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Table Of Contents

Introduction
Chapter 1 - The Role Of Fighting In Go
Chapter 2 - Important Stones
Chapter 3 - Strong/Weak Stones
Chapter 4 - Peeps And Cuts
Chapter 5 - Sector Lines, Enclosure &
Connectivity
Chapter 6 - S.W.O.T. Analysis
Chapter 7 - A Sampling Of Major Fighting
Scenarios
Epilogue
Glossary Of Japanese Go Term

Improve Fast In Go

Milton N. Bradley 2008, 2010

Introduction

About This Books On-Line Publication


The on line publication of this book provides two
quite extraordinary assets:
- Its FREE.
- Its perfectable!
A printed book is fixed in form and content, and
remains essentially immutable from the moment of
its publication. So except for the inclusion of a
separate list of errata or the subsequent issue of a
second edition, any errors of omission or commission
it contains remain unchanged forever. In sharp
contrast, whatever flaws this on line publication
possesses can be readily corrected, if only you, the
reader, are kind enough to communicate your
perceptions to me. If anything substantive has been
omitted, it can be added. If anything is unworthy of
inclusion, it can be excised. If I got anything wrong,
including typos and diagrammatic and/or
commentary errors, it can be corrected. If more or
better examples are needed, they can be provided.
And if anything is insufficiently clear, it can be
clarified. All thats necessary to achieve a perfect
presentation is for the reader to provide me with the
appropriate positive feedback. Just click the link
below or at the end of any chapter, and send me an
email detailing the problems you perceive, and - this
is most important - specifics of exactly what you
5

suggest as their correction. This is not quite like


Wikipedia, where the reader can directly modify the
presentation, but its close. In order for this process to
be successful, when you provide your feedback its
essential that you include your rating (AGA or
other), so that I can properly evaluate the
perspective from which your caveat has originated.
Obviously, if a high Dan tells me that Ive got
something wrong it will carry more weight than if a
double digit Kyu player makes the same claim, but
all positive comments will be treated with the respect
they deserve. Finally, if you like the book, and
especially if youre in its target audience and agree
that it has significantly improved your
understanding (and rating!), Id much appreciate
your communicating that to me. Its really the only
thing that will make the vast amount of time and
effort that went into its creation worthwhile.
Introduction
This book is not a Go primer nor even a second book,
so it presumes that the reader intending to profit
from it already has a firm grasp (if perhaps not yet
complete mastery) of the basic rules of Go, as well as
the fundamentals of life and death, Joseki, and
Fuseki.
When deciding whether or not it will be worth the
time and effort necessary to profit from a Go tutorial
6

such as this, the most relevant criterion employed


will almost necessarily be the amount and rapidity of
improvement in your rating that you can expect in
return. Although its manifestly impossible to
correctly assess this without an in-depth appraisal of
your individual intellect and countless other factors,
some highly relevant insight into this matter can
nevertheless be gained from considering the authors
own experience. As originally conceived, this books
objective was to provide players from double digit to
perhaps 5 Kyu with crucial insights into the key
issues of deciding what, where, and why to play next.
But as a result of my own experience, Ive just come
to realize that the range of players who can find in it
the insights that can and will lead to significant
improvement in their Go skill (and rating) extends at
least to 1D AGA! How and why Ive come to that
startling conclusion is related next.
With the possible rare exception of a few geniuses at
the very top of the Go professional ratings, every Go
player throughout its extensive history has
eventually reached a skill and rating plateau which
they never thereafter exceed. For many players,
intermediate plateaus also often hold sway for a
number of months or even years, but ultimately a
final, highest level is reached and then continues
until age induced decline takes over, if the player is
fortunate enough to live that long. As Ive observed
during the 60 years of my own Go playing
7

experience, depending on the player these final


plateaus range all the way from high double digit
Kyu for the least apt (most of whom drop out in
frustration), to high ranked 9P. But the one
seemingly invariant factor characterizing them all is
that once a certain amount of time has elapsed
(typically 10 years or more), or age has been reached
(typically 60-65), the players then operative plateau
is final, and is never thereafter transcended!
But what has just happened in my own Go playing
life violates both of those seemingly impenetrable
time barriers! Im now 83, suffering from the
incurable, invariably fatal Acute Amyloid Leukemia,
and have been at a 1D AGA plateau for over 20 years.
But despite that, my latest results definitively
demonstrate that Im now no weaker than 3D AGA,
and most probably 4D, and, perhaps most startling of
all, am unquestionably still improving! When I
watch games on IGS between players rated 4D* (=
7D AGA) and above, I now quickly and easily find
their exact moves a vast majority of the time! The
key that the reader should be aware of is that this
ability didnt develop immediately after I had
organized the key ideas and translated that into this
book, but only reached its current state of fruition
after another couple of years of integration of those
ideas into my thinking. But as noted, Im quite old by
any standard and consequently undoubtedly more
fixed in my thinking than the average player who
8

will read this book, so I have every confidence that


those of you who put forth the requisite effort can, as
Ive done, reap rewards of Go rating beyond your
fondest expectations!
Now about the book itself.
At its most fundamental level, playing Go is heavily
dependent upon pattern recognition. As a result, an
essential factor in progressing from beginner to
intermediate and beyond is perfecting knowledge of
the key recurrent local patterns, especially as
embodied in Tesuji and Joseki. This knowledge
constitutes the tactical bedrock upon which Go skill
is built, but even its mastery is insufficient to make
one a strong player! Whats missing is the ability to
visualize and then act appropriately on those
patterns in actual global board contexts, and that
latter capability can only be realized in the service of
key strategic ideas like those developed in this book.
Preeminent among these key ideas is that fighting is
the heart and soul of Go, to the degree that the final
outcome of a high proportion of well played games is
decided directly or indirectly by big battles. For that
reason, mastering the art of fighting is one of the
most productive of the essential steps in becoming a
strong player.
There are two quite different but equally essential
aspects of fighting:
9

1. Deciding where, when and why its appropriate to


fight.
2. Knowing how to fight.
This book focuses on the former. Its basic premise is
that a fully developed skill arsenal is unquestionably
essential to becoming a strong player, but is
insufficient because the full value of that skill can
only be realized in the service of deep strategic
understanding. Its much like driving a car technical driving skill is essential for maneuvering
safely and efficiently in traffic, but useless for
getting where you want to go without an adequate
road map! So the focus in this book is on how to
identify which fights are necessary and/or productive
and which should be avoided, rather than on how to
conduct a fight once its begun. It attempts to do what
many believe impossible - to explain this essential
aspect of Go to beginners and intermediates so
clearly and concisely that they will thereafter think
much like strong players, even if theyre still far from
being able to consistently translate that
understanding into fully accurate and incisive play.
Of necessity, we do discuss the details of some fights,
because it can be very helpful to the reader to see the
sort of complications that may result from the
implementation of the ideas being studied. But even
in those cases, our emphasis is on identifying
plausible moves which fulfill the positions overall
10

strategic objectives, rather than on finding those that


are absolutely best.
Finally, it must be understood that although this
book provides a valuable road map for Go fighting in
the form of a set of simple but important strategic
ideas which are generally (but certainly not always)
applicable, those protocols must be viewed as neither
absolute prescriptions that must be slavishly
followed, nor unerring guides to the absolutely best
moves! Despite that important caveat, the books
premise is that mere exposure to these key ideas will
provide the greatest increase in any
beginner/intermediates playing strength for the least
effort expended! But, as desirable as that is, its only
a good first step. Completing the transformation into
a strong player will also take much study and
practice of the detailed techniques of Go, as well as
lots of over-the-board playing experience - all things
well beyond our present purposes, and which are
therefore left for your independent effort.
The Use Of Ratings In This Book
Except as otherwise noted, all of the illustrations in
this book were taken from actual Dan level games
played on leading on-line Go servers, and that means
that the stated ranks are all really equivalent to 1- 3
stones stronger on the AGA scale! So although 5D
may not seem all that impressive, when you realize
11

that its really equivalent to from 6D-8D AGA and


therefore among its highest rated players, that
players judgment about where to play becomes much
easier to accept as valid.
Acknowledgement
I hereby pay my respects and acknowledge my debt
to all of the many wonderful Go teachers and
authors who have preceded me. Thanks are hereby
offered to the vetters of this books original
incarnation, Ray Kukol 4D, Lisa Maloney, Michael
Quintero, Dale Blann, Masaaki Hamaguchi, and my
son Randy, who were kind enough to review the
manuscript, find errors, and offer some insights into
places in which it needed clarification and/or
modification. Thanks are also offered to Joanne
Phipps 3D and Louis Abronson 5D, who vetted the
revised manuscript, found some significant errors,
and made key suggestions that helped me reedit it
yet again. But in the end, because Im a Beethoven
and not a Mozart, I once more rethought and
completely recast everything, so that although much
of the books content is essentially the same as in the
earlier versions, the presentation is now completely
different. As a consequence, responsibility for what
appears here, including any errors, remains uniquely
mine . Finally, special thanks are offered to Jakob
Meulengracht for his invaluable assistance in
preparing the HTML coding of the manuscript that
12

allowed its on line publication.


Milt Bradley, July 2008

13

Improve Fast In Go

14

Milton N. Bradley 2008

Chapter 1 - The Role Of Fighting In Go

The financial investment model is an appropriate, if rather grossly


simplified, way to grasp the essence of a Go game. Think of the stones you
play as your investment capital, and the resulting territory you acquire as the
return on that investment. Its well established that a prudent financial
strategy invariably requires a judicious balance between long and short term
investments. Its much the same in a Go game, where the balance that must be
struck is between profit (short term) and such relative intangibles as
thickness and attack (long term). In this balancing process, its often feasible
to cede even a large temporary lead in solid profit to the opponent, in the
expectation of later recouping. But whatever the chosen strategic mix in
any given game, at games end the sole determinant of victory or defeat is
the amount of empty board space controlled by each side.
Capturing more stones than the opponent, or even capturing any opposing
stones at all, is essentially irrelevant except as it contributes toward that
goal.
Given that fact, it might seem that victory should be achievable through the
simple walling off of areas by both sides. But thats not true! Even if that
primitive strategy (pejoratively termed ground gaining Go) could be
successfully followed initially, the finite size of the Go board coupled with
the fact that both sides are seeking to gain control of the same limited
amount of space means that conflict is ultimately inevitable. And thats
especially true when one side or the other realizes it has fallen behind in
acquiring territory and can only recoup by stealing a portion of what the
opponent has claimed. So in well played Go games the confrontations
usually begin early, and then are almost invariably crucial in determining the
final outcome.
15

As a result, perhaps the major key to making appropriate strategic decisions


lies in understanding that:

Go Is A Fighting Game

This should distinctly not be interpreted as implying that fighting is all there
is to Go, because nothing could be further from the truth. Rather, fighting is
perhaps best understood as the essence around which all of the many
subtleties and complexities of Go tactics and strategy coalesce to produce
the wonderful game which has intrigued humanity for millennia.
The Basic Principles Of Fighting

The Life Or Death Of Groups


Is The Central Issue In Fighting

Although most high level Go games are decided as a result of fights, those
fights are anything but random, mindless conflict for its own sake! Quite the
contrary. Fights between competent opponents occur only because both
sides are unavoidably competing for control of the limited assets of space,
shape and connectivity available on the 361 intersection Go board.

Only Fights Involving Important Groups


Are Likely To Be Productive

16

How to identify important groups is the subject of Chapter 2.

Only Fights Against Weak Groups


Are Likely To Be Successful

How to identify weak groups and determine when and why they are
vulnerable is the subject of Chapters 3 and 4.
When attacking vulnerable groups is most likely to be successful is the
subject of Chapters 5 - 7.
Rather

Gratuitous Fights For Their Own Sake


Are Almost Always A Mistake

Fight Only In Pursuit Of


Strategically Important Objectives
And Only When And To The Extent
Absolutely Necessary

17

Diagram 1 In this
game between a
5D and a 7D, the
atari of B1 on the
marked White
stone has forced
the connection of
W2, with (small)
advantage to
Black because B1
not only separates
White and is
potentially useful,
but also because
W2 only adds
insignificantly to
Whites already
thick formation.
The key question
now is how Black
should best
continue.

Diagram 2 The
exchange of the
atari of B1 for
W2 on the left
has created
useful Aji for
Black to exploit
18

at the proper
moment, but
continuing there
immediately to
support/utilize
the 2 Black
stones would
only prematurely
start a fight that
would almost
certainly be to
Blacks detriment!
As things stand,
Blacks absolutely
essential play is
B3!
This begins to
sketch out a
Black corner in
the lower right
while partially
neutralizing the
White thickness,
and also prevents
the excellent
extension/kakari
of Wa, and
leaves the
decision
regarding what to
do with the 2
Black stones on
the left for later.
(In the actual
game, the proper
moment to
support those
stones never
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arrived!)

Diagram 3 In
this game
between two 7
Ds, White has
retained Sente,
so its his
choice as to
how to
proceed from
this point
forward.
Invading the
wide extension
between B1
and B21 seems
inviting. But is
it really? And
if its not, what
would be
better? And
why?

