
-p82
@1,83,Start of Game
@2
@3
@4
@5
@6,1,INDEX
@7
&01 ─────────────────
&02 ADVANCED GAME
&03 ─────────────────
&05 In the following 13-line game you will bring up the opponents' moves one at
&06 a time, at whatever pace is comfortable for you. You can also jump forward
&07 and backward to selected parts of the game by using the lower left menu box.
&08 This game review will give you a fine start at understanding go strategy.
&10 But please realize that, when you play go, there will be many good
&11 choices at almost every move, not just one best. Wonderful Go!
&13 ▓ This is a complex game. If you find it hard to ▓
&14 ▓ follow, try playing a few games against IGO and ▓
&15 ▓ run through the WAY TO GO tutorial. Then try ▓
&16 ▓ this game again. At each move try to understand ▓
&17 ▓ what the player had in mind as he made that move.▓
&21 Proceed
&22
-p83
@1,87,Move #26
@2,92,Move #51
@3,96,Move #72
@4,100,Move #102
@5,103,Game end
@6,1,INDEX
#13,13,23
@7
&01 ─ Advanced game, with commentary. ─
&04 The first moves of the game are usually made in the corner areas.
&06 Black moves first.
&09An opening move
&10in a corner pro∙
&11vides support for
&12future strategic
&13moves along one
&14or both near by
&15side areas. Also
&16development of
&17eye shapes is
&18easier here
&19than elsewhere.
&20
&21 next move
&22
$B1BA
&01 * * * move #2
&03 White chooses another corner.
&04
&06
&09Note that, in the
&10very beginning
&11neither player
&12wastes his time
&13making a second
&14move near to his
&15first. Unless he
&16is under attack,
&17another corner
&18is always best.
&19
&20 next move
&21
&22
$w24B
&01 * * * move #3
&03 Black's second move is at a `3∙3 point'. (The first two
&04 moves were placed on 3∙4 points.) This tight∙in∙the∙corner
&05 position will prove very secure against future White attacks.
&06
&09But opening moves
&10on the 3∙4 or 4∙4
&11points (marked in
&12lower left) will
&13usually provide
&14better support
&15for strategic
&16moves away from
&17the corner later
&18in the game.
% 4444
% 3434
% 3443
$b3B3
&01 * * * move #4
&02
&03 With White's second move we see that a start has been made in each of the
&04 four corners. Now it is Black's turn. He must do some careful planning.
&05
&09Black's aim now
&10should be to
&11enlarge his own
&12prospective ter∙
&13ritory while at
&14the same time
&15reducing White's
&16potential.
&17
&18
% 44
% 34
$w443
&01 * * * move #5
&03 Black chooses a sound, though somewhat conservative, corner move.
&04 This greatly strengthens his claim to territory in that corner.
&04
&09
&10
&11
&12
&13
&14
&15
&16
$b59B
&01 * * * move #6
&02 Now White makes a truly aggressive move. Black must respond.
&03 If he does not, White will undoubtedly place another stone
&04 closer to the right edge. This would confine Black into a
&05 relatively small area in the lower right corner.
&09A move like this,
&10which forces a
&11defensive reply
&12from the opponent,
&13is called `sente'
&14(sent eh). It is
&15vital that the
&16aspiring player
&17learn to under∙
&18stand sente.
%w684
-p84
@1,83,Game start
@2,87,Move #26
@3,92,Move #51
@4,96,Move #72
@5,103,Game end
@6,1,INDEX
@7
#13,13,23
&01 * * * move #7
&03 Black blocks White's threat, and at the same time he begins to create
&04 a large enclosure, called a `moyo' (moy oh), along the right side.
&20 next move
&21
%BBA
%W24B
%B3B3
%W443
%B59B
%W684
$b7A5
&01 * * * move #8
&03 White responds in kind, achieving a comparable gain on the left side.
&04
%W4B
$w836
&01 Black enlarges his moyo along the top. Also he is #9
&02 attempting to block White out of this desirable area.
&03
&04 Note that White's stones are generally farther apart than Black's and so
&05 White's potential territory looks to be larger at this point in the game.
&06 Loose structures like White's widely spaced stones here can be vulnerable.
&09Wide spacing of
&10moves is risky
&11but challenging.
&12In the hands of
&13a skillful player
&14this can be the
&15way to victory.
%BB3
$b96B
&01 * * * move #1O
&02
&03 White makes a crucial move. His potential territory
&04 along the left and lower sides now begins to look huge.
&05
&06
&07
&08
&09However, it is
&10too early to
&11assume that
&12Black will not
&13find a way to
&14attack in this
&15area and thus
&16reduce White's
&17intended
&18territory.
%W43
$w1O49
&01 * * * move #11
&02
&03 Black balances things out, creating a strong
&04 formation along the right and top sides.
&05
&06
&09The last few plays
&10have been `gote'
&11(goat eh) moves.
&12ie, not demanding
&13an immediate reply.
&14(Gote is opposite
&15to sente, which
&16was described
&17earlier.)
&18
&19
%B9B
$b11A8
&01 * * * move #12
&02 Again White takes the initiative with an aggressive move. Given the
&03 chance, his next move would be to invade Black's large moyo on the right.
&04
&05 That would completely upset the balance of territorial claims which we
&06 have seen so far in this game. Black MUST contain White's threat.
&09White knows that
&10Black will block
&11him out of his
&12moyo, but White
&13has a more subtle
&14second objective,
&15as we shall see.
&16
&17
%W84
$w1296
&01 * * * move #13
&02
&03
&04 The expected answer.
&05
&06
&09
&10
&11
&12
&13
&14
&15
%B9B
$b13A6
&01 * * * move #14
&03 With this move, White aims to shut Black out of the center
&04 area, hoping to develop territory there. If he succeeds,
&05 even partially, this could settle the game in White's favor.
&06
%W84
$w1488
&01 * * * move #15
&02 Black decides it's time to invade White's upper left
&03 corner to reduce his territory there. He hopes thus
&04 to compensate for White's strong∙looking center moyo.
&05
&06 Black must succeed in making two eyes in the very limited space available.
&09If he should fail,
&10the nice balance
&11we have seen so
&12far in this game
&13would be over.
&14White would still
&15have his corner
&16territory, PLUS
&17many prisoners.
%BA5
%b153A
-p85
@1,83,Game start
@2,87,Move #26
@3,92,Move #51
@4,96,Move #72
@5,103,Game end
@6,1,INDEX
#13,13,23
@7
&01· White responds with a solid connection. move #16
(White's unit now has 7 liberties; Black's has 3.)
&03
In the moves which follow white does not expect to kill
black's group. His aim is to confine black to a small area
and, most importantly, to end up this local fight in sente.
&09White wants to
&10be the first
&11to launch a new
&12attack elsewhere
&13on the board.
&14
&15
&16
&17
&20 next move
&21
%BBA
%W4B
%BB3
%W43
%B9B
%W84
%BA5
%W36
%B6B
%W49
%b11A8
%w1296
%b13A6
%w1488
%b153A
$w164A
&01 * * * move #17
&02
&03 Black reaches for the corner, which is
&04 usually the easiest place to make eyes.