20

Diagram 4
This is the
sort of
position in
which its
tempting to
start a fight by
invading with
W2! Although
that might
conceivably
succeed, the
7D who
played White
in this game
thought better
of it. He
instead opted
for this calm
development,
which had the
advantage of
taking no
unnecessary
risks. Its
detriment is
that it yielded
him only a
minuscule
overall plus.
Caution!
There is
21

sometimes no
reasonable
alternative to
initiating a
fight when
youve fallen
behind, and
less
aggressive
play is
unlikely to
reverse the
games losing
trend! But
other than in
such
exceptional
circumstances,
avoiding
gratuitous
and/or
potentially
dangerous
fights is
usually sound
policy.
How to
Distinguish
between vital
fights and
those that
arent is one of
the major
subjects of
this book, so,
hopefully, that
important
distinction
will be much
22

clearer after
youve read it
all.

Fighting Guidelines: In a fencing bout, every legal touch has the same
value. So when the opponent thrusts, a fencers first response must be to
parry! Only then does it become feasible to initiate an aggressive counter
action. In a boxing match, every legal blow has the same point value to the
judges, but more effective blows can not only steal the initiative from the
opponent but can also serve to wear him down so that both his attack and
defense become less effective. Equally important, they can also serve to
instantly end the bout via a knockout!
And its much the same in Go. A move by the opponent which intends to
seize Sente by making a threat that you cant afford to ignore may be
defended against as expected, but it also may be ignored in favor of a threat
of ones own which is in fact more serious. In each case, deciding whats
appropriate strategically and then achieving their desires requires accurate
positional appraisal followed by precise execution by both sides, so in the
final analysis a players arsenal of tactical skills is the foundation upon
which his strategy is both built and realized.
The crucial factor in the conduct of any fight is the realization that each
separate group of both White and Black stones must somehow form at
least two separate and distinct eyes by the end of the game, to both remain
alive and garner the territory that will count toward a win. So the more
separate groups you can force your opponent to establish, the more free
moves you gain with which to pursue your own objectives. This is generally
true because most moves made by the opponent to secure his own eyes wont
also expand his space or attack your positions!
Because its easy for a beginner or intermediate in a handicap game to be
intimidated by Whites superior skill, its also important to remember that

23

The White Stones Have No Special Powers,


And Share The Same Need
For Eyeshape, Space, and Connectivity
As Blacks

So Black must carefully appraise and then seek to exploit any weaknesses in
Whites positions, rather than reflexively playing purely defensively as
though the White stones were somehow invulnerable!
The following principles provide excellent guidance in most situations.
Why theyre generally valid will become clearer when we discuss strong
and weak stones in Chapter 3.

To Attack, Play Away.


(Keep a discreet distance, inhibiting the opponents
ability to expand and/or form eyes.)

The Nature Of Attack


An attack uses threats against weak stones to create gains, either locally or
elsewhere, which typically take the form of territory (profit), the creation of
power/influence, or an attack on another group.
Attacking plays will usually elicit a response, but wont necessarily result in
an immediate fight.
Attacking scenarios are of almost transcendent importance in playing Go
and among the most satisfying to implement, so it will be worth our while to
briefly examine their structure and implications here, deferring fuller
discussion for later.
24

In a 2008 article in the AGA e-journal, well known American Go teacher


Jim Kerwin, 1P, said the following:
The key to attacking is to start by choosing where and what you want to
gain. You will find it difficult at first to see a possible gain and how to use
attack to get it. The good news is that if you cant see how to use the weak
group to get what you want, you can afford to wait. The worst case is that
the opponent will eventually spend a move to reinforce the group allowing
you to play a profit move, so youre guaranteed something.
This is splendid advice, as might be expected from a Go professional, but I
believe that its still amenable to modest refinement for the
beginners/intermediates who are endeavoring to learn from this book.
The relevant issue is the players meta-strategy for playing Go in any
particular game. When engaged in competition in which winning and rating
are the motivation, Kerwins conservative strategy of staying within the
confines of the players current knowledge/skill base except in desperate
circumstances is clearly appropriate. But in playing casual Go, especially
when expanding your experience base is the dominant motivation, a far
more adventurous and aggressive strategy will usually be more appropriate!
Given that such casual games will almost necessarily constitute by far the
majority of your early playing experience, rather than holding back unless
youre reasonably certain of success as Kerwin suggests, in those games your
preferred strategy should be to assess as best you can, and then, if in your
best judgment it seems at all feasible, attack! Then, especially if you later
review what happened (or use a service like The Go Teaching Ladder to
have a much stronger player point out your errors), by learning from your
mistakes you can maximize your rate of progress.

To Defend, Play Close


(Make contact as a method for creating eyeshape
and/or sealing off eyespace.)

25

Contact plays will almost invariably result in an immediate fight.


In any event

Before You Play Defensively,


Always Seek An Offensive Move
That Also Satisfies Your Objectives

FIGHTING CONTINUES UNTIL BOTH SIDES


ARE (at least temporarily) STABLE

This may mean that both sides are safe, that one sides stones are either
unequivocally dead or temporarily abandoned, or that both are still
incompletely settled. In the latter cases, the fight will often resume later,
when the appearance of other stones nearby makes it profitable for one side
or the other.
To see how these principles work in practice, lets examine a situation that
frequently arises in both even and handicap games.

Diagram 5 The Knights Move approach of W1 (or


the symmetrical point on the upper side) is the most
common way for White to begin operations against
the Black 4-4 point stone.

26

Because its an attack, it doesnt make contact with


the object of that attack, but instead stays a discreet
distance away!
When Black is in a position to respond
aggressively, the one point squeeze play of B2 is the
strongest counterattack, also playing at a discreet
distance from its target, and inhibiting W1's ability
to expand down the side to make a base there.
Feasible but milder squeeze plays instead of B2
which may be globally preferable in some situations
are a thru d, while e is sometimes chosen when
Black feels the top and/or center are more important
than the left side.
After B2, White has the choice of defending W1
immediately or playing elsewhere. (If he tenukis he
will suffer a fairly serious local detriment if Black
is first to play locally again, but even then W1 cant
be killed.)
How each of Whites feasible responses to B2 can
play out is shown next.

Diagram 6 In response to the pincer attack of


B2, one common (but rather passive)
continuation is for W3 to dive into the corner.
After the Joseki sequence thru W11 (Ba in
place of B10 is sometimes preferable), White
is not only alive with profit in the corner, but is
also unconfined.
In return, W1 is at least temporarily abandoned
27

and Black has thickness. This dynamic equality


is a fair allocation of assets for both sides for
the moment, but not a fully adequate
characterization of the situation.
The important aspect of this position
unaddressed by that assessment is that Whites
profit of about 10 points in the corner is almost
(but not quite) already assured, but Blacks
thickness on the outside must still be sooner or
later converted into an approximately
equivalent gain either locally or elsewhere for
this trade to be ultimately fair.

Diagram 7 Abandoning W1 as in Dia 6 isnt


always globally desirable, and in that case the
one point center skip of W3 here is often a good
alternative to entering the corner.
After that, the calmest sequence is as shown, with
White getting strong center influence in return for
Blacks sketching out corner territory. (The contact
play of B6 helps defend the corner territory in
Sente by threatening to connect underneath to B2
by continuing at 7, thereby inducing W7 to
prevent that.)
After this, with the 3-3 point (a) in the corner and
b, c, and d all still available for White if and
when circumstances make them appropriate, and
with the skirt at e also still open, the big corner
territory is as yet far from securely Blacks!

28

Diagram 8 Its also feasible for White to switch W5


in Dia 7 to the shoulder hit on B2 shown here, with
this common result.
B14 prevents a White enclosure, and at least
tentatively assures life for the B2-14 group.
Then, depending on whats going on elsewhere,
White may play a immediately to assure his
connectivity (the best way to do that), or tenuki and
hope that hell be able to get back to consolidate his
position here before Black can play to cut him
apart.
Instead of the aggressive squeeze play of B2 in Dia
5 - 8, Black might feel it preferable to play
defensively, so lets examine next just how
differently that will play out.

Diagram 9 Especially when Black


already has the marked stone or one
near it in place, instead of squeezing,
the attachment of B2 is feasible.
As earlier noted, this is not an attack!
A contact play like this B2 is actually
a defensive move which is intended to
29

enable Black to both make shape and


take some corner/side territory.
Its main detriment is that it also
induces White to make shape and
territory as shown, thus simplifying the
position while also reducing both
sides later options.
(There are a number of other feasible
Joseki variants beyond these few
which give somewhat different results,
but those details are outside our
present interest and so will not be
discussed here.)

Diagram 10 Relevant to this discussion


is the bang against attachment of B2
here, which, as earlier noted and
despite its appearance, is primarily an
attack and not a defensive move!
Since this is something that seems
inconsistent and therefore may be
confusing, understanding its rationale is
important.
The attachment of B2 is most
appropriate when the triangled Black
stone (or one at a) is already in place
on the upper side, and is even more
effective when (as here) the marked left
side star-point stone is also present (as
is true in high handicap games).
The aim of B2 is to make infeasible an
30

immediate White switch to the 3-3


point in the corner at b, as in Dia 8. It
does this because if W3 at bto steal the
corner territory, B4 at 3 would give
Black excellent eyeshape while
severely damaging W1. So most often
W3 is considered necessary.

Then B4 works perfectly, in conjunction with the triangled upper side star
point stone, toward building a large Black territory in the upper left corner
and adjacent upper side. (Although as noted in Dia 7, that territory is still
far from completely secure, especially with Wb still available.)
After B4 White needs eyespace for his 2 stones, but the marked Black left
side star point stone stands in the way of an ideal extension, leaving only the
very short one point skip to W5 as really feasible.
Next, B6 prevents a White slide to either c or d to expand his eyespace,
after which W7 is necessary to create the beginnings of some eyespace and
shape while fleeing toward the center. B8 is then often best, building Blacks
strength and looking toward the lower side.
Whats really important here is to recognize the fundamental difference
between the almost entirely defensive attachment of B2 in Dia 9 and that of
Dia 10, which is primarily (but not entirely) offensive.
Once that critical difference is clearly understood, it should then be far
easier for you to make the proper decisions and appropriate followup in
similar situations that arise in your own games.

Whatever the situation

Dont Act On
31

The First Plausible Move


That Solves Your Major Problem.

Always Look Further For A Better Move,


Especially One Which Also Accomplishes
Other Desirable Goals.

Diagram 11 This is a fairly common type of


position, in which the central area to the left of
the Black stones is still quite open.
In most cases, when the marked White stone
probes his one point skip Black will want to
maintain his connection, and the first step in
finding the best way to do this is to identify the
feasible alternatives.
Please decide on your own candidates before
looking at the following diagrams.

32

Diagram 12 Blacks available connection


options are marked from a to d. But which is
best?
There is no one universally correct answer
because the preferred option will depend upon
other stones already in place (not shown here) or
deemed likely to appear in subsequent play.

Diagram 13 The simplistic choice is the hard


connection of B1.
Although this is the only absolutely secure,
unbreakable connection, its also the one that
creates no shape at all while offering the
fewest followup alternatives.
Despite these detriments there are situations in
which its the most desirable option, so it cant
simply be dismissed out of hand. But absent
special circumstances that make the other
options infeasible and/or Blacks ultra-solid
thickness here particularly useful, this is
usually the worst choice. So an alert Black
will look further.

33

Diagram 14 A slightly better alternative,


which in certain circumstances may be
preferable to the others, is the extension of B1
here.
This maintains the connection because if Wa,
Bb, and if then Wc cuts, the atari of
Bdanswers. And if We then extends, Bf is a
Geta that traps the two White cutting stones.
But instead of pushing at a, which obviously
doesnt work, if the position to the left is
suitable an alert White might continue with
something like Wd, to induce Bc, and then
follow with something like Wf, to leave the
entire Black group floating without either eyes
or shape.br>
And that possibility is one of the reasons that
this B1 as the way to maintain Blacks
connection is not often best.

Diagram 15 A bit more stylish and versatile


is B1 here.
After this if W a pushes into the gap in the
Black formation, depending on surrounding
34

B1 doesnt reach far enough out from his


wall.

Diagram 16 So after further reflection, the


one point skip of B1 here is revealed as the
move that best accomplishes all of Blacks
objectives!
After this, if White makes the shape-killing
placement at a, B b connects efficiently
because Wa is now almost trapped.
After that, playing immediately (as at c) to
rescue Wa would only help Black. Not only
would he then have a larger White group to
attack, but (assuming the relatively open
center we noted at the outset) that newly
formed White group will probably not
seriously threaten Black because those White
stones will almost certainly be weaker than
the Blacks they are supposedly attacking.
If after B1, instead of Wa White pushes at b,
with Ba the position reverts to Dia 15 after
Wa, Bd there.
35

certainly yielding Black one eye.

Enclosure
In the big fights that decide the majority of well played games its important
that each side retain as many options as possible, and key among those
options is finding support for both attack and defense from nearby friendly
stones.
Groups which are enclosed not only cant simply run away from an attack,
but are also unable to connect with other friendly stones which might offer
help, either to win the fight outright or to at least survive it.
Its also true that if one side is enclosed its almost necessarily disconnected
from other friendly groups, and in many (but not all) cases that also means
that the opponent is connected.
The result is that when looking at the final position of games which are
close enough to count, it will much more often than not be true that the side
which has the fewest number of groups (= is best connected!) is the winner!
Perhaps most important of all is the fact that

Only Enclosed Groups


Can Be Killed

Therefore

To The Extent Feasible

36

To The Extent Feasible


Avoid Becoming Enclosed

Becoming enclosed almost necessarily imposes a burden that is not


infrequently sufficient to swing the balance of the entire game in the
opponents favor. The converse perspective is equally valid, so under most
circumstances enclosing the opponent is an excellent strategy. For that
reason, understanding the principles governing enclosure constitute a major
factor in becoming a strong player.

To Counter An Enclosure Threat


"If In Doubt, Run Out"

The rationale is simple. Enclosed stones:


- Have no interface with or influence on subsequent play elsewhere on the
board.
- Must be able to make 2 eyes, or die.
Caution! As the board fills up throughout the game, every group will
ultimately become enclosed! So the guidelines we discuss here apply
primarily during the Fuseki and early middle game.
Its also true that all such rules of behavior represent simplifications of often
quite complex situations, but they are nevertheless quite valuable because in
surprisingly many cases they also provide the clues that can allow even
beginning players to find excellent moves they might otherwise miss.

37

high handicap
games, this is a
fairly common
position, in
which White has
made a double
kakari against a
star point stone.
In the absence of
special
circumstances
Black should
without fail play
to prevent
Whites
enclosure! For
this purpose, B1
as shown is
usually best, but
sometimes the
attachment at
either a or b is
preferable.
Dia 18 If Black
doesnt respond
to the double
attack and
allows White to
play the marked
enclosing move
on his key point
before
answering, he
can still (just
barely) achieve
life in gote as
shown, but with
even a slight
38

shown, but with


even a slight
inaccuracy he
will almost
surely die! And
even if he does
live, Whites
advantage is
considerable.
So, on balance,
Black would be
well advised not
to allow himself
to be forced into
this kind of
situation!

The principle of searching beyond the obvious for the best move stated
earlier generally applies, but its especially relevant in the enclosure context,
where the sense of relief that almost necessarily accompanies a successful
escape may readily blind you to the fact that a superior global result might
have been obtained if only youd looked further for a better move.
Heres a fairly typical situation which beautifully illustrates this scenario.

Dia 19 In this
game between
two 5 Ds, the
39

enclosed, with
no sure eyes
yet! (Although
one can be
easily made.)
So if they dont
get out
immediately
they will
almost
certainly be in
big trouble,
possibly even
resulting in a
loss sufficient
to cost White
the game!
So whats the
best way for
White to break
out?

Diagram 20 Beginning with the


atari of W1 and then continuing
40

atari of W1 and then continuing


with the forcing plays thru W9
succeeds in allowing White to
escape, and in some situations
would be the best way to play, but
not here!
The problem with it is that Black
becomes too strong on both sides.
So finding a better way to get out is
highly desirable.

Diagram 21 Beginning with the


atari on the other side is clearly
better, because now Black has only
been strengthened on the left, but its
still inferior!
Although many players might be
satisfied with this, the 5D who
played White in this game looked
further, and found something better!
Do you see it? Try to find it for
yourself before looking at the next
diagram.

41

Diagram 22 With the stylish dogs


neck extension of W1 here, White not
only gets out as smoothly as before,
but now is one step ahead in his race
into the open center - a major
difference in enabling a later
connection to friendly stones or
forming eyes. (W1 works because a
and b are miai for it to remain
connected to his group below!)
Perhaps equally important, playing
this way doesnt induce Black to
strengthen himself on either side!
White escapes in each case, but the
seemingly small difference between
Dia 22 and either Dia 20 or Dia 21
can easily change the balance
between victory and defeat in a close
game!

Fighting Against Unenclosed Groups

Because
Only Enclosed Groups
Can Be killed,
42

Theres Little Value


In Playing Inside Moves
Against An Unenclosed Group

Its Usually Better


To Play Outside Moves,
And Force Your Opponent
To Make Eyes And Live Small

Caution!
This principle is not absolute! There are circumstances in which the global
position makes it more advisable to strike first at the opponents key shape
point(s) to prevent an easy two eyes, and then profitably harass the fleeing
group as it struggles to either connect or secure its eyes in the center.
The following shows a situation in which attacking an unenclosed group
from the inside was counterproductive.

Diagram 23
This is the
position a
few moves
after what
we will
43

discuss
later as Dia
7, Chapter
2, with
Blacks
attention
focused on
the White
group in the
lower right
center.
This White
group is not
yet
enclosed, so
its in no
immediate
danger of
dying no
matter what
happens
next. But
Black
evidently
reasoned
that if he
could
prevent its
ability to
easily make
two eyes
that would
both force it
to run and
make it
vulnerable
to later
profitable
harassment.
44

So....

Diagram
24 B1
invaded to
occupy the
key shape
point of the
White
formation,
hoping to
either cut it
apart or
prevent its
making
eyes.
Allowing
B2 next
would
enable B1
to connect
out to the
Black
corner
stones,
shattering
the White
groups
viability
and forcing
it to run
45

into the
center
eyeless.
W2 was
the best
way to
prevent
that. Then
B3 aimed
at either
connecting
B1 to the
left or
allowing it
to escape.

But White neatly avoided that by extending with the simple but effective
W4, assuring the capture of B1 and creating one eye, with good prospects
for another and/or easy escape into the center.
So the result of this premature invasion by B1 was not only a tactical failure
but also an important strategic mistake, because it made the White group
almost invulnerable!

Diagram 25
Instead of the
invasion of
B1 in Dia 24,
Black should
46

simply have
played on the
outside like
this,
expanding
and
strengthening
his own
formation and
aiming to seal
White in,
while biding
his time to
when an eyekilling
sacrifice
attack at the
point of a
might have a
reasonable
chance of
success.

Fighting Against Large Groups

DIRECT THREATS TO KILL LARGE GROUPS


ARE RARELY SUCCESSFUL

Because of the need for efficiency, the enclosure of a large group will often
be more or less incomplete. So as the battle progresses and the group
47

continues to grow, those imperfections will typically provide a number of


opportunities either to break out directly or to make eyes in place by
capturing some of the surrounding attackers.
Consequently

THE BEST PLAN USUALLY IS TO


USE SUCH THREATS INDIRECTLY,
AS THE MEANS OF ACHIEVING
OTHER IMPORTANT OBJECTIVES

Heres a typical example.

Diagram 26 In
this game
between a 7D
and 6D, Black
has secured the
upper right
corner and a
small life on the
lower right
side. In return,
48

White has
secured the
lower right
corner, as well
as eyespace on
the upper right
edge for his
large
incompletely
settled but not
yet enclosed
group there.
But its Blacks
turn, and
although theres
little chance
that he can kill
this White
group, if
possible hed
like to keep the
pressure on and
gain profit
elsewhere by
attacking it. But
how to do that?

Dia 27
49

Knights
Move of B1
is the
strongest
way to
proceed!
Although
White can
then readily
live on the
edge if he
acts
immediately,
allowing
himself to
become
enclosed is
bad strategy!
So instead
White tried
to escape.
Dia 28
this
sequence,
Black
deliberately
didnt go all
out to try to
prevent
Whites
escape!
Instead, he
cleverly
parlayed
enclosure
threats to
build center
strength
(note the
50

almost
captured W6
and 8),
resulting in
a global
advantage
that
ultimately
enabled him
to win the
game.

51

Milton N. Bradley 2008

Chapter 2 - Important Stones In Go

At each turn, the players primary task is to find the globally best move in the
current position! In doing this, appropriate tradeoffs must be made between
many diverse yet complementary factors (e.g. territory vs. influence, attack
vs. defense, etc.) if a good result is to be achieved.
But those essential factors are really useful only after you have successfully
identified:
- Which stones are globally important and which are not, and
- Whether the important stones are strong or weak

Important Stones
Require Attention/Action!
Unimportant Stones
May Often Be safely Ignored.

But what makes stones important?


Safe stones which enclose territory are valuable, of course, but in the sense
relevant to our focus on fighting:
52

Stones Are Important


Only To The Extent That
They Significantly Influence Further Play

There are seven (7) ways in which this importance is manifested.


Stones are important if they significantly affect:
1. Contesting /controlling a key board area.

Diagram 1
In this early
middle
game
between
two 5D
players, the
only areas
now fully
controlled
are A
(Black) and
B (White).
They are
somewhat
different
because
although the
Black A
53

group is
alive and
takes about
8 points of
territory, its
almost
completely
contained
and is
therefore
unimportant
to the future
course of
play! The
White B
stones are
somewhat
important
because they
impact the
adjacent
still
unsettled
marked
Black
stones.
Although
Black
almost has
control of
the C and D
areas, both
are still
open to a
White
invasion so
these stones
are at least
moderately
54

important.
The games
main focus
from this
point on
will center
on the fact
that each
side has a
large
(marked),
still
unsettled
group in the
lower
center.
Blacks
group has
much better
eyeshape,
but White
has more
open space
available,
so theres no
real
advantage
on that score
at the
moment to
either side.

55

Diagram 2
In this early
middle game
between two
1D players,
the marked
weak White
and Black
one point
skips in the
lower center
and the two
not yet
settled Black
and White
groups to
their left are
not only
important,
but will form
the focus of
future action
until their
respective
fates are
resolved.

2. Deciding which side wins or loses an important fight.


56

Diagram 3
In this game
between a
9D and 7D,
W80
completed
the enclosure
of the huge
Black center
group,
thereby
making it
vulnerable to
attack. With
Sente, Black
can easily
secure his
group, but
unfortunately
he missed the
potential of
the marked
White stone
and
mistakenly
believed that
he was safe.
So ....
57

Diagram 4
When B81
made the
territorially
large move
on the right
side, W82 92 shocked
him by
developing
the marked
White stone
to cut the big
Black center
group apart,
leaving it
with portions
already dead
and the
remainder
with only one
sure eye. So
Black
resigned.
Instead of
B81, if Black
58

had
recognized
that he was
so vulnerable
to being cut
apart, the
simple play
at 83 would
have trapped
the marked
White stone,
not only
creating a
sure eye for
Black but
also
essentially
unifying all
his local
forces. After
that, given his
solid
positions in
all 4 corners,
the game
would have
favored him.

59

more customary
B7 was a slightly
atypical
conclusion to the
popular Joseki in
the upper left
corner.
br> After this, if
W6 at a to
approach the
upper right
corner stone, Bb
would happily
squeeze while
creating an ideal
Black formation
in the upper left.
So if White
wants to prevent
Black from
getting too much
territory locally
that way, he has
little choice but
to invade with
W6 as shown.

Although this is a reasonable strategy for White, the price he must pay for it
is allowing the blocking attachment of B7. This threatens to continue at 8 to
make perfect shape for Black while seriously damaging W6, so it induces
W8 to prevent that.
But that gives Black the opportunity of making a large knights extension
from the upper right corner stone with B9, which does double duty by also
preventing White from creating his own base via the ideal 3 point skip third
line extension to a from the 2-stone base of W6-8.

60

Although this is a reasonable strategy for White, the price he must pay for it
is allowing the blocking attachment of B7. This threatens to continue at 8 to
make perfect shape for Black while seriously damaging W6, so it induces
W8 to prevent that.
But that gives Black the opportunity of making a large knights extension
from the upper right corner stone with B9, which does double duty by also
preventing White from creating his own base via the ideal 3 point skip third
line extension to a from the 2-stone base of W6-8.
The result as shown is a newly created W6-8 group that must flee baseless
into the open center, and this is a large part of the reason that the somewhat
unconventional B5 was such a strong move!
Although W10 was the move actually chosen next to flee into the center, any
of W c, d, e or f might in some circumstances be preferable alternatives, the
choice between them depending on the location of other nearby stones of
both colors, and Whites strategy.
Heres another excellent example.

Dia 7 When B1 sealed off some eyespace and territory in the corner, a
Black followup at 2 would have created a powerful pon nuki eye shape,
61

That in turn allowed B5 to occupy Whites key shape point, making W6


necessary to provide the White stones on the right with their own base.

4. Expand/enclose your own territory/eyespace and/or reduce the


opponents.

Dia 8 In this position, a few moves after that of Dia 7, whoever plays first
locally has an enormous advantage!
Dia 9 If it was Whites turn, W1 would provide eyespace, stabilize his
stones, and also greatly diminish both the territorial and eyemaking potential
of the 4 Black stones to its left.
But it was actually Blacks turn, so ...

Diagram 10 B1
is an ideal multipurpose move
because it:
- Provides
62

of the 4 Black stones to its left.


But it was actually Blacks turn, so ...