&05
&06
&07
&08
&09Black has no
&10prospect whatever
&11of connecting to
&12to his friendly
&13stones in the
&14upper center.
&15So he must make
&16his eyes in this
&17corner area.
%bA8
$b173B
&01 * * * move #18
&03 White puts pressure on the two∙stone black unit. After this wrap∙around
&04 move black has only three liberties, and very little room left for eyes.
&05
&08
&09(A move like #18,
&10which blocks an
&11opponent from ex∙
&12tending, is called
&13`hane' (hahn∙eh).
&14
&15
&16
&17
%w96
$w183C
&01 * * * move #19
&03 Black must try to get at least one of his two needed eyes in
&04 the corner. So he threatens to capture White's hane stone.
&05 White will be forced to connect his threatened stone.
&09If White does
&10not secure #18
&11Black can play
&12at the `' point
&13and thus trap it
&14against the
&15upper edge.
&16This would give
&17Black his 2 eyes
&18without further
&19struggle.
&20
&21 next move
&22
% 4C
%bA6
$b192C
&01 * * * move #2O
&03 White connects, as expected.
&04
&05
&09
&10
&11
&12
&13
&14
&15
&16
&17
&18
&19
&20 next move
&21
&22
%w88
%w2O4C
-p86
@1,83,Game start
@2,87,Move #26
@3,92,Move #51
@4,96,Move #72
@5,103,Game end
@6,1,INDEX
@7
#13,13,23
&01 * * * move #21
&03 Black now creates TWO separate ways to make a second eye.
&04 (He could have made a sure eye in the corner
&05 now by playing at the `' point below, but
&06 the second eye would have been in doubt.)
&09On White's next
&10move he can
&11exclude Black
&12from one or
&13the other of
&14these options
&15but not both.
&20 next move
&21
%BBA
%W4B
%BB3
%W43
%B9B
%W84
%BA5
%W36
%B6B
%W49
%BA8
%W96
%BA6
%W88
%B3A
%W164A
%B173B
%W183C
%B192C
%w2O4C
% 2D
%b3A
$b2128
&01 * * * move #22
&02
&03 White continues to squeeze black. Black must respond.
&04
&05
&06
&09If Black does not,
&10White can attack
&11at the `' point
&12here. This would
&13atari the 2∙stone
&14black unit. If
&15Black saves this
&16unit White will
&17connect to #22,
&18leaving no room
&19for a 2nd eye.
&20
&21 next move
&22
% 2D
% 2A
%w4A
$w2239
&01 * * * move #23
&02
&03 Black keeps his stones connected, and assures his second eye.
&04
&05
&06
&09Now White can no
&10longer play at the
&11`' point. If he
&12does, Black can
&13play at the `*'
&14point and thus
&15atari and capture
&16the white stone.
&17
&18
&19
&20 next move
&21
&22
%b3B
% *2B
$b2329
&01 * * * move #24
&03 White makes a forcing (sente) move which Black must answer.
&04
&05
&06
&09White aims to
&10confine Black to
&11the smallest pos∙
&12sible territory
&13while keeping
&14sente so that
&15he can be first
&16to go elsewhere
&17on the board.
% 2A
% 2B
% 23
% 32
%w3C
$w242D
&01 * * * move #25
&03 Black connects. He has now created a formation which
&04 will let him make life (two eyes) whenever necessary.
&09Black's invasion
&10has cut down
&11White's corner
&12territory by
&13about 2O points.
&14
&15
&16
&17
%b2C
%b252B
-p87
@1,83,Game start
@2,92,Move #51
@3,96,Move #72
@4,100,Move #102
@5,103,Game end
@6,1,INDEX
@7
#13,13,23
&01 * * * move #26
&03 White makes yet another sente move. Black must respond to live.
&09Black must divide
&10his enclosure into
&11two separated eye
&12spaces now. Other∙
&13wise White could
&14reduce the black
&15group to a single
&16eye by playing at
&17the vital point,
&18marked `'
&20 next move
&21
%BBA
%W4B
%BB3
%W43
%B9B
%W84
%BA5
%W36
%B6B
%W49
%BA8
%W96
%BA6
%W88
%B3A
%W4A
%B3B
%W3C
%B2C
%W4C
%b2128
%w2239
%b2329
%w242D
%b252B
% 1A
$w2637
&01 * * * move #27
&03 Black makes the necessary move to
&04 make two eyes for his corner group.
&09White has
&10achieved his
&11aim to come
&12away from this
&13engagement in
&14sente.
&15
&16
&17
&18
&19
&20
%b28
$b271A
&01 * * * move #25
&03
&04 White uses his sente to attack Black's upper right corner.
&09This battle will
&10prove to be just
&11as close and as
&12challenging for
&13the players as the
&14engagement in the
&15upper left was.
%w39
$w28AB
&01 * * * move #29
&03
&04 Black confines White to a small area in the corner.
&07
&09
&10
&11
&12
&13
&14
&15
%b29
$b29AA
&01 * * * move #3O
&03 White makes a probing move.
&04 ( He is forcing Black to make a choice.)
&09Black can prob∙
&10ably regain his
&11corner territory
&12if he plays `'.
&13With the `*' move
&14he will obtain a
&15strong top center
&16presence with
&17which to press
&18into White's
&19center moyo.
&20
&21 next move
&22
% 9C
% *8A
%w2d
%w3O8B
-p88
@1,83,Game start
@2,92,Move #51
@3,96,Move #72
@4,100,Move #102
@5,103,Game end
@6,1,INDEX
@7
#13,13,23
&01 * * * move #31
&04 Black chooses to retain his influence at the top.
&09Black's strategy
&10now will be to
&11keep White con∙
&12tained in the
&13corner, and then
&14to push down into
&15White's center
&16moyo.
&20 next move
&21
%BBA
%W4B
%BB3
%W43
%B9B
%W84
%BA5
%W36
%B6B
%W49
%BA8
%BA6
%W88
%B3A
%W4A
%B3B
%W3C
%B2C
%W4C
%b28
%w39
%b29
%w2D
%BAA
%B2b
%w2637
%b271A
%w28AB
%b29AA
%w3O8B
$b318A
&01 * * * move #32
&03 White ataris a black stone, thus improving his
&04 potential for making eyes in this limited space.
%w37
$w329C
&01 * * * move #33
&03 Black connects his ataried stone to keep White contained in the corner.
&04
&09This move also
&10greatly strength∙
&11ens Black's moyo
&12along the right
&13side of the board.
&14
&15
&16
&17
&18
%b1A
$b339A
&01 * * * move #34
&03 White extends toward the corner.
&09Now we see how
&10White uses his
&11earlier probe
&12stone (marked)
&13to gain enough
&14eye space for
&15him to live in
&16this corner.
&17(He is still not
&18entirely secure.)
%WAB
%w8B
%B339A
$w34BC
&01 * * * move #35
&03
&04 Atari. Black is squeezing White into the smallest possible space.
&09 ∙∙ and further
&10strengthens his
&11right side moyo.
&12
&13
&14
&15
&16
&17
&18
%W8B
%W4BC
%b35BB
-p89
@1,83,Game start
@2,92,Move #51
@3,96,Move #72
@4,100,Move #102
@5,103,Game end
@6,1,INDEX
@7
#13,13,23
&01 * * * move #36
&03 White connects his stones.