Diagram 10 B1
is an ideal multipurpose move
because it:
- Provides
eyespace for the
Black stones to
its left
- Prevents the
excellent Wa (as
just discussed).
- Threatens to
follow with Bc,
to seriously
undercut (and
attack) the still
unsettled White
2-stone group to
its right.
Bb instead
would be a
mistake because
it would induce
Wc. Then if B 2,
White would
have Sente for
Waand that
would be bad for
Black (as
already noted).
63

the corner at an appropriate later moment.


5. Ensure your own and/or prevent the opponents shape and/or
connection.

Diagram 11 Both sides share


the same key point here,
although its implications are
quite different for each.
It would provide both shape
and connectivity for Black if
he can seize it, and make
Blacks shape impossible if
White can play there instead.

Diagram 12 If its Blacks


turn, B1 would provide
both ideal shape and
connectivity, making Black
very strong locally.
But it was Whites turn, so
64

Diagram 12 If its Blacks


turn, B1 would provide
both ideal shape and
connectivity, making Black
very strong locally.
But it was Whites turn, so
...

Diagram 13 After W1 on the


key point destroys Blacks
shape, its necessary for him to
defend in order to assure the
connection between the two
marked stones and his main
force, to prevent White from
capturing them to make a big
lower side territory.
Whites threat is to cut via Wa,
Bb, Wc, or Wa, Bc, Wb, so
lets see how Black should best
play now to ensure his
connection and prevent Whites
big local gain.

65

ensuring that Black stays


confined.
Then B3 makes a bamboo
joint, assuring a virtual
connection, but in Gote.
The problem with this for
Black is that, if later Ba,
depending on whats going on
elsewhere on the board White
may not feel constrained to
answer at b in order to ensure
Blacks confinement!
So instead ...

Diagram 15 Best for Black


is to begin with the Knights
Move of B1 here, because
now W2 is forced, else B2
connects out.
Then after W4 and B5, this
position is identical with
Dia 14 except for the
addition of B1 and W2.
But that exchange favors
Black, because B1 is a
cutting stone which may
later either cause White
66

Then after W4 and B5, this


position is identical with
Dia 14 except for the
addition of B1 and W2.
But that exchange favors
Black, because B1 is a
cutting stone which may
later either cause White
problems or force him to
expend resources to ensure
its capture, while W2
merely adds an insignificant
amount of extra strength to
an already very solid White
formation! The difference
between Dia 14 and 15 may
be small and subtle, but its
the kind of thing that not
only wins close games, but
also distinguishes really
strong players from ordinary
ones!

6. Keep your own stones strong and/or the opponents weak.

Diagram 16
At the moment,
67

opponents. So
this is a key
point for both
sides which
takes priority,
and must not
be missed!

7. The group contains too many stones or occupies too vital a position
to afford to give up. The basic principle to be followed is:

Urgent Moves
Before
Big Moves

68

and/or connectivity of your own important weak groups (or attack the
opponents) before even considering making moves with mere territorial
implications, almost no matter how large!
This is a principle that strong players invariably follow almost instinctively,
but which weaker ones often have yet to learn.

Diagram 17
In this game
between two
mid-single
digit Kyu
players,
when B1
was played
White should
have
answered
with Wa to
secure some
eyespace as
well as his
center
connection
for his 4
stones at the
top. Instead,
he foolishly
ignored the
safety of this
weak group
to play the
territorially
big W2 on
the right
69

the right
side.

Diagram 18
After the
mistaken W2,
B3-7
severely
punished
Whites
failure to
secure his
center
connection
by cutting his
formation
apart and
winning 5
stones with
enormous
profit,
forcing
Whites
resignation
only a few
moves later.

70

The Relative Strength And Importance


Of Stones Constantly Changes,
And Therefore Must Be Reappraised
Before Every Move!

To better understand the meaning and implementation of this important


concept, lets look at an example from an early middle game position
contested between two 5D players.

Diagram 19 As
things stand
now, the marked
3 stone White
wall seems not
only strong (it
has 6 liberties
and a large
adjacent open
area), but its
also
unquestionably
considered very
important by
both players
because it
sketches out the
71

sketches out the


beginnings of a
huge White
moyo on the
lower side, in
conjunction with
the two Whites
on the right.
But watch how
that appraisal
changes in what
follows, as both
sides evaluated
the evolving
dynamics as
they continued
from this
position.

Diagram 20
Black concluded
that, despite
appearances, the
3 marked White
stones were
vulnerable, so he
attacked very
aggressively
with B1 to
prevent them
from readily
making a base
and too much
72

on the lower
edge.
W2 countersqueezed B1,
because at the
moment that lone
Black stone is
weaker than the
3 stone White
group! His
objective was to
prevent Blacks
easily making a
base for that lone
stone, while
beginning to
sketch out a
substantial White
territory between
W2 and the
lower right
corner stones.

Then, after the brief sequence of B3 thru B7 that followed, White apparently
realized that the influence the 3 stone wall had formerly been providing had
essentially ceased to exist, with the result that his evaluation of those 3
stones had suddenly changed, not just from an important valuable asset to
one that was relatively unimportant, but to an actual potential detriment!
So White concluded that running out to save those 3 stones in the current
global position would be counterproductive. Instead, it would be better to
change strategy, and rather than trying to save those 3 stones to use them as
sacrifices in order to help consolidate as much of his lower right territory as
possible! So ...

73

Diagram 21
The result: The
formerly
important 3
White stones
have become
Black
prisoners, but
in return White
has
consolidated
about 30 points
of territory in
the lower right
corner!

The key idea to grasp is that


White didnt view his 3-stone wall as a fixed asset, but rather as just
another potential bargaining chip, which he was prepared to trade in at
any time if sufficient compensation was available to make that
transaction profitable for him.
If you proceed with that kind of flexible attitude, as your skills advance with
experience you wont be confronted with the need to change your mental
perspective in order to realize the rating improvement that should rightly be
your due!
Now lets try a few problems to see how well you not only understand these
concepts, but can recognize them as they occur in real game situations.

74

75

Milton N. Bradley 2008

Chapter 3 - Strong/Weak Stones

Strong Stones
Are An Advantage

Strong stones require little or no defense, so they allow


you to attack or play aggressively.

Weak Stones
Are A Disadvantage

76

Weak stones require defense, so they also require more


cautious play.
In many real game situations, beginning or intermediate
players may find it quite difficult to correctly determine,
in advance of its being played through to a conclusion,
whether a fully or only partially enclosed group is going
to end up alive (= very strong) or dead (= maximally
weak)!
That in turn means that the assessment of such a groups
viability upon which the player will have to base his
strategy will often be more of a guesstimate than a fully
reasoned and reliable judgment.
The only long term solution to this problem is to develop
your assessment ability via the study of Tesuji and Joseki,
solving many, many life-and-death problems, and
watching and/or playing a lot against the strongest players
you can find. Since, as earlier noted, all of that is part of
the standard protocol for progressing in Go, it will not be
further discussed in this book. Instead, our focus will be
on identifying the factors that determine the strength or
weakness of stones.

Strength of stones comes in two disparate


incarnations:
- Intrinsic Strength tends to remain largely invariant
77

as the position changes.


- Relative Strength is always influenced by and is
frequently extremely sensitive to even small changes in
the proximity and configuration of nearby stones, so it
must be continuously and carefully reevaluated move-bymove.

A. Characteristics of Intrinsically Strong Stones:


1. Already Have 2 Eyes, or can make them despite
any opponent attack. (Very Strong)

Diagram 1Although the White corner stones


are almost completely enclosed, theyre safe
and strong because there is no way that Black
can directly prevent them from making two
eyes!
The problem with Whites strength here is
that, except for the territory enclosed its
essentially wasted, because these stones are
almost completely cut off from any
interaction with the remainder of the board.
(So in the sense of the last chapter, these
stones are unimportant!)

78

2. Have Good Eyeshape. (Strong)

Diagram 2When W2 is distantly


squeezed by B3, making contact via
W4 on the 3-3 point begins several
popular Joseki variants.
In this variant, after the W8, B9
exchange Whites shape is good and
he may safely play elsewhere,
because either Wa or b will assure
his two eyes!

3. Enclose Sufficient Space For Eye Formation,


Even Under Attack. (Strong)

79

and configured well enough that its virtually as


strong as if it already had eyeshape.
As things stand, with even minimally correct
play White is assured of being able to make 2
eyes despite any Black attack.

Diagram 4 The
upper left
corner of this
Fuseki,
contested in the
2006 North
American
Masters
tournament
between Ming
Jiu Jiang 7P
(Black) and Z
Chen 6D
(White), shows
a not uncommon
80

type of local
resolution, in
which Black has
created superb
thickness (and a
burgeoning left
side moyo in
conjunction
with his B5-11
stones below),
in return for
Whites large
profit in both
the upper and
lower left
corners.

B. Characteristics of Relatively Strong Stones:


1. Are effectively connected to a very strong group.
(Strong)

Diagram 5 At the moment, the virtual


connection between Whites three
marked stones and his two-eyed corner
group is safe because if Ba, Wb, Bc,
Wd connects.
But this connection is not absolutely
81

Diagram 5 At the moment, the virtual


connection between Whites three
marked stones and his two-eyed corner
group is safe because if Ba, Wb, Bc,
Wd connects.
But this connection is not absolutely
secure, because, if played as a Ko
threat that White cant afford to answer,
any of Ba, b, c or d will set up a cut.
So this situation will have to be
carefully watched by both sides until
its definitively resolved.

2. Are in an open area, with no significant


problems for the opponent to exploit. (Moderately
strong)

Diagram 6 The
marked White
stones have the
beginnings of
both shape and
82

until the local


situation is
definitively
resolved,
White must be
wary of their
being later
undercut,
separated,
and/or
enclosed.

3. Any Significant Nearby Opposing Stones Are


Weaker. (Moderately Strong)

Diagram 7 The Black stones both


above and below the 3 Whites are
relatively strong because they have
reasonable eyemaking potential at the
edge. The Whites are somewhat
weaker because its somewhat harder to
make eyes in the center.
But the White stones are far from being
completely without resources, because
they arent anywhere near being
enclosed. They have lots of room to run
(to a), or to make eyespace and shape
if necessary, beginning with either b,
c,d, e, or fas appropriate to the overall
83

But the White stones are far from being


completely without resources, because
they arent anywhere near being
enclosed. They have lots of room to run
(to a), or to make eyespace and shape
if necessary, beginning with either b,
c,d, e, or fas appropriate to the overall
global position.
Because these stones are currently far
from being settled, White must continue
to monitor this situation very carefully,
especially if Ba is played.

C. Characteristics of Weak Stones:


Stones are weak because they exhibit serious
deficiencies in one or more of three major areas:
1. Enclosing eyespace and/or making shape.
2. Connectivity.
3. Liberty count.
The relative weakness of a group exhibiting one or more
of these deficiencies is a function of the seriousness of
the deficiencies, how many of them it exhibits, whether
or not the group is enclosed, and whether or not its
involved in a fight with an equivalently weak opposing
84

who can best defend his own.

Dia 8 The Black group lacks both eyespace and shape,


so ...
Dia 9 If White can play at 1, it would effectively rob
Black of his base, leaving this key group floating and
vulnerable!
Because that would be disastrous for Black ...
Dia 10 With Sente, the simplest and most solid way for
Black to play is with B1 on that same key point, as
shown here.
85

Dia 8 The Black group lacks both eyespace and shape,


so ...
Dia 9 If White can play at 1, it would effectively rob
Black of his base, leaving this key group floating and
vulnerable!
Because that would be disastrous for Black ...
Dia 10 With Sente, the simplest and most solid way for
Black to play is with B1 on that same key point, as
shown here.
This not only provides Black with excellent shape, but
does so without inducing White to strengthen the 2 stones
below, which may now be potentially vulnerable.
2. Connectivity Deficiency
Dia 11
The two
point skip
between
the W2 and
W4 is
weak
because it
can easily
be cut if
Black
86

2. Connectivity Deficiency
Dia 11
The two
point skip
between
the W2 and
W4 is
weak
because it
can easily
be cut if
Black
moves
first! But
its still
joseki
because
doing so
will not
necessarily
be
profitable.

Dia 12
is the
correct
way to
begin, and
after the
strong hane
of W2 the
drawbacks
of B3 and
W4
87

11 is
Joseki!

3. Shortage Of Liberties
The Five Liberty Criterion
There is one simple but almost transcendentally
important idea that governs fights between opposing
groups:

WHEN OPPOSING STONES ARE IN CONTACT,


AN UNENCLOSED UNIT IS STABLE,
AND A PLAY ELSEWHERE IS FEASIBLE,
IF THE UNIT HAS 5 OR MORE LIBERTIES.

This is generally an excellent guideline. But as with all


other such criteria it has exceptions, so every position
must be judged on its individual merits.
Understanding this one simple idea can completely
transform your ability to properly conduct many of the
fights which arise.
The beauty and power of this elegant criterion is that in
88

indication (but also not a proof) that it isnt likely to die


immediately or easily.
Failure to obey this simple precept is a prime cause of
many of the tactical debacles which surprise and plague
beginning and intermediate players, as the following
examples demonstrate.