&09White's unit now
&10has only five
&11liberties and it
&12is Black's turn.
&13There would not
&14seem to be enough
&15room for White to
&16enclose two eyes.
&17 We shall see?
&20 next move
&21
%BBA
%W4B
%BB3
%W43
%B9B
%W84
%BA5
%W36
%B6B
%W49
%BA8
%W96
%BA6
%W88
%B3A
%W4A
%B3B
%W3C
%B2C
%W4C
%W39
%B29
%B28
%W2D
%B1A
%B2B
%WAB
%BAA
%W37
%W3O8B
%b318A
%w329C
%b339A
%w34BC
%b35BB
% +8C
% +9D
% +AD
% +BD
% +CC
$w36AC
&01 * * * move #37
&03 Black continues his attack.
&04 He ataris White's isolated #3O.
&09Move #37 preempts
&10any possibility
&11of a white eye at
&12this location.
&13
&14White's room for
&15eyes is now VERY
&16limited.
&17
% 8C
% 9D
% AD
% BD
% CC
%w3O8B
%B8A
$b378C
&01 * * * move #38
&03 White seeks eye space along the right side.
&04
&09
&10
&11
&12
&14
&15
&16
%W8B
%W9C
$w38CB
&01 * * * move #39
&03 Black blocks.
%b9A
$b39CA
&01 * * * move #4O
&03 White extends to the edge.
%WBC
%w4ODB
-p90
@1,83,Game start
@2,92,Move #51
@3,96,Move #72
@4,100,Move #102
@5,103,Game end
@6,1,INDEX
@7
#13,13,23
&01 * * * move #41
&03 Black invades White's eye space.
&09Black has taken
&10a vital point in
&11the middle of
&12White's eye space.
&13He aims to create
&14an internal black
&15unit of a shape
&16which, when
&17captured, will
&18leave a killable
&19"one∙eye shape".
&21 next move
&22
%BBA
%W4B
%BB3
%W43
%B9B
%W84
%BA5
%W36
%B6B
%W49
%BA8
%W96
%BA6
%W88
%B3A
%W4A
%B3B
%W3C
%B2C
%W4C
%W39
%B29
%B28
%W2D
%B1A
%B2B
%WAB
%BAA
%W37
%W8B
%B8A
%W9C
%B9A
%WBC
%WAC
%B8C
%WCB
%BCA
%BBB
%w36AC
%b378C
%w38CB
%b39CA
%w4ODB
$b41CD
&01 * * * move #42
&03 White keeps his stones connected.
&09
&10
&11
&12
&13
&14
&15
&16
&17
&18
&19
&20
&21 next move
&22
%WAC
$w42CC
&01 * * * move #43
&03 Black continues to squeeze down White's eye space.
%B8C
$b439D
&01 * * * move #44
&03 Now White makes a clever move which will save his skin.
&09White has put #41
&10in atari. If he
&11captures #41 he
&12will have his two
&13eyes. But it is
&14Black's turn and
&15he can simply
&16capture white #44.
&17
&18 Why would White
&19 make this play?
&20
&21 next move
&22
%WCB
$w44DD
&01 * * * move #45
&03 Black captures White's sacrifice stone at `+'.
&09 This will turn
&10 out to be a
&11 futile move.
&12
&13
&14
&15
&16
&17
&18
&19
% +DD
%BCA
$b45DC
&01 * * * move #46
&03 White ataris #41
&09Now Black cannot
&10play at the `+'
&11point because the
&12new three∙stone
&13unit would have
&14no liberties.
&15As things stand
&16White can capture
&17the two separated
&18black stones and
&19have his two eyes
&20whenever required.
&21
%w46BD
-p91
@1,83,Game start
@2,92,Move #51
@3,96,Move #72
@4,100,Move #102
@5,103,Game end
@6,1,INDEX
@7
&09 Prisoners
&10 held by
&11 White Black
&12 O 2
#13,13,23
&01 * * * move #47
&03 Black captures the ataried white stone at `+'.
&09This move makes
&10Black's position
&11along the top
&12secure.
&13
&14
&15
&16
&17
&18
&19
&20
&21 next move
&22
%BBA
%W4B
%BB3
%W43
%B9B
%W84
%BA5
%W36
%B6B
%W49
%BA8
%W96
%BA6
%W88
%B3A
%W4A
%B3B
%W3C
%B2C
%W4C
%W39
%B29
%B28
%W2D
%B2B
%B1A
%WAB
%BAA
%W37
%W8B
%WCB
%BCA
%B8A
%B8C
%B9A
%W9C
%WAC
%WBC
%BBB
%WDB
% +DD
%B41CD
%W42CC
%B439D
%B45DC
%w46BD
% +8B
% DD
%BCD
$b477B
&01 * * * move #48
&03 White cuts off an opening through which Black
&04 could have pushed into White's center moyo.
&09There remains
&10another large
&11opening through
&12which Black can
&13push into White's
&14moyo. Black will
&15now try along the
&16lower side of the
&17board.
&18
&19
% 8B
%WCC
$w4869
&01 * * * move #49
&03 Black makes an aggressive move, inside White's moyo.
&04
&09He chooses a point
&10which White surely
&11will answer, and
&12which leaves him
&13the most possible
&14room to the left
&15for maneuvering
&16to get the needed
&17two eyes.
%B9D
$b4973
&01 * * * move #5O
&03 White blocks, to keep Black #49 separated
&04 from the black stone in the corner.
&09
&10
&11
&12
&13
&14
&15
&16
&17
%w5O83
-p92
@1,83,Game start
@2,87,Move #26
@3,96,Move #72
@4,100,Move #102
@5,103,Game end
@6,1,INDEX
@7
&09 Prisoners
&10 held by
&11 White Black
&12 O 2
#13,13,23
&01 * * * move #51
&03 Black makes another push toward his corner stone.
&09Black knows White
&10will again block
&11him from connect∙
&12ing to his corner
&13stone. Black is
&14creating a frame∙
&15work in the lower
&16area with the
&17intent to make a
&18live group there.
&20 next move
&21
%BBA
%W4B
%BB3
%W43
%B9B
%W84
%BA5
%W36
%B6B
%W49
%BA8
%W96
%BA6
%W88
%B3A
%W4A
%B3B
%W3C
%B2C
%W4C
%W39
%B29
%B28
%W2D
%B2B
%B1A
%WAB
%BAA
%W37
% 8B
%b8A
%w9C
%b9A
%wBC
%WCB
%BCA
%B8C
%WAC
%BBB
%WDB
%BCD
%WCC
%B9D
% DD
%BDC
%w46BD
%b477B
%w4869
%b4973
%w5O83
$b5182
&01 * * * move #52
&03 As expected, White blocks again.
&09Note that this
&10move leaves #51
&11vulnerable to a
&12killing atari
&13at `'. ie, #51
&14could become a
&15sacrifice stone.
&16
&17
&18
%wBD
% 72
%B5182
$w5292
&01 * * * move #53
&03 Black protects the cutting point.