Dia 13
This is
the
beginning
of a the
main line
of a
popular
Joseki
which
frequently
arises in
both
handicap
and even
games.
When B2
squeezes
W1,
diving
into the
corner
with W3
is one
feasible
89

Joseki
which
frequently
arises in
both
handicap
and even
games.
When B2
squeezes
W1,
diving
into the
corner
with W3
is one
feasible
(and
common)
way to
proceed.
After B4
and W5
the
relevant
question
to our
present
interest is
what
Black
should
play next,
and the 5Liberty
Criterion
provides
the
90

the
relevant
question
to our
present
interest is
what
Black
should
play next,
and the 5Liberty
Criterion
provides
the
answer!

Dia 14 The extension of B6 is necessary, and when its


correctly played as shown the 3 stone unit that it
completes then has 5 liberties, and so is contact stable i.e. able to fight successfully.
After W11, White has secured the corner territory plus
egress along the right side. In return W1 is temporarily
abandoned, while Black has 6 liberties, thickness, plus
some territorial potential along the bottom.
Now lets see what bad things can happen if B6 is played
differently.

91

underneath of W7, followed by B8 and


the two forced connections of W9 and
B10. Then when W11 cuts, not only is
B6 isolated, but (more important) the
B4 -10 4-stone unit has only 3
liberties, and is in serious trouble!

Some feasible continuations are shown next, to give you


some idea of just how badly Black can fare after this
error.

Dia 16
this
variation
White gets
an
enormous
corner by
capturing
the 5 B1420 stones,
and Bato
trap the 3
White
stones
doesnt
work! So
Bb to
escape is
necessary.
But this
allows
92

is
somewhat
better for
Black,
although
White is not
only alive
in the
corner with
the
sequence
Ba, Wb,
Bc, Wd, but
also has
tremendous
thickness in
the center,
while
Blacks
position is
low on both
sides.

There are also many other possible continuations after


the cut of W11 in Dia 15, some better than those shown
and some worse, but all are inferior for Black because of
his violation of the 5-Liberty Criterion!

93

There are also many other possible continuations after


the cut of W11 in Dia 15, some better than those shown
and some worse, but all are inferior for Black because of
his violation of the 5-Liberty Criterion!

94

Milton N. Bradley 2008

Chapter 4 - Peeps and Cuts

Peeps and cuts are among the most common mechanisms


by which weak stones arise.
The primary differences between a peep and a cut
are:
- A peeps value is often almost fully realized at the
moment it succeeds in forcing the opponents
connection, so that in many cases it may then profitably
be (at least temporarily) abandoned, to thereafter serve
primarily as Aji.
- Most cuts result in the formation of a new (often
weak) group, which thereafter must be watched and
defended.
Although there is no single simplistic rule of thumb that
can provide unerring guidance in deciding whether its
best to cut or peep in any given position, in general, and
95

considering only the local situation:

DONT PEEP
IF A CUT SUCCEEDS

The problem confronting the double digit Kyu player is that (s)hes typically
uncertain of whether or not any given cut should succeed ! And considering
that their own play is probably going to be less than perfect, in games in
which the main objective is learning and improvement rather than just
victory, the best strategy is to cut, and then learn from experience both how
to correctly appraise that decision in advance and how to conduct the
resulting fight once youre embroiled in it.

Peeps

96

Dia 3 Next, the peep of W13 is a Kikashi which is answered by the


connection of B14, and this is followed by the similar W15 peep, B16
connection exchange.
After this, the White corner has the miai of a and b for its life so its safe!
And, in the absence of other nearby friendly stones to help, there is no
reasonable attack that White can currently expect to successfully mount
against Blacks solid enclosing wall.
So local action often ends for the moment, leaving this situation as is until
later events make it clear what each side needs to do next locally.

IMPORTANT! Just because a peep has been played (and answered), it


distinctly does not imply that direct use must be made of that peep stone
either immediately or ever! That may in fact occur, but at least as often a
peep stone will be used indirectly to attain some other desirable goal (most
often as a ladder breaker), or may even simply be temporarily abandonedas
Aji, for possible later use.
With that in mind, lets now look again at the situation of Dia 3 and appraise
97

responses.
The first thing that we notice is that W13 is a completely isolated lone stone
pressed against a solid Black position, and W15 is only a bit stronger
because of its assist from W3. So both of these peep stones are, by
definition, more or less weak!
In response to these peeps, we see that Black has not only been forced to
add two stones of his own, but also has been forced into a position which,
although thick, not only has absolutely no shape, but is also already partially
enclosed and inhibited from expanding readily.
The overall assessment of the position in Dia 3 is therefore:
- On balance, Black is clearly the stronger on the outside.
- If White correctly views W13 and 15 as expendable potential sacrifices
rather than as essential assets which must be maintained even at cost, for the
moment White stands at least equal overall because of their presence.
Whether this Joseki integrates better into the global strategy of one side or
the other depends on the position on the remainder of the board and is an
issue beyond our present focus, so it will not be discussed here.

Figure 1 In
this early
middle game
between two
4D players,
the key issue
at the moment
is the fight in
the upper right
98

between two
4D players,
the key issue
at the moment
is the fight in
the upper right
that has just
begun
between the
enclosed and
still unsettled
B47-55 group
and the
enclosing
W10-54
stones, which
are still
lacking shape
and which
therefore must
be
strengthened
before he can
safely attack
Black.
The solution
to this
dilemma that
White
conjured up
was W56,
peeping into
the cutting
point at a in
Blacks lower
right group.
Because the
B1- 43 stones
would be
99

possibly
disastrous)
fight if cut off,
that gave
Black
essentially no
choice but to
connect at a.
Having thus
helped
stabilize his
own weak
stones in
Sente, White
was then able
to turn his
attention back
to the desired
attack on the
weak Black
group in the
upper right
corner. So in
this position
the peep was
the perfect
move!

Cuts

The Typical Intention Of A Cut


Is To Permanently Separate
100

and that almost invariably means that the cutting stone(s) will subsequently
have to be reinforced/supported as required.
A cut therefore typically initiates an important long term commitment.

Diagram 4 In this position from a


game between a 9D and a 7D, the
hane of B1 is a typical continuation
of the Joseki in the corner.
After the exchange of W2, B3, the
necessary continuation thru B7
resulted in the creation of a weak
Black group, in return for which
Whites thickness has been
effectively neutralized.
Whether or not this turns out to have
been good strategy by Black will
depend on the followup by both
sides.

Cuts Are Also Commonly Used


To Make Shape Or To Facilitate Escape
101

Diagram 5 The cut of B8 followed by


the forced sequence thru B12 sets up
the capture of the marked White stone,
resulting in Whites superb thickness in
return for Blacks securing a large
corner.
Now lets look at a position in a game
between two 5 Ds in which making a
judicious cut was the best way for a
nearly trapped group to escape.

102

Diagram 7
Cutting with
W1 is the way
to begin.! That
makes W3, 5, 7,
9 and 11 all
forcing moves,
sacrificing 2
stones (W1 and
5), and then
moving
smoothly out
with W13., and
leaving behind
the potential for
an almost
certain eye at
the top.
Beginning
instead with
103

either W3 or
W7 would
allow either the
connection of
B1 or the
extension of
B10, and then
White will have
to flee eyeless!
The outcome of
a cut will
frequently not
only be
decisive (as in
these
examples), but
sometimes
unpredictable,
at least among
players at less
than a very high
level, with the
result that:

Making A Judicious Cut


Is Often The Most Powerful Way To Play,
And Sometimes
The Only Possible Route To Victory

104

Diagram 8 This is a not uncommon


position, especially in high
handicap games.
At first glance, it appears that a
White cut at a will be big, so that
its necessary for Black to protect
against it. But thats only an
illusion!
On deeper analysis, it becomes
apparent that a White cut at ais
actually infeasible!

105

Diagram 11 After the atari of


B10 forces the connection of
W11 (with simply awful
shape), the exchange of W13
for B14 is necessary to
allow W15 to be an atari,
which then forces B16 and
gives White time for W17 to
move out.

106

Diagram 11 After the atari of


B10 forces the connection of
W11 (with simply awful
shape), the exchange of W13
for B14 is necessary to
allow W15 to be an atari,
which then forces B16 and
gives White time for W17 to
move out.
This diagram shows one
continuation after the
plausible diagonal move of
W17. Unfortunately for
White, it fails. But there are
lots of chances for Black to
go wrong in the resulting
fight, so White may well live
instead if Black plays
weakly.

Whites problem is that even if he escapes after W15, the outside strength
that Black will build up while attacking his ever growing weak group
should doom his overall game prospects! On the other hand, if Black isnt a
particularly strong fighter, or if this sequence is used by White as ko Aji, it
might still be very dangerous for Black.
So on balance, unless White is a particularly strong fighter or believes that
Black is an especially weak one, W1 at b in Dia 9 instead of the cut is
objectively the better way for White to play. The problem is that in most
107

global situations that move wont be Sente, so it must be timed correctly!


Cuts And Ladders
Cuts frequently give rise to a ladder. In those cases, wherever feasible the
rule is

Capture Any Cutting Stone(s)


As Soon As Possible

Diagram 12
When B1 ataris
the marked
White cutting
stone, it sets up
a ladder which
favors Black
because it runs
into the Black
stones in the
lower right
corner.
Then W2 is a
108

B3, removing its


dangerous Aji,
perfecting his
thickness, and
thereby
strengthening his
now nearly
complete moyo
on the upper
side.
That this allows
the excellent W4
is regrettable,
but unavoidable.

109

110

Milton N. Bradley 2008

Chapter 5 - Sector Lines, Enclosure & Connectivity

In the previous chapters we discussed the principles upon


which fighting must be based if its to be productive, and
then spelled out how to identify the weak, important
stones which should be the objects of any attack. In this
chapter we begin the discussion of the criteria for
deciding whether and when to initiate or avoid such
attacks.
Among the key operative themes in attack/defense are
the closely related factors of enclosure and connectivity.
These often become significant almost from the very
earliest moves in the game as both sides maneuver for
advantage, especially but not exclusively in the complex
local (usually, but not exclusively corner) confrontations
called Joseki.
Another important issue, closely related to enclosure, is
how to act against an opponents moyo. Moyo situations
are typically quite complex, so without some simplifying
concept to provide guidance the average player would
111

find it virtually impossible to accurately assess their often


subtle interactions, and then make the correct decisions.
The ingenious concept known as a Sector Line efficiently
satisfies the critical need for guidance in both the
attack/defense and moyo situations.
Although the Sector Line concept has been applied
implicitly for centuries in the Orient, the first explicit
description of it of which Im aware was in a mid 1970's
article by Bruce Wilcox in the American Go Journal.
But just what is a Sector Line?

A Sector Line Is An Imaginary Straight Line


Extending Across An Open Board Area
Joining Two Stones Of The Same Color,
Or Extending From A Single Stone
To The Board Edge.

The Sector Lines conceptual rationale is that a solid wall of stones of that
color could theoretically be constructed along that line. The fact that such a
wall will almost never be realized in practice does not affect the Sector
Lines value as a guide to making the appropriate strategic and tactical
112

decisions.

Diagram 1 When B2 approaches


W1, the squeeze play of W3 is
particularly effective because ...
Diagram 2 Now the lone Black
stone is enclosed within the
indicated White Sector Lines, as
both players would visualize them.

When To Use Sector Lines


- Sector Lines are primarily (but not exclusively) useful in dealing
with weak stones, which might be captured if they cant make eyes or
escape.
- Sector Lines are most often applicable in the Fuseki and early
middle game, because it is usually only then that enough of the board is still
vacant to make them really meaningful.
The seriousness of the situation for the enclosed stones is primarily a
function of:
- The proximity of the nearest Sector Line.
- The spacing between the stones forming that Sector Line.
In each case closer is more serious, with the effect diminishing rapidly with
increasing distance. No exact criteria exist for determining this
spacing/distance effect, so each situation must be individually evaluated
using the players best judgment.
How Sector Lines Function
- Sector Lines act as a kind of e arly warning system to indicate which
113

weak stones are in danger of becoming fully enclosed (and thus before the
necessity of fighting a life-or-death battle for survival is thrust upon them).
- Sector Lines provide only generally appropriate action guidelines,
and do not specifically identify:
- the preferred strategy to be followed
- the best move itself, or even an explicit identification of the set of
feasible alternatives from which the best move should be
selected.
Caution! Although the Sector Line concept is both simple and extremely
valuable, its not always determinative!
A Sector Line is not valid if it:
- Intersects an opposing stone.

Diagram 3 When B1 is played, it breaks the outer


Sector Line and negates it, so that Black is no longer
enclosed!

A Sector Line is not valid if it:


- Intersects an opposing Sector Line.

114

Diagram 4
Here we see
that W72 is
within Black
Sector Lines,
but Blacks 6977 group is
similarly
enclosed by
White Sector
Lines which
intersect
Blacks.
The two B49,
59 stones are
within White
Sector Lines,
but are also an
anchor point of
the Black
Sector Lines
which enclose
W72.
The result is
that none of
these Sector
Lines are valid
for determining
the appropriate
action to be
taken in this
area. This sort
of situation is
quite common
when the board
becomes
relatively
115

crowded, but in
no way detracts
from the
general utility
of the Sector
Line concept.