&09Black is starting
&10to reach to the
&11left, seeking
&12space to enclose
&13the necessary
&14two eyes.
&15
&20 next move
&21
%b7B
% 72
$b5362
&01 * * * move #54
&03 White puts black #51 in atari.
&09
&10
&11
&12
&13
&14
&15
&20 next move
&21
%w69
$w5481
&01 * * * move #55
&03
&04 Black puts white #54 in atari.
&20 next move
&21
%b73
%b5571
-p93
@1,83,Game start
@2,87,Move #26
@3,96,Move #72
@4,100,Move #102
@5,103,Game end
@6,1,INDEX
@7,11,WAY to GO
&09 Prisoners
&10 held by
&11 White Black
&12 1 2
#13,13,23
&01 * * * move #56
&03 White captures black #51.
&04 (from point marked `+')
&09This move is `KO'.
&11It is illegal for
&12Black to make an
&13immediate recap∙
&14ture of the now
&15ataried #56 stone.
&17(For an explan∙
&18ation of KO, see
&19the WAY TO GO in
&20this tutorial.)
%BBA
%W4B
%BB3
%W43
%B9B
%W84
%BA5
%W36
%B6B
%W49
%BA8
%W96
%BA6
%W88
%B3A
%W4A
%B3B
%W3C
%B2C
%W4C
%W39
%B29
%B28
%W2D
%B2B
%B1A
%WAB
%BAA
%W37
% 8B
%b8A
%w9C
%b9A
%wBC
%WCB
%BCA
%B8C
%WAC
%BBB
%WDB
%BCD
%WCC
%B9D
% DD
%BDC
% +82
%w83
%wBD
%b7B
%w69
%b73
%w83
%w5292
%b5362
%w5481
%b5571
$w5672
&01 * * * move #57
&03 Black threatens to push into White's moyo from another direction.
&04
&09
&10
&11
&12
&13
&14
&15
&16
&17
&18
&19
&20 next move
&21
&22
% 82
$b5738
&01 * * * move #58
&03 White block's Black's thrust.
&20 next move
&21
%w92
%w5848
-p94
@1,83,Game start
@2,87,Move #26
@3,96,Move #72
@4,100,Move #102
@5,103,Game end
@6,1,INDEX
@7
&09 Prisoners
&10 held by
&11 White Black
&12 1 3
#13,13,23
&01 * * * move #59
&03 Black now goes back to the KO exchange.
&04 He captures the ataried white stone at `+'.
%BBA
%W4B
%BB3
%W43
%B9B
%W84
%BA5
%W36
%B6B
%W49
%BA8
%W96
%BA6
%W88
%B3A
%W4A
%B3B
%W3C
%B2C
%W4C
%W39
%B29
%B28
%W2D
%B2B
%B1A
%WAB
%BAA
%W37
% 8B
%b8A
%w9C
%b9A
%wBC
%WCB
%BCA
%B8C
%WAC
%BBB
%WDB
%BCD
%WCC
%B9D
% DD
%BDC
% +82
%w83
%wBD
%b7B
%w69
%b73
%w83
%b82
%w92
%b62
%w5481
%b5571
%w5672
%b5738
%w5848
%b62
% +72
$b5982
&01 * * * move #6O
&03 White threatens to enclose the lower right corner.
&04
&09If White gets
&10another move now
&11at the `' point
&12Black could lose
&13the whole corner.
&14But, Black needs
&15to move first in
&16the center if he
&17hopes to make
&18two eyes there.
&19
% B4
%w81
%w6OA3
-p95
@1,83,Game start
@2,87,Move #26
@3,96,Move #72
@4,100,Move #102
@5,103,Game end
@6,1,INDEX
@7
&09 Prisoners
&10 held by
&11 White Black
&12 1 4
#13,13,23
&01 * * * move #61
&03 Black captures at the `+' point and, once
&04 again, this is a threat to connect to the
&05 corner black stone. White must respond.
&09This probably
&10assures Black of
&11one eye for his
&12struggling new
&13bottom group.
&14(He still must
&15make a second
&16eye to have a
&17live group here.)
&20 next move
&21
&22
%BBA
%W4B
%BB3
%W43
%B9B
%W84
%BA5
%W36
%B6B
%W49
%BA8
%W96
%BA6
%W88
%B3A
%W4A
%B3B
%W3C
%B2C
%W4C
%W39
%B29
%B28
%W2D
%B2B
%B1A
%WAB
%BAA
%W37
% 8B
%b8A
%w9C
%b9A
%wBC
%WCB
%BCA
%B8C
%WAC
%BBB
%WDB
%BCD
%WCC
%B9D
% DD
%BDC
%wBD
%b7B
%w69
%b73
%w83
%b82
%w92
%b62
%w81
%b71
%w56
%b5738
%w5848
%b5982
%w6OA3
% +81
$b6191
&01 * * * move #62
&03 White threatens to capture Black's corner stone.
&04
&05
&09Note how Black's
&10conservative 2nd
&11move in this game
&12(at the 3∙3 point)
&13has been disrupt∙
&14ing White's effort
&15to kill off
&16Black's invasion
&17in the center.
%bB3
% 81
$w62B2
&01 * * * move #63
&03 Black moves to insure connection with `'.
&04
&05
&09This is an example
&10of `good shape'.
&11A timid player
&12might rush to save
&13his corner stone
&14by playing at `*',
&15but this #63 move
&16connects above and
&17this also secures
&18Black's territory
&19along lower right.
&20
&21 next move
&22
% *B4
%bB3
%b38
%BA5
$b63C3
&01 * * * move #64
&03 White puts a cap on what could have become a
&04 serious incursion into White's center moyo.
&09
&10
&11
&12
&13
&14
&15
&16
&17
&18
&19
&20 next move
&21
&22
% B4
%w48
%B A5
$w6464
&01 * * * move #65
&03 Black assures a first eye for his
&04 `bold venture' into White's moyo.
%b82
$b6563
&01 * * * move #66
&03 White presses against the black group.
&04
&09This White move
&10strengthens his
&11wall around the
&12center moyo, and
&13it is sente. If
&14Black ignores it
&15White would play
&16at the `' point,
&17leaving the black
&18group with only
&19one eye.
&20
&21 next move
&22
%wA3
% 52
$w6653
&01 * * * move #67
&03 Black answers and makes sure of his second eye.
&09Black has reduced
&10White's count in
&11the center by at
&12least 1O points.
&13(However, in the
&14process he has
&15given up almost
&16that much in the
&17lower right.)
&18
&19
&20 next move
&21
&22
%b91
$b6752
&01 * * * move #68
&03 White seeks to contain Black.
&09
&10
&11
&12
&13
&14
&15
&16
&17
&18
&19
%wB2
$w6842
&01 * * * move #69
&03 Black pushes into White's moyo.
%bC3
$b6974
&01 * * * move #7O
&03 White protects a vital cutting point.
&05 If White had moved elsewhere Black could have taken this vital point.
&09A black stone at
&10`7O'would cut off
&11the entire white
&12group in the lower
&13right corner, with
&14no room to make
&15two eyes. (A gain
&16of about fifteen
&17points for Black.)