Despite these very real limitations, the information Sector Lines provide
is invaluable:
A. To The Attacker, Sector Lines indicate whether or not to try to either:
1. Steal the opponents eyespace, and therefore drive his weak group
out into the center. Or
2. Cut off flight into the center, and so force the weak group to attempt
to live, either by making eyes in place or by capturing some of the
attacking stones.
B. To The Defender, Sector Lines indicate whether its best to either:
1. Run into the center to escape.
2. Try to connect to nearby friendly stones.
3. Make eyes.
4. Abandon the threatened stones (at least temporarily).
5. Counterattack.
Caution!
In any given position not all of these alternatives may be feasible, and
choosing among those that are is a matter of the players judgment - a subject
on which the Sector Lines themselves offer no direct help! Now lets
examine each of these Sector Line characteristics in detail.
A. The Attackers Uses Of Sector Lines
1. Steal the opponents eyespace
The sequence shown in the following diagrams occurred in a championship
116

game between two 9 Dan professionals, who were then among the top 10
players in the world. Yet the simple Sector Line concept explains and helps
predict their moves to a remarkable degree!

Diagram 5 The position in the lower right


corner begins with the same popular 3-4
point Joseki we saw earlier in Dia 1, in
which White has just squeezed the lone Black
stone from above, enclosing it within the
indicated Sector Lines.
These Sector Lines are close enough to
constitute a fairly serious threat, so under
normal circumstances Black would respond
immediately. But because this 9P Black
calculated that he can still readily live
locally even if White is first to play again
here, he instead chose to take Sente
elsewhere.
Although this was a rational global strategic
decision, it gave White the opportunity to
maximize his local advantage, as we see in
the following diagrams.

117

Diagram 6 W1 takes advantage of Blacks


failure to defend by blocking him from the
corner, making territory for White while
making it harder for Black to secure eyespace
locally.
If White were to be allowed to continue at 2
next , that would not only make perfect shape
for his own stones but would also make it
extremely hard for the Black stone to make
life locally.
So with little choice, B2 occupies the key
shape point himself, while cutting the White
Sector Line! (A strong clue that this is a
desirable move!)
A (slightly lesser) problem with B2 is that it
also makes his unit heavy. W3 With this
stylish Knights move extension, White
increases the scope of his control of the
corner by extending to the left, at the same
time creating a new Sector line which once
again encloses Black.(thereby maintaining
Sente!)

118

Diagram 7 In order to escape that enclosure


its necessary to break Whites new Sector
Line, and in this position the stylish diagonal
extension of B4 is the best way to achieve
this end.
An alert reader will have noticed that B4 not
only broke the White Sector Line but also
established Blacks own Sector Line
enclosing the lone White stone on the right
side.
But because the Black star point stone
anchoring the upper end of that Sector Line is
so far away, the lone White stone is only
mildly affected by this. So for the moment
White can afford to ignore that Black Sector
Line, to continue his own attack.
Whites natural response to B4 is to extend
once again on the bottom with the one point
skip of W5, increasing his local territory
while also initiating the new Sector Line
shown, to once again enclose the 3 Black
stones.

Diagram 8 When B6 breaks the latest White


Sector Line, there is no further White move
that will simultaneously enclose the Black
stones within a new White Sector Line
while also extending Whites lower side
territory.
119

That means that, for the moment at least, it is


no longer profitable for White to continue
playing on the lower side, because it would
be Gote.
On the other hand, we see that Black has
now established his own Sector Line
enclosing Whites lone right side stone.
But because the upper anchor stone of this
Black Sector Line is so distant, this lone
White stone has more than ample
maneuvering room to either make a base or
escape into the center if attacked further.
So the Sector Line analysis tells us that
White can now afford to play elsewhere if
his evaluation of the global board position
indicates that would be more productive and that in fact is what the 9 Dan pro
playing White in this game actually did!

2. Cut off flight into the center.

Diagram 9 This is a situation that frequently


arises in both even and handicap games
when Black fails to respond locally to the
kakari of W1.
120

W3 (which is also often played at a)


encloses the Black corner stone within
White Sector Lines as shown. But Black can
still easily break out safely via a play at any
of a, b, or c. But if he doesnt ...

Diagram 10 Most often, Whites strongest


continuation is with W1 here, to solidly enclose
Black within his Sector Lines.
Black can then cut these Sector Lines, but cant
forcibly break out through them.
Now lets examine why allowing W1 is usually
bad for Black.

Diagram 11 Black can still live in the corner,


if he either knows this sequence by heart or
can find his way through its tactical
complications unaided.
121

But its dangerous because even a slight error


in the sequence can easily result in the entire
corners death! And even if Black lives, as
here, Whites thickness usually gives him the
better position globally.
So playing this way is usually only advisable
in special circumstances.

B. Defenders Uses Of Sector Lines


1. Run into the center to escape.

Diagram 12 Black will usually be best advised


to break out of the White Sector Line, most often
by occupying the key point himself via B1 as
shown, but sometimes by attaching at a or
binstead.
After B1, W2 to seize the corner is by far the
most frequent continuation, and then Black will
usually (sooner or later) block at either c or d,
the choice depending on the global board
position.

2. Try to connect to nearby friendly stones.


122

Diagram 13 In this game between an


8D and 6D, the marked Black stone
is completely enclosed by White
Sector Lines, so it appears that all of
this large territory is about to
become Whites.
Living in place is difficult, but Black
saw an opportunity to save this stone
and neutralize much of Whites
potential territory in the surrounding
area if he could somehow manage to
connect to the Black stones below.
The next diagram shows how he
went about doing it.

Diagram 14 With this clever


sequence, Black managed to
connect underneath in the lower
left and achieve life, thus
neutralizing most of this formerly
large White area.
In return, White captured a part
of Blacks former lower edge
group, to sharply increase his
123

own territory there.


So Blacks gain was not without
cost, and thats a fairly common
result of such confrontations. But
on balance Black has profited a
bit more, at least in part because
he has emerged from this fight
with Sente.

3. Make eyes.

Dia 15 In this game


between two 7D
players, when the
marked Black
stone was played it
not only prevented
Whites damaging
push through-andcut, but also
completed the
enclosure of the
White 7-stone
group on the right
edge.
In the absence of
special
circumstances
Black should
without fail play to
enclose White as
shown!
Dia 16 If White
124

circumstances
Black should
without fail play to
enclose White as
shown!
Dia 16 If White
now desires, his 7
stones on the right
edge can live
easily via W1,
because then if Ba,
Wb completes his
two eyes.
And if Black
doesnt play at a, its
possible that at an
appropriate later
time White will be
able to follow with
the profitable
endgame sequence
of Wa, Bc, Wb,
Bd.

The problem with making life by playing W1 is that Black will then happily
continue with B2 to connect his corner stones out while seriously weakening
the important (and presently both shapeless and eyeless) 5-stone L shaped
White center unit immediately below!
Because that was a prospect that was unacceptable to White, what he played
instead of this W1 is shown next.
4. Abandon the threatened stones (at least temporarily).

Diagram 17 Because the result of Dia 16 was


125

center White string!


This not only undercut the Black corner while
preventing Blacks connection underneath, but
also isolated the lone Black stone on the upper
edge.
But the severe price that White had to pay for
this was B2, which more or less assures the
death of the White right edge group, because
now White needs both a and b to secure his
two eyes, and he can only manage that by
making two successive moves here. (Only
possible if played as a Ko threat which Black
cant afford to answer.)
So after B2 White had no choice but to tenuki,
and hope that circumstances would later
enable him to rescue this abandoned 7 stone
group on the right edge.

Heres another example, arising in a position thats not uncommon in both


handicap and even games:

Diagram 18 W4 is a probe intended to induce


Black to fix the shape of his stones, so that
White will then know how to best proceed
locally at the appropriate later time.
But as things stand it was too early in the game
to be sure after B5 whether White will prefer to
continue below, on the right, or on the 3-3 point
in the corner, and W4 is enclosed within the
indicated close and very threatening Black
Sector Lines. So for the moment W4 was
correctly abandoned, as White played
126

indicated close and very threatening Black


Sector Lines. So for the moment W4 was
correctly abandoned, as White played
elsewhere!
(From that, it might reasonably be argued that
W4 was premature and should better have been
deferred until a later time. But that's an issue
well beyond our present focus.)

5. Counterattack.

Diagram 19 In
this game
between a 4D
and a 3D, when
W1 was played
it seemed that
White had
visualized the
indicated
Sector Lines
and the huge
potential moyo
that they
enclose. But,
127

reasoning is
actually doubly
flawed!
Not only are
there are two
Black Sector
Lines running
from the upper
right to the
lower left that
intersect (and
therefore
neutralize)
several of
Whites, but, far
more
significant,
Black can
counter-attack
by establishing
his own far
more
threatening
Sector Lines!

128

Diagram 20 A
strong Black
response
would have
been as shown,
not only
enclosing the 4
weak White
stones within
the indicated
close (and
therefore very
threatening)
Sector Lines of
his own, but
also
simultaneously
assuring that
Black can
move into the
White moyo
before it can
be
consolidated.
(Note that the
8 marked
Whites at the
top are tightly
enclosed with
only 3
liberties, and
are therefore
effectively
captured!)
Although the
129

followed isnt
entirely clear,
it would have
offered Black
his best chance
to win. When
he failed to
make this key
play, White
moved
smoothly on to
an easy
victory!

Sector Lines As Moyo Invasion/Reduction Indicators


- Playing anywhere inside the opponents Sector Lines will constitute
an invasion.
- A play on or just outside an opponents Sector Line will initiate a
reduction.
The key clues to deciding whether a reduction or invasion of an
opposing moyo is the more likely to produce a satisfactory result are
whether or not one or more of the following is true:
- There is at least one long Sector Line operative.
- One or more of the enclosing Sector Lines have significant gaps for
possible ingress or egress by opposing stones, especially if
- There are friendly stones fairly close outside those Sector Lines.
If any of these conditions exist, an invasion will often be feasible because
there will be opportunities to either connect out or to live within the moyo
by placing key eyemaking stones which also threaten to connect out.

130

usually be feasible.
But its important to remember that there are no absolutes! Although the use
of Sector Lines will go a long way toward enabling you to make the right
decision, your ultimate success or failure in the fighting that ensues will still
depend upon your ability to find and correctly time the right threats, and on
your opponents ability to meet them.
The following example shows the kind of dangerous tactical complications
that frequently result from invasions, and why application of the indications
provided by Sector Lines must always be made with great caution and
forethought.

Diagram 21 This is a not uncommon


situation in which Black has made a 5
point skip from a 4-stone wall based on
the third line to form a small moyo, against
which White will often feel compelled to
act.
But how? And where?

Diagram 22 The best try to make a live


group within the Black space is to begin
with this one point third line skip of W1
from the extension stone.
In response, the diagonal extension of B2
131

with this one point third line skip of W1


from the extension stone.
In response, the diagonal extension of B2
is the strongest way to prevent Whites
escape to the outside, forcing him to try
to live in place.
This diagram shows one possible
continuation, in which the invasion dies,
and the next diagram shows another with
the same result.

Diagram 23 The problem in this position


with an invasion like this W1. is that there
really isnt room enough for the invaders to
live if Black defends correctly! And if
White does die, as here, that allows Black
to consolidate a territory of over 30 points.

Diagram 24 This diagram shows that if


Black errs, then White can escape, with a
132

disastrous reduction to what formerly


seemed a large potential Black territory.
But in at least partial compensation Black
now is strong on both sides while the still
eyeless Whites remain weak and
vulnerable!

Diagram 25 From the foregoing, its likely


that a prudent White wont choose to invade
but will instead opt for a reduction.
For that purpose, W1 as shown here (just
breaking the Black Sector Line) or a are
usually the best moves, the choice between
them depending upon the location of other
nearby White and Black stones and the
tactical considerations they engender.

Now lets see how Sector Line principles were applied in a complex Moyo
situation.

Diagram 26
In this
position from
a game
between two
133

position from
a game
between two
5D players,
White has
created a
large moyo in
the upper
center which
Black must do
something to
reduce before
it can be
consolidated
into a winning
territory!
As usual in
such
situations, the
question to be
answered is
whether
Black should
invade the
moyo and
attempt to
live within its
confines, or
try to reduce
it by nibbling
away at it
from
somewhere
on its outer
perimeter.
This is the
kind of
situation in
134

the best clue


as to which of
these courses
of action is
likely to be
the most
productive.
The major
difficulty in
this position
is that a
White Sector
Line actually
covers each
of this moyos
borders, so
that only an
invasion is
really
feasible if
Black wants
to prevent
White from
consolidating
too much of
this vast area.
At the same
time, we see
that there are
four places,
marked A, B,
C, and D in
which the
White Sector
Line is long
enough and/or
Black stones
are near
135

enough to it to
offer support
to an
invasion.
Such potential
places of
ingress and/or
egress are
called doors.
Here, only
doors A and
B offer real
potential for
Black as
things now
stand.