&18
%w64
$w7O85
&01 * * * move #71
&03 Black completes his second eye.
&09Note that it
&10would have been
&11a mistake for
&12Black to play
&13at the `' point
&14because White
&15could then play
&16at the #69 point
&17and this would
&18spoil Black's
&19second eye.
&20
&21 next move
&22
% 41
%b63
%b7151
-p96
@1,83,Game start
@2,87,Move #26
@3,92,Move #51
@4,100,Move #102
@5,103,Game end
@6,1,INDEX
@7
&09 Prisoners
&10 held by
&11 White Black
&12 1 4
#13,13,23
&01 * * * move #72
&03 White blocks Black's threat to push into the center.
&20 next move
&21
%BBA
%W4B
%BB3
%W43
%B9B
%W84
%BA5
%W36
%B6B
%W49
%BA8
%W96
%BA6
%W88
%B3A
%W4A
%B3B
%W3C
%B2C
%W4C
%W39
%B29
%B28
%W2D
%B2B
%B1A
%WAB
%BAA
%W37
% 8B
%B8A
%W9C
%B9A
%WBC
%WCB
%BCA
%B8C
%WAC
%BBB
%WDB
%BCD
%WCC
%B9D
% DD
%BDC
%WBD
%B7B
%W69
%B73
%W83
%W92
%b62
%b71
%b38
%w48
%b82
%wA3
%b91
%wB2
%bC3
%w64
%b63
%w53
%b6752
%w6842
%b6974
%W7O85
%B7151
$w7275
&01 * * * move #73
&03 Black preempts a potential White thrust into his top moyo.
&09Prior to black
&10#73 a white stone
&11at `' (`monkey∙
&12jump') would have
&13reduced Black's
&14territory by about
&15five points.
% 7D
%b52
$b735C
&01 * * * move #74
&03 Another invasion attempt.
&09
&10
&11
&12
&13
&14
&15
% 7D
%w42
$w74B7
&01 * * * move #75
&03 Black connects his stones.
&20 next move
&21
&22
% 7D
%B74
$b75A7
&01 * * * move #76
&03 White `peeps' into Black's moyo, near to his #74.
&09White is hoping
&10to gain enough
&11liberties in this
&12area to overwhelm
&13and capture the
&14corner black unit
&15(which now has
&16only 3 liberties).
% +C2
% +D3
% +C4
%W85
$w76B4
&01 * * * move #77
&03 Black pushes underneath White's invading stone.
&09This move dooms
&10White's invasion.
&11Move #77 assures
&12that Black's three
&13stone unit can now
&14connect with the
&15black group above.
% C2
% D3
% D4
&16
%B51
$b77C4
&01 * * * move #78
&03 White pushes on toward #74.
&09This move is a
&10mistake, as we
&11shall see later.
&12 If White had
&13connected now at
&14the `'point he
&15could have saved
&16his stone #76,
&17and continued to
&18attack elsewhere
&19in sente.
&20
&21 next move
&22
% A4
%w75
$w78B5
&01 * * * move #79
&03 Black cuts off White's escape point.
&09
&10
&11
&12
&13
&14
&15
&16
&17
&18
&19
&20 next move
&21
&22
%b5C
%b79A4
-p97
@1,83,Game start
@2,87,Move #26
@3,92,Move #51
@4,100,Move #102
@5,103,Game end
@6,1,INDEX
&09 Prisoners
&10 held by
&11 White Black
&12 1 4
#13,13,23
&01 * * * move #8O
&02 White extends. This is now a `liberty race'.
&04 The 3∙stone (numbered) white unit and the `' black unit have
&05 three liberties each. Whichever side can fill the other's last
&06 liberty first will win the race and capture the opposing stones.
&09It is Black's turn.
&10so he should win.
&11But White hopes to
&12gain extra liber∙
&13ties by connecting
&14to the `*' stone,
&15which he played
&16there earlier for
&17this very purpose.
&19Can he succeed?
&21 next move
&22
%w*B7
%BA4
%BBA
%W4B
%BB3
%W43
%B9B
%W84
%BA5
%W36
%B6B
%W49
%BA8
%W96
%BA6
%W88
%B3A
%W4A
%B3B
%W3C
%B2C
%W4C
%W39
%B29
%B28
%W2D
%B2B
%B1A
%WAB
%BAA
%W37
% 8B
%B8A
%W9C
%B9A
%WBC
%WCB
%BCA
%B8C
%WAC
%BBB
%WDB
%BCD
%WCC
%B9D
% DD
%BDC
%WBD
%B7B
%W69
%B73
%W83
%W92
%b62
%b71
%b38
%w48
%b82
%wA3
%b91
%wB2
%bC3
%w64
%b63
%w53
%b52
%w42
%b74
%W85
%B51
%w75
%b5C
%bA7
%w76B4
%b77C4
%w78B5
%bA4
%BB3
%BC3
%BC4
$w8OC5
&01 * * * move #81
&02
&03 Black #81 keeps #8O from joining up with `*'.
&04
&05
&06
&07
&08
&09
&10
&11
&12
&13
&14
&15
&16
&17
&18
&19
&20 next move
&21
&22
%BA7
$b81B6
&01 * * * move #82
&03 This is a `wishful thinking' move. It accomplishes nothing.
&09White's unit had
&10only 2 liberties.
&11Now it has three.
&12The adjoining 3∙
&13stone black unit
&14also has three.
&15But it is Black's
&16turn. Black will
&17always be one
&18step ahead in
&19this race.
&20
&21 next move
&22
$w82C6
&01 * * * move #83
&03 Black keeps White's liberties down to two.
&04 (and ataris `*')
&09
&10
&11
&12
&13
&14
&15
&16
&17
&18
&19
&20 next move
&21
&22
%w74B7
$b83C7
&01 * * * move #84
&03 Now White makes the best of his failed coup.
&04 (He still has sente.)
&09White has lost
&10only one or two
&11points in this
&12endeavor because
&13Black has been
&14obliged to ans∙
&15wer every White
&16move. (For each
&17prisoner∙point
&18Black gained, he
&19lost a point by
&20filling an empty
&21point within his
&22own territory.)
%WB4
%WB5
%WB7
$w84C2
&01 * * * move #85
&03 Black ataris White's 4∙stone unit and
&04 thus secures his right side territory.
&09If Black were to
&10go elsewhere now
&11White would atari
&12the three∙stone
&13black unit and
&14whole lower∙right
&15area (a difference
&16of about 2O pts).
&17
&18
&19
&20 next move
&21
&22
%bA4
$b85D6
&01 * * * move #86
&03 White ataris the corner black unit.
&09
&10
&11
&12
&13
&14
&15
&16
&17
&18
%w86D3
-p98
@1,83,Game start
@2,87,Move #26
@3,92,Move #51
@4,100,Move #102
@5,103,Game end
@6,1,INDEX
@7
&09 Prisoners
&10 held by
&11 White Black
&12 1 8
#13,13,23
&01 * * * move #87
&03 Black captures the 4∙stone white group.
&09Once again, Black
&10could not ignore
&11White's threat,
&12and this allows
&13White to go else∙
&14where in sente.
&20
&21 next move
&22
%BBA
%W4B
%BB3
%W43
%B9B
%W84
%BA5
%W36
%B6B
%W49
%BA8
%W96
%BA6
%W88
%B3A
%W4A
%B3B
%W3C
%B2C
%W4C
%W39
%B29
%B28
%W2D
%B2B
%B1A
%WAB
%BAA
%W37
% 8B
%B8A
%W9C
%B9A
%WBC
%WCB
%BCA
%B8C
%WAC
%BBB
%WDB
%BCD
%WCC
%B9D
% DD
%BDC
%WBD
%B7B
%W69
%B73
%W83
%W92
%b62
%b71
%b38
%w48
%b82
%wA3
%b91
%wB2
%bC3
%w64
%b63
%w53
%b52
%w42
%b74
%W85
%B51
%w75
%b5C
%wB7
%bA7
%wB4
%bC4
%wB5
%bA4
%wC5
%bB6
%wC6
%b83C7
%w84C2
%b85D6
%w86D3
%BB3
%BC3
%BC4
% +B4
% +B5
% +C5
% +C6
%BB3
%BC3
%BC4
%bB6
$b87D5
&01 * * * move #88
&03 White threatens to capture `'.
&09
&10
&11
&12
&13
&14
&20 next move
&21
&22
%b5C
% B4
% B5
% C5
% C6
$w885B
&01 * * * move #89
&03 Black connects.
%b5C
%bC7
%b896C
-p99
@1,83,Game start
@2,87,Move #26
@3,92,Move #51
@4,100,Move #102
@5,103,Game end
@6,1,INDEX
@7
&09 Prisoners
&10 held by
&11 White Black
&12 1 8
#13,13,23
&01 * * * move #9O
&03 White confines the bottom black group.
&09If Black had been
&10able to play here
&11first he could
&12have pushed on
&13along the bottom
&14line, to reduce
&15White's score by
&16six points.
&20 next move
&21
%BBA
%W4B
%BB3
%W43
%B9B
%W84
%BA5
%W36
%B6B
%W49
%BA8
%W96
%BA6
%W88
%B3A
%W4A
%B3B
%W3C
%B2C
%W4C
%W39
%B29
%B28
%W2D
%B2B
%B1A
%WAB
%BAA
%W37
% 8B
%B8A
%W9C
%B9A
%WBC
%WCB
%BCA
%B8C
%WAC
%BBB
%WDB
%BCD
%WCC
%B9D
% DD
%BDC
%WBD
%B7B
%W69
%B73
%W83
%W92
%b62
%b71
%b38
%w48
%b82
%wA3
%b91
%wB2
%bC3
%w64
%b63
%w53
%b52
%w42
%b74
%W85
%B51
%w75
%b5C
%wB7
%bA7
% B4
%bC4
% B5
%bA4
% C5
%bB6
% C6
%bC7
%wC2
%b85D6
%w86D3
%b87D5
%w885B
%b896C
%wC2
$w9O41
&01 * * * move #91
&03 Black threatens to cut off (and kill) White's corner group.
&09If White does not
&10answer Black will
&11play at the `'
&12point and White's
&13corner group will
&14have only 1 eye.
&15
&16
% A2
%bD6
$b91A1
&01 * * * move #92
&03 White blocks.
&09Black now can
&10not play at `'.
&11(He would put him∙
&12self into atari.)
&13
&14
&15
&16
%wD3
$w92B1
&01 * * * move #93
&03 Black reaches deep into White's moyo.
&09Black #93 can't
&10be separated from
&11the `' stone.
&12 Such a move
&13 is called a
&14 `monkey jump'.
% A2
%B28
%bD5
$b9315
&01 * * * move #94
&03 White clamps #93 against the edge.
&09In the following
&10sequence there is
&11one best move for
&12each player at
&13each step. Such
&14a sequence is
&15called `joseki'
&16(jo∙seck∙ee).
%w5B
$w9425
&01 * * * move #95
&03 Black reaches back toward his anchor stone.
&09
&10
&11
&12
&13
&14
&15
&16
%b6C
$b9516
&01 * * * move #96
&03 White moves to contain Black's thrust.
% A2
%w41
$w9614
&01 * * * move #97
&03 Black makes sure his stones stay connected.
&09
&10
&11
%B28
%bA1
$b9727
&01 * * * move #98
&03 White ataris Black's 2 stones at the edge.
%wB1
$w9826
&01 * * * move #99
&03 Black connects his stones.
%b15
$b9917
&01 * * * move #1OO
&03 White connects his vulnerable #96.
&04 (This completes the joseki.)
&09Black acquires
&10sente. If White
&11were to neglect
&12this final move
&13a black attack
&14at `OO' would
&15atari #96 and
&16White would lose
&17the whole corner
&18(about 1O points).
%w25
$wOO24
&01 * * * move #1O1
&03 Black puts the white upper right group in atari.
&04
&09
&10
&11
&12
&13
&14
&15
&16
&17
&18
%b16
%bO1DA
-p100
@1,83,Game start
@2,87,Move #26
@3,92,Move #51
@4,96,Move #72
@5,103,Game end
@6,1,INDEX
@7
&09 Prisoners
&10 held by
&11 White Black
&12 3 8
#13,13,23
&01 * * * move #1O2
&03 White captures two stones in the corner,
&04 and he makes life (two separated eyes).
&09This move is not
&10forcing to White's
&11opponent. Such
&12a move is called
&13`gote' (goat∙eh),
&14the opposite of
&15sente (sent∙eh).
&20 next move
&21
%BBA
%W4B
%BB3
%W43
%B9B
%W84
%BA5
%W36
%B6B
%W49
%BA8
%W96
%BA6
%W88
%B3A
%W4A
%B3B
%W3C
%B2C
%W4C
%W39
%B29
%B28
%W2D
%B2B
%B1A
%WAB
%BAA
%W37
% 8B
%B8A
%W9C
%B9A
%WBC
%WCB
%BCA
%B8C
%WAC
%BBB
%WDB
%BCD
%WCC
%B9D
% DD
%BDC
%WBD
%B7B
%W69
%B73
%W83
%W92
%b62
%b71
%b38
%w48
%b82
%wA3
%b91
%wB2
%bC3
%w64
%b63
%w53
%b52
%w42
%b74
%W85
%B51
%w75
%b5C
%wB7
%bA7
%wB4
%bC4
%wB5
%bA4
%wC5
%bB6
%wC6
%bC7
%wC2
%bD6
%wD3
%bD5
%BB3
%BC3
%BC4
%BB3
%BC3
%BC4
%bB6
% +CD
% +DC
%w14
%w5B
%b6C
%w41
%bA1
%wB1
%b15
%w25
%b16
%w14
%b9727
%w9826
%b9917
%wOO24
%bO1DA
$wO2DD
&01 * * * move #1O3
&03 Black threatens to push into White's moyo.
&04
&09
&10
&11
&12
&13
&14
&15
% CD
% DC
%b27
$bO379
&01 * * * move #1O4
&03 White blocks.
%W26
$wO478
&01 * * * move #1O5
&03 Black pushes to the left.
%B17
$bO56A
&01 * * * move #1O6
&03 White ataris #1O3.