A complication is that the White moyo is so large that only a player of


professional strength seems likely to be able to even come close to
accurately visualizing all of the invasion possibilities and their likely
responses in advance. So mere mortals, even fairly strong players like the
5D protagonists in this game, necessarily have to largely rely on their gut
instinct plus confidence in their tactical skills to guide them in making
difficult decisions like this.
A detailed analysis of all of the complex tactics involved in the fighting that
transpired next in this game is advanced material far beyond the scope of
our interest in Sector Lines. So in the discussion of the actual game
resolution provided below we will focus only on the main theme of the
invasion.

Diagram 27
Because the
main A and B
doors capable
136

main A and B
doors capable
of exploitation
are both on the
left side of
Whites moyo,
its clear that
Blacks best
invasion point
must be
somewhere in
that vicinity,
but the choice
of B81 as the
starting point
for Blacks
invasion was a
judgment call.
W82 Rather
than simply
trying to limit
Blacks
incursion,
White
counterattacked
by threatening
to continue at
83, which
would both
restrict the
expansion of
Blacks upper
left corner
territory while
making a
sizeable
territory of
Whites own in
that area in
137

with his stones


below. In
addition, it
blocked Blacks
access to door
A.
B83 Given that
door B is still
open. and
because a
White
continuation at
83 would be
too good to
allow, Black
felt that he had
no choice but
to block here
himself to seal
off his upper
left territory.
So White
retained Sente.
W84 similarly
blocks off
Blacks flight
path to door B,
leaving Black
with the
difficult
problem of
how to
continue to
achieve life.
But now
Blacks chances
for success are
somewhat
138

because he
will be able to
play a second
stone inside
Whites moyo
before White
can respond
there.
The details of
the complex
fighting that
actually
followed in
this game are
primarily
tactical
considerations
that lie far
beyond our
focus on
learning how to
use Sector
Lines, so are
not presented
here.

CAUTION!! As weve seen, with substantial amounts of maneuvering room


available inside a substantial moyo, not only does the ultimate capture of
any invaders become more uncertain, but the possibility of resulting external
complications also increases exponentially.
And even when the invaders are trapped and must be at least temporarily
abandoned(as in Dia 23), they typically still retain considerable Aji. This
may either lead to their later rescue or to an advantage elsewhere for the
invader, especially if a Ko fight erupts. So both sides will have to remain
alert to this potential until the situation is finally completely resolved or the
game ends.

139

alert to this potential until the situation is finally completely resolved or the
game ends.
As earlier noted, detailed exploration of those complications is beyond our
present interest, but you might find it productive to investigate them on your
own.
Now lets look at a key portion of the Fuseki/early middle game between a
5D and 4D, to see how Sector Lines provide almost unerring guidance to
strong (if not necessarily perfect!) moves.

Diagram 28 W1
encloses the
Black lower right
corner stone
within White
Sector Lines.
Then, in the
absence of any
more urgent play
elsewhere, its to
Blacks advantage
to respond by
expanding/sealing
off his eyespace
to ensure his life.
The defensive
attachment of B2
is an excellent,
time tested way
for Black to
achieve safety,
and begins a
popular Joseki.

140

After the necessary connection of W5 Black remains enclosed, but his


formation can now make eyes against any White attack! So its not strictly
necessary (although often desirable!) to make a further submissive play like
Ba immediately, because even if Wb is permitted the simple Bc gives Black
an unassailable live shape.
So after W5 Black can afford to tenuki with sente. But because White is
now threatening to build a moyo on the lower side, its often globally
incumbent on Black to try to prevent that from becoming a reality before its
too solid to readily counter.
Blacks problem is that, wherever he plays on the lower side now, his stone
will already be within (somewhat distant) White Sector Lines! But because
the end points of the upper Sector Line are so far apart, thats not particularly
dangerous. So with B6 Black makes a standard kakari against the White
lower left corner star-point stone.
Because that doesnt enclose the White corner stone within Black Sector
Lines, White need not defend but may instead counter-attack. He does that
with maximum force via the squeeze play of W7, which does enclose B6
within close (and therefore very threatening) White Sector Lines, while also
making a maximum strategic extension from his W3,5 wall on the right!
This leaves Black with only two viable choices - either dive into the corner
and at least temporarily abandon B6, or run out to break the White Sector
Line. Given Whites thick position in the lower right, diving into the corner
would concede White too much almost secure territory on the lower side, so
Black has no real option but to break Whites Sector Line! His choice to do
this is the standardone point skip of B8, although in some global positions
either d or e may be preferable.
B8 is Sente because it encloses the White star-point stone within Black
Sector Lines! So W9 (or f) to break that Sector Line and sketch out some
territory is also natural. Although this also establishes a new White Sector
Line enclosing B6,8, in conjunction with W1 all the way across the board,
once again its anchor points are so far apart that it has almost no effect.
The result is that Black is free to take sente with the strong shoulder hit on
W7 of B10, to once again establish close (and therefore very threatening)
141

position, but in this game the circumstances in the lower right impelled
Black to deviate from the usual sequence would normally follow, as we see
in the next diagram. Although the complex ramifications of this intensely
tactical fight are well beyond our focus on the Sector Line concept itself,
theyre shown below for the readers edification.

The following material may be glossed over at the readers discretion.

Diagram 29
Instead of
continuing
with the
normal Joseki
move of W11
at 14 to
establish a live
group along
the edge, with
this W11 a
swap
occurred, with
Black
destroying
Whites
potential at the
bottom in
return for
Whites
effectively
killing the 3
Blacks on the
left and almost
(but not quite)
securing the
142

(but not quite)


securing the
lower left
corner!

End of material to be glossed.

The Limitations of Sector Lines


The action guidelines provided by Sector Lines are necessarily
incomplete because:
1. There may be several different groups affected by active Sector
Lines at any given instant, so their presence alone doesnt change the
players overall problem of deciding which situation takes priority, and of
handling any interactions between them.
2. Sector Lines only provide guidance to an appropriate local strategy!
Global considerations involving a nearby corner, side, the center or even
the entire board may dictate that a move other than that indicated by a Sector
Line analysis is best overall.
A. From the defenders perspective, this may mean that a rescue attempt
should be deferred, or that a threatened weak group should be abandoned
for later use as Aji, despite the fact that it could be rescued!
B. From the attackers perspective, it will frequently mean that pressure
should be applied to weak opposing stones without any real intention or
expectation of capturing them (although that outcome will be welcomed if it
should present itself!), in order to build up strength for use in attaining some
important objective elsewhere.
3. Sector Lines do not identify the specific move that works best in any
143

play. Correctly identifying the best global move requires a high level of
tactical and strategic competence, most of whose development is outside
our focus in this book.
Despite these limitations its advisable in your own games to:

Look First At The Relative Strength


Of The Opposing Groups
And Any Sector Lines They Generate

and

Override Those Indications


Only If There Is A Clear And Compelling
Reason For Doing So

No single simplifying idea like Sector Lines can instantly transform a


beginning or intermediate Go player into an expert, but in many situations it
can go a long way toward suggesting reasonable lines of play that might
otherwise be missed.
Although the influence of Sector Lines is often easy to see after-the-fact,
144

Reacting appropriately after youve recognized that an opponents move has


enclosed one of your key groups within a dangerous Sector Line is often
essentially routine because there may only be a limited number of viable
options, but correctly deciding what to do next when you have Sente with
which to play anywhere is quite another matter! Not only is it necessary to
decide whether and where you should take profit or attack, but in the latter
case to also where you might create potentially profitable new Sector Lines.
And even if that hurdle is successfully surmounted, the concept still offers
no automatically applicable criteria for judging which of several possible
alternative Sector Lines might prove the most profitable. And then the
Sector Lines in and of themselves offer little help in resolving any of the
inevitable tactical complications that will accompany their creation.
The result is that although full understanding of the Sector Line concept may
be necessary, its nevertheless an insufficient condition for becoming a
strong player! Finding the best move in any given position still requires an
entire complex of knowledge and tactical skills that can only be developed
over time as a result of much play and study - all of which are outside the
scope of this book.
Despite these caveats, mastering the simple idea of Sector Lines offers
perhaps the greatest bang per buck for the effort expended in any
beginning/intermediate players quest for improvement!
Finally, its also important to recognize that when implementing the Sector
Line concept in your own games, you will almost necessarily make some
strategic errors and even more tactical ones. And those errors will in turn
result in some failures in either or both attack and defense, sometimes even
resulting in last minute reversals of winning games in which a long series of
excellent moves is completely offset by a single egregious blunder.
But such occurrences, however difficult they may be to accept cheerfully,
are a natural part of the learning process and should not be allowed to
dissuade you from making the strongest moves of which you are capable!
With application of the key concepts provided in this book and continued
diligent study and practice, sooner or later the number and seriousness of
such errors will diminish, and your playing strength will then make the
quantum leap upward that your new found strategic insights justify.

145

quantum leap upward that your new found strategic insights justify.
Now lets try some problems to see how well youve mastered the Sector
Line concept.

146

Milton N. Bradley 2008

Chapter 6 - S.W.O.T. Analysis

The themes weve explored in this book thus far provided


the what, where, when and why of fighting. This chapter
integrates those ideas and reaches their logical
culmination in a technique widely applied in business
management, known by its acronym of SWOT analysis,
which enables the establishment of a rational and
appropriate action plan.
In Go, SWOT analysis begins with a global board
evaluation of the importance and relative strength of the
opposing groups prior to each move, just as weve done in
the preceding chapters. Then we add to that an appraisal
of our own aggressive potential, together with the
converse appraisal of where the opponent can do us
damage. The result is a global evaluation of each
sides:
S = Strengths
W = Weaknesses
O = Opportunities
147

T = Threats
This basic analysis is then augmented with an
appraisal of how each side stands in terms of:
- Settled territory.
- Territorial potential.
The combination of these factors then allows the
creation of an appropriate action plan, specifying (to
the extent feasible):
- The main focus of play in the current position.
- The most urgent immediate task for the player
with Sente.
- What (s)he should do to achieve that goal.
- The opponents expected response.
When properly completed and updated move-by-move,
this global assessment and action plan provides the
road map that guides both sides throughout the game!
CAUTION! Even if the SWOT analysis is perfectly
performed (no mean feat in many positions for less than
strong players), finding the best moves to exploit that
appraisal will frequently require both tactical and
strategic skill well beyond players at the level for which
this book is intended. But please dont be discouraged by
this, because its only a technical detail which will
eventually be self correcting as your knowledge and skill
improve with increasing experience.
148

Until that high level of competence is finally attained, the


result of applying a SWOT analysis may only be that you
identify the right objectives, even if you dont always find
the very best moves to implement them! So, at worst, any
resulting lack of success wont be because you overlooked
some important element of the position!
Now lets revisit the position we examined earlier in
Chapter 2, Diagram 2, and see how the more
comprehensive SWOT analysis enables sharpening focus
beyond the simple (but essential!) identification of strong
and weak stones to produce an appropriate action plan.
Diagram 1 The
SWOT
analysis of this
position is as
follows:
Black:
Strengths:
- The upper
side is very
strong, but the
b stones dont
reach out very
far into the
vital center, so
their overall
impact is only
modest.
- The k
stones already
have one eye
and potential
149

for another
both on the
edge and in the
center, so they
may be
considered
modestly
strong.
Weaknesses:
- The i stones
have no eyes
and are
pressed on
both sides by
Whites which
are stronger.
Opportunities:
- The
(modest)
chance to
exploit the
weakness of
the White h
stones.
- The (even
more modest)
possibility of
rescuing the
trapped e
stone.
- The chance
to attack and
possibly
capture the
White f stone.
- The
potential for
attacking the
White j stones
which still
150

have only 1
eye.
Threats:
- The still
unsettled status
of the fairly
large k group.
- The
weakness of
the i group,
sandwiched
between the
stronger White
h and j groups.
Settled
Territory:
- 10+ points
in the upper
left corner.

Territorial Potential:
- Almost, but not yet complete control of the entire upper side (because of
the gaps between the a, b, and c groups, and the still open 3-3 point in the
upper right corner.) which could easily total 50+ points if fully realized.
- 10+ points in the lower right corner.
White:
Strengths:
- Because of the trapped Black e stone, the White d group is very strong,
and has great influence in the vital open board center.
- Because of the trapped Black mand "n stones, the White l/o group is
equally strong, and also has great influence in the vital open board center.
- The presence of both of these strong groups on opposite sides of the still
open center greatly improves the fighting prospects of Whites still
somewhat weak h stones. Weaknesses:
- The fairly large j group as yet has only 1 sure eye.
- The White h stones as yet have no eyes are squeezed on both sides by
Black.
Opportunities:
- There is good potential to invade and reduce the still porous big Black
151

upper side, either between the a and b stones, between the b and c stones, or
on the 3-3 point in the upper right corner.
- There is also good potential to make territory between the f stone and the
d group.
- There is also modest potential to expand the left and right side groups
into the center.
Threats:
- Mainly that either of the still unsettled h and j stones will either be
captured or will lead to disaster elsewhere if they are forced to run.
Settled Territory:
- Essentially none at present.
Territorial potential:
- 20+ points on the left side.
- Perhaps 15+ or so points in the d group.
Action Plan:
- The current global focus is on the interplay between the weak h,i, j, and
k groups.
Now lets see how this simple but surprisingly powerful SWOT protocol
was applied in a game between two 4D players.