%W24
$wO689
&01 * * * move #1O7
&03 Black connects.
%BDA
%bO77A
-p101
@1,83,Game start
@2,87,Move #26
@3,92,Move #51
@4,96,Move #72
@5,103,Game end
@6,1,INDEX
@7
&09 Prisoners
&10 held by
&11 White Black
&12 3 8
#13,13,23
&01 * * * move #1O8
&03 White connects.
&20 next move
&21
&22
%BBA
%W4B
%BB3
%W43
%B9B
%W84
%BA5
%W36
%B6B
%W49
%BA8
%W96
%BA6
%W88
%B3A
%W4A
%B3B
%W3C
%B2C
%W4C
%W39
%B29
%B28
%W2D
%B2B
%B1A
%WAB
%BAA
%W37
% 8B
%B8A
%W9C
%B9A
%WBC
%WCB
%BCA
%B8C
%WAC
%BBB
%WDB
%BCD
%WCC
%B9D
% DD
%BDC
%WBD
%B7B
%W69
%B73
%W83
%W92
%b62
%b71
%b38
%w48
%b82
%wA3
%b91
%wB2
%bC3
%w64
%b63
%w53
%b6752
%w6842
%b6974
%W7O85
%B7151
% *C4
% A4
%w7275
%b52
%b735C
% A4
%w42
%w74B7
%B74
%b75A7
%W85
%w76B4
%B51
%b77C4
%w75
%w78B5
%b5C
%b79A4
%WB7
%BB3
%BC3
%BC4
%w8OC5
%BA7
%b81B6
%w82C6
%83C7
%WB4
%WB5
%w84C2
%bA4
%b85D6
%BC5
%w86D3
%BB3
%BC3
%BC4
%bB6
%b87D5
% B4
% B5
% C5
% C6
%w885B
%bC7
%b896C
%wC2
%w9O41
%bD6
%b91A1
%wD3
%bD5
%b9315
%w5B
%w9425
%b6C
%b9516
%w41
%w9614
%bA1
%b9727
%w9826
%b15
%b9917
%w25
%wOO24
%b16
%bO1DA
% +CD
% +DC
%w14
%wDD
% CD
% DC
%wO2
%b27
%bO379
%W26
%wO478
%B17
%bO56A
%W24
%wO689
%BDA
%bO77A
%wB1
$WO859
&01 * * * move #1O9
&02
&03 Black pushes.
%b79
$bO997
&01 * * * move #11O
&03 White blocks.
%W78
$w1O87
&01 * * * move #111
&03 Black ataris `'.
%w96
%B6A
$b1195
&01 * * * move #112
&03 White connects.
%w96
%W89
$w1286
&01 * * * move #113
&03 Black threatens to cut off White's corner group.
%B7A
$b1394
&01 * * * move #114
&03 White connects.
%W59
$w1493
&01 * * * move #115
&03 Black saves a point in his right side territory.
&09This move is gote.
%B97
$b1599
&01 * * * move #116
&03 White ataris two black stones.
&09
%W87
$w16A2
&01 * * * move #117
&03 Black connects.
%B95
%b1781
-p102
@1,83,Game start
@2,87,Move #26
@3,92,Move #51
@4,96,Move #72
@5,103,Game end
@6,1,INDEX
@7
&09 Prisoners
&10 held by
&11 White Black
&12 3 8
#13,13,23
&01 * * * move #118
&03 White steals a point from Black.
&09
&10
&11
&12
&13
&14
&15
&16
&17
&18
&20
&21 next move
&22
%BBA
%W4B
%BB3
%W43
%B9B
%W84
%BA5
%W36
%B6B
%W49
%BA8
%W96
%BA6
%W88
%B3A
%W4A
%B3B
%W3C
%B2C
%W4C
%W39
%B29
%B28
%W2D
%B2B
%B1A
%WAB
%BAA
%W37
% 8B
%B8A
%W9C
%B9A
%WBC
%WCB
%BCA
%B8C
%WAC
%BBB
%WDB
%BCD
%WCC
%B9D
% DD
%BDC
%WBD
%B7B
%W69
%B73
%W83
%W92
%b62
%b71
%b38
%w48
%b82
%wA3
%b91
%wB2
%bC3
%w64
%b63
%w53
%b6752
%w6842
%b6974
%W7O85
%B7151
% *C4
% A4
%w7275
%b52
%b735C
% A4
%w42
%w74B7
%B74
%b75A7
%W85
%w76B4
%B51
%b77C4
%w75
%w78B5
%b5C
%b79A4
%WB7
%BB3
%BC3
%BC4
%w8OC5
%BA7
%b81B6
%w82C6
%83C7
%WB4
%WB5
%w84C2
%bA4
%b85D6
%BC5
%w86D3
%BB3
%BC3
%BC4
%bB6
%b87D5
% B4
% B5
% C5
% C6
%w885B
%bC7
%b896C
%wC2
%w9O41
%bD6
%b91A1
%wD3
%bD5
%b9315
%w5B
%w9425
%b6C
%b9516
%w41
%w9614
%bA1
%b9727
%w9826
%b15
%b9917
%w25
%wOO24
%b16
%bO1DA
% +CD
% +DC
%w14
%wDD
% CD
% DC
%b27
%W26
%B17
%W24
%BDA
%wB1
%W86
%b79
%w78
%b6A
%w89
%b7A
%W59
%b97
%w87
%b95
%w86
%b1394
%w1493
%b1599
%w16A2
%b1781
$w181C
&01 * * * move #119
&02
&03 Black makes his second eye solid, and ataris white #118.
&09If White were to
&10connect #118 to
&11his other stone
&12in the corner now
&13Black would cap∙
&14ture all three.
&15But just leaving
&16this stone as it
&17is will neither
&18hurt nor help.
&20 next move
&21
&22
%B94
$b191B
&01 * * * move #12O
&03 White connects at the top.
&09
&10
&11
&12
&13
&14
&15
&16
&17
&18
%W93
$w2O3D
&01 * * * move #121
&03 Black prevents a potential White push.
&09This saves one
&10point for Black.
%B99
$b215D
&01 * * * move #122
&03 White retrieves his ataried stone (#118).
&09
&10
%WA2
$w221D
&01 * * * move #123
&03 Black ataris.
%B81
$b23D4
&01 * White connects. * move #124
&02
&03 This game is now finished.
&04 : The players agree that there are no more points :
&05 : to be made by either side, even though there are :
&06 : still some empty points between opposing groups. :
&09These unoccupied
&10points are called
&11`dame' (dahm eh).
&12Filling these
&13points should not
&14change the scores.
&15To avoid possible
&16errors the players
&17take turns filling
&18these remaining
&19neutral points.
&20
&21 next move
&22
%W1C
$w24D2
&01 * * * move #125
&03 Dame filling move.
&04
&05
&06
&09
&10
&11
&12
&13
&14
&15
&16
&17
&18
&19
&20 next move
&21
&22
%B1B
$b2598
&01 * * * move #126
&03 Dame filling move, also atari.
&09
&10
&11
&12
&13
&14
&15
&16
&17
&18
%W3D
$w26AD
&01 * * * move #127
&03 Black connects.
%B5D
$b278D
&01 * * * move #128
&03 Dame filling move.
%W1D
%w284D
-p103
@1,83,Game start
@2,87,Move #26
@3,92,Move #51
@4,96,Move #72
@5,100,Move #102
@6,1,INDEX
@7
#13,13,23
&01 * * * move #129
&03 Black fills the last remaining dame.
&05 The players now proceed to count the score.
&20 Proceed
&21
%BBA
%W4B
%BB3
%W43
%B9B
%W84
%BA5
%W36
%B6B
%W49
%BA8
%W96
%BA6
%W88
%B3A
%W4A
%B3B
%W3C
%B2C
%W4C
%W39
%B29
%B28
%W2D
%B2B
%B1A
%WAB
%BAA
%W37
% 8B
%B8A
%W9C
%B9A
%WBC
%WCB
%BCA
%B8C
%WAC
%BBB
%WDB
%BCD
%WCC
%B9D
% DD
%BDC
%WBD
%B7B
%W69
%B73
%W83
%B1B
%W92
%b62
%b71
%b38
%w48
%b82
%wA3
%b91
%wB2
%bC3
%w64
%b63
%w53
%b6752
%w6842
%b6974
%W7O85
%B7151
% *C4
% A4
%w7275
%b52
%b735C
% A4
%w42
%w74B7
%B74
%b75A7
%W85
%w76B4
%B51
%b77C4
%w75
%w78B5
%b5C
%b79A4
%WB7
%BB3
%BC3
%BC4
%w8OC5
%BA7
%b81B6
%w82C6
%83C7
%WB4
%WB5
%w84C2
%bA4
%b85D6
%BC5
%w86D3
%BB3
%BC3
%BC4
%bB6
%b87D5
% B4
% B5
% C5
% C6
%w885B
%bC7
%b896C
%wC2
%w9O41
%bD6
%b91A1
%wD3
%bD5
%b9315
%w5B
%w9425
%b6C
%b9516
%w41
%w9614
%bA1
%b9727
%w9826
%b15
%b9917
%w25
%wOO24
%b16
%bO1DA
% +CD
% +DC
%w14
%wDD
% CD
% DC
%b27
%W26
%B17
%W24
%BDA
%wB1
%W86
%b79
%w78
%b6A
%w89
%b7A
%W59
%b97
%w87
%b95
%w86
%b94
%w93
%b99
%wA2
%b81
%w1C
%w59
%b1B
%W3D
%B5D
%W1D
%BD4
%W24D2
%B2598
%W26AD
%B278D
%W284D
$b295A
&01 The score (surrounded empty points) is:
&02 Black: 22, (plus 9 prisoners) = 31
&03 White: 3O, (plus 3 prisoners) = 33
&05 White wins by two points.
&09The lone white
&10stone marked `'
&11is `dead∙as∙it∙
&12stands'. It is
&13removed from the
&14board at the end
&15of the game and
&16counted as a pri∙
&17soner for Black.
&20 Proceed
&21
%WD2
%B98
%WAD
%B8D
%W4D
%B5A
%wB7
-p104
@1
@2
@3
@4
@5,82,Advanced Game
@6,1,INDEX
&02 -- PLAY AGAINST PEOPLE --
&04 If you like the game of go, and would like to play
&05 real live games against real live people, contact
&06 the American Go Association for information about:
&08 Go clubs, tournaments, player ratings, remote play
&09 by modem, professional game∙analysis and teaching,
&10 national and international go events and many other
&11 go related activities, as covered in the quarterly
&12 American Go Journal and the American Go Newsletter.
&14 For free literature write to the AGA & mention IGO.
&16 ---------------
AMERICAN GO ASSOCIATION
Box 397 Old Chelsea Sta.
New York City, NY 1O113
---------------
&21 Choose from
&22 menu
-p105
@1
@2,3,EXAMPLE GAME
@3,11,WAY to GO
@4
@5
@6,1,INDEX
@7
&15 Here is a small board
&16 with some stones on it.
!7,7,31
&01 ╓───────────────────────╖
║ Go Rules in Brief ║
║ by David Fotland ║
╙───────────────────────╜
&06 Play begins with the go board empty of markers. The black and white
markers, called STONES, are placed alternately by the opposing players
on the grid line intersections (not on the open squares) of the game
board. Once placed, a stone is never moved, but it may be captured.
The player with the black stones moves first. The weaker player may
receive a handicap, where two or more stones are placed on the board
in standard positions as the black player's first move.
&22 Rules
%B33
%W74
%B44
%W56
-p106
&12 Shown here is a
two stone UNIT.
It has 6 LIBERTIES.
!9,9,31
&02 Each POINT (line intersection) on the go board is a valuable
&03 piece of territory. When the game ends, the winner will be
&04 determined by counting completely surrounded unoccupied points.
&06 Stones that are adjacent along the lines, (not diagonals), form UNITS.
&07 An empty intersection adjacent to a stone is called a LIBERTY. Every
&08 unit must have at least one liberty to LIVE. When a unit's last liberty
&09 is filled its stones are removed from the board and held as PRISONERS.
&23 More rules
%B44
%B45
-p107
&13 This white unit has
&14 two separate eyes.
&15 It cannot be captured.
!9,9,31
&02 A player may PASS any turn, but will normally not do so when there are
more points to be made. If the game is hopeless he may simply resign.
Consecutive passes by each player end the game and the score is counted.
The score for each player is one point for each empty intersection which
he has surrounded minus a point for each prisoner his opponent has captured.
A completely surrounded interior LIBERTY is called an EYE. If a UNIT
has two eyes it is safe from capture by the opponent. During the game
any unit that can make two or more eyes will live, and any unit that
can't make two eyes will eventually be captured.
&22 Basic strategy
%W12
%W21
%W22
%W32
%W42
%W41
%B13
%B23
%B33
%B43
%B53
%B52
%B51
-106
&01 Strategy in Brief
&03 It is easiest to make territory in the corners, so the first few moves
&04 are generally in the corners, then along the sides. The best moves
&05 for making territory are along the 3rd or 4th line from the edge.
&07 At each move there are four goals to consider:
&09 1) Surround territory. (Get there before your opponent.)
&10 2) Prevent your opponent from surrounding territory.
&11 3) Attack or capture your opponent's stones.
&12 4) Prevent your own stones from being captured.
&14 The best moves will accomplish
&15 more than one goal at a time.
&17 │ More detail on the rules │
&18 │ of play will be found in │
&19 │ the "WAY TO GO" tutorial.│
&22 Proceed
-p108
&02 -- PLAY AGAINST PEOPLE --
&04 If you like the game of go, and would like to play
&05 real live games against real live people, contact
&06 the American Go Association for information about:
&08 Go clubs, tournaments, player ratings, remote play
&09 by modem, professional game∙analysis and teaching,
&10 national and international go events and many other
&11 go related activities, as covered in the quarterly
&12 American Go Journal and the American Go Newsletter.
&14 For free literature write to the AGA & mention IGO.
&16 ---------------
AMERICAN GO ASSOCIATION
Box 397 Old Chelsea Sta.
New York City, NY 1O113
---------------
&21 Choose from
&22 menu