Figure 1 The
SWOT
analysis of this
position is as
follows:
Black:
Strengths:
- A still quite
incomplete
lower left
corner
enclosure.
- Good shape
in the upper
left corner that
should allow
making two
152

eyes against
any currently
foreseeable
attack.
- A fairly
thick and
almost
connected right
side, with one
almost
abandoned
embedded
White stone
(W14) and one
weak White
stone (W26),
both within
Blacks Sector
Lines.
Weaknesses:
- The
thinBlack
lower left side
position.
Opportunities:
- The chance
to exploit the
weakness of
W6 on the left,
and W14 and
W26 on the
right.
- The
possibility for
invasion into
the big gap
between W12
and 24 on the
153

upper side.
- The Aji of
the gap
between W18
and 24.
- The
potential for
expansion from
the lower left
corner,
especially
along the lower
side.
Threats:
- The
potential
inherent in
Whites
possible
development of
W6 on the left
and W14 and
26 on the right.

Settled Territory:
- Essentially none.
Territorial Potential:
- A few points in the upper left.
- Ten to 15 points in the lower left.
- Perhaps 30 or 40 points on the right side, if the problem of W14 and
(especially) W26 can be solved.
White:
Strengths:
- A solid, shapely position in the upper left corner.
- Solid and well coordinated positions in the upper and lower right
corners.
154

Weaknesses:
- W6 is a lone White stone splitting two Black positions and within distant
Black Sector Lines. But thats not urgent at the moment, because the area is
too open for a Black attack to seriously compromise the ability of the W6 to
make a base and/or escape.
- W14, which abuts a strong Black wall and is also nearly surrounded, so
its clearly at least temporarily abandoned.
- W26, although at the moment its easily able to escape. The problem with
this stone is that it must be aided before Black can play again to block its
easy egress to the still open center, and then capture it create a vast Black
territory.
- The gap between W18 and 24, and between W12 and 24.
Opportunities:
- Primarily to develop W26 to prevent a large local Black territory.
- The chance to develop on the lower side.
- The chance to consolidate the upper side by adding a stone between
W12 and 24.
Threats:
- Mainly that W26 will be trapped and captured, and that Black will make
too large a territory in that area as a result.
Settled Territory:
- Essentially none at present.
Territorial potential:
- Ten plus points in the lower right corner.
- Probably 10 or so points on the upper left side, and in the upper right
corner.
Action Plan:
- The current global focus is on the weak W26, and the way in which both
sides handle that problem will shape much of the remainder of this game!
- Because the center is still so open, White does not have to support W26
immediately, but he must watch the local situation carefully! So at the
moment White can afford to improve his prospects elsewhere, with the
lower left as the currently most fruitful target.

155

The following material may be glossed over at the readers discretion.

The optimal implementation of a SWOT analysis is mainly a matter of


technique, and is therefore outside the realm of our focus on the analysis
itself. But briefly showing how the fairly strong protagonists in this game
answered this challenge may prove illuminating to the reader, so we show
that next, with minimal commentary.

Figure 2
W32 induced
B33 to
defend the
corner
territory, and
then W34 not
only made a
base but
threatened to
more or less
complete a
large moyo
on the lower
side by
continuing at
a or
thereabouts
at an
appropriate
later time.
When B35
strengthened
Blacks upper
border, it
would
156

normally
induce Wb in
response to
preclude
Blacks
strong
pressing
move there.
But in this
situation the
threat it
posed
against W14
and 26 on the
right side is
far more
serious, so
White felt
compelled to
respond to
that instead!
W36 follows
the maxim of
attaching for
defense (see
Chapter 1),
and after the
natural Hane
of B37 in
response, the
cross cut of
W38 is a
standard
technique to
make shape.
But after the
atari of B39,
W40, B41,
157

instead of
playing W42
White might
have been
better
advised to
simply play
Wc, B45,
and then skip
out lightly
(and
relatively
safely) into
the center
with Wd. But
because
White was
also looking
at the
weakness of
the Black
lower right
side group ...
The
sequence
shown
followed
through W52,
after which
Black has
succeeded in
the first stage
of his
strategy by
inducing
White to
develop the
weak and
isolated W26
158

into a group
too large to
give up, but
which is
nevertheless
still ripe for
attack!

Figure 3 After W52


White was out of
Blacks Sector Lines,
so there was no good
way for Black to
immediately exploit
that still unsettled
White center group.
So Blacks attention
159

that!
Blacks clever idea is
to use B53 et seq as
diversionary
mechanism for
creating thickness
that area, with which
to then:
- support any
weaknesses in his
own lower right side
group, and
- prevent a later
flight to safety in that
direction by the weak
White center group!
After accomplishing
those objectives,
Black also emerged
with Sente because
W78 was necessary
to secure Whites
eyespace and
territory in the lower
right corner. So
Black was free to
implement his plan
with the cap of B79,
blocking the flight of
the now large and
still eyeless right
center White string,
once again enclosing
it in Black Sector
Lines, and forcing it
to seek safety above.

160

Black also emerged


with Sente because
W78 was necessary
to secure Whites
eyespace and
territory in the lower
right corner. So
Black was free to
implement his plan
with the cap of B79,
blocking the flight of
the now large and
still eyeless right
center White string,
once again enclosing
it in Black Sector
Lines, and forcing it
to seek safety above.

What happened after that was primarily tactical and therefore beyond our
current interest, but suffice it to say that after a tense and incisive battle the
embattled White center group was unable to either make 2 eyes or escape,
so White resigned.
This is an almost perfect illustration of the danger that often follows when
the Sector Line indications are ignored and a weak group (W26) is
belatedly added to in an attempt to save it!
Blacks final favorable result in this game depended upon his ability to
produce the precise tactics needed to counter Whites many serious escape
and counterattacking threats, so it was by no means assured after B79. But
whether or not it was, the key idea to remember is that its best to not
become enclosed and forced into the kind of desperate situation White
confronted here.

End of material to be glossed.

161

162

Milton N. Bradley 2008

Chapter 7 - A Sampling Of Major Fighting Scenarios

What weve done in this book thus far is to explain how


to:
- Identify the important weak groups which should be
the focus of play.
- Use the SWOT analysis technique to develop an
appropriate action plan for exploiting those weak groups.
In this chapter, we illustrate a select few of the more
important of those action plans.
As noted earlier, the first step in attacking a weak group
will usually be a threat to enclose, because only enclosed
groups can be killed. That threat will then typically elicit
a response in which the target group attempts to flee,
usually either into the open center or toward friendly
stones. Our focus in this final chapter is on the methods
for taking best advantage of that flight.
In most cases the attackers only reasonable expectation
163

should be that the attacked stones will succeed in


escaping, so that any profit resulting from the attack will
typically be realized elsewhere (usually, but not always,
nearby). Consequently, all-out attempts to surround and
kill will usually not only prove futile but unproductive as
well. (Of course if the defender errs and the opportunity
for a kill or other major coup does present itself, it should
be seized, with alacrity and thanks!)
Capping
This is the commonest and most basic attacking
technique - most often appropriate, but (as we show
below) not always!

Figure 1 In this
2004 AGA-Ing
Pro Cup match
between
Huiren Yang
1P (White) and
Mingjiu Jiang
7P (Black),
B31 has
capped Whites
weak 3- stone
164

W12-20 group,
blocking its
easy path into
the center.
Although Black
has no
reasonable
expectation of
killing these
stones, this is
nevertheless
the best way to
exploit their
weakness,
aiming to profit
elsewhere by
harassing them.

Figure 2 This is
how the game
actually
continued. (The
165

details of the
complex tactics
involved are far
beyond our
present interest,
and so will not
be discussed
here.)
White resigned
after B159
because the
impenetrable
Black lower
center moyo is
just too large
for White to
overcome.

Figure 3 in
this 2005
North
American
Masters match
166

Masters match
between Jie Li
9D (White)
and Thomas
Hsiang 7D
(Black), Black
has just erred
with B81.
Instead, he
should have
secured his
large weak
group via the
one point skip
to a.
Now White
can exploit this
oversight - but
how?

167

Diagram 1 Capping with W1 seems


like the logical move, but here its not
best because it leads to a Ko which
might involve dangerous
complications.
Instead, 9D Li thought through those
complications, and came up with an
even better idea.

Diagram 2 Instead of capping, the


diagonal move of W1 here is even
better, because it precludes that Ko
possibility.
Next, Black thought it prudent to
strengthen (and expand) his corner
with B2 before answering W1.
Unfortunately that turned out badly
because B2 induced W3, which then
contributed importantly to Whites
attack on the weak Black group
below.
After the B2, W3 exchange, Black
168

had time to attach with B4, and at


that point he must have believed that
he was going to survive Whites
attack relatively unscathed.
But that expectation was dashed
when the peep of W13 and the
following W15 set up the later cut
of W21, trapping the 8 Blacks on
the right and leaving the rest of the
big weak Black group fleeing with
only 1 eye.
Only a few moves later Black was
forced to resign.

Diagram 3 In
this 2006 Paris
Open
Championship
169

(White) and
Fan Hui 2P
(Black), B79
(B1 here) was
played to make
it difficult for
Whites two
marked stones
to safely
connect to his
friendly stones
in the upper
left.
This put the
onus on White
to either break
through Blacks
encirclement highly unlikely
in this position
- or to make
life in this
immediate area
in the face of
Blacks
surrounding
strength.

170

Diagram 4 As
this game
developed,
instead of
trying too hard
to enclose and
kill the weak
White center
group, Black
instead wisely
chose to make
profit at the
top without
unduly
strengthening
the target
group. This
succeeded so
well that
White
resigned
before the
weak groups
ultimate fate
could even be
decided!
This was
superb
strategy, and
exemplifies
how such an
exploitation
should ideally
be carried out.

171

Diagram 5 In
this game
between a 2D
and 3D, Black
has suffered a
huge loss of 8
stones in the
lower left, so
his only
possible
chance to win
is if he can
somehow
mange to kill
the large still
eyeless marked
White group in
the upper
center.
Since this
groups only
realistic
chance to
connect with
friendly stones
is with the
Whites in the
lower right, the
attachment of
B1 is a fine
(and typical)
172

way for Black


to try to
prevent that
connection.
Although that
strategy didnt
succeed in this
game, it in no
way detracts
from the
general
principle
involved.

Diagram 6
In this game
between two
4Ds, when
W1 invades
Blacks thin
lower right
position,
with Whites
strength on
both the
bottom left
and right
173

side to run
to, it would
seem that this
stone is not
only quite
safe, but
actually may
be stronger
than the lone
Black to its
left as well.
But is it
really?
Blacks
clever
response
gives the
answer.

Diagram 7
174

Diagram 7
After the twin
kikashis of B2
and 4 followed
by the
attachment of
B6, the lone
White stone
has now
become weak
and can only
run straight up
into the center,
where Black is
already strong.
The price that
Black has had
to pay for this
is that W3 and
5 have given
White a
considerable
profit on the
right, but if
Blacks
following
center attack
succeeds (as it
did in this
game), his
compensation
there will
more than
make up for
that loss.
So this strategy
is inherently
dangerous, but
175

adequately
followed up.

The Steering Attack


Unlike the Cap, which typically offers the capped player several options in
response, a properly placed steering attack stone essentially constrains the
opponent to running in a single desired direction.

Diagram 8
In this game
between two
4Ds, Whites
large weak
center group
offers Black
an ideal
opportunity
to begin the
creation of a
large Moyo
in Sente by
forcing
White to
move in a
176

Do you see
how?

Diagram 9
B1 blocks
Whites
progress to
the right,
forcing his
group to flee
up into the
open top,
allowing B3
to begin
sketching out
a large moyo
on the right
side.
Although this
area is still
much too
large and
open to all
become
territory, it
does provide
Black with
177

that potential
territory can
later be
realized as
solid territory
is, of course,
still to be
determined in
subsequent
play, but it
does provide
Black with a
significant
winning
chance.

178

Diagram
10 In this
position
from a
game
between
two 5Ds,
Black has
set White
up for the
devastating
splitting
attack of
B1, which
is also on
the key
shape point
of the lower
White
group.

179

Diagram 11 The
choice and
timing of the
best splitting
point and the
ultimate
outcome of the
resulting fight
are both a
function of the
opponents
skills, but unless
gross blunders
occur the end
result should
more often than
not be favorable
to the attacking
player.

The Running Battle


Now lets look at the early stages of a game contested between an 8D and a
180

(but hardly
the only) way
for White to
play, making
the fullest
possible use
of his upper
left 4-4 point
stone by
making a long
strategic
extension
from it.
A squeeze
play is the
best way for
Black to
answer
because
Black is
concerned
with
neutralizing
Whites center
thickness
below, and
B2 is the
strongest and
most
aggressive
pincer
available.
Perhaps most
important, it
encloses W1
tightly within
Black Sector
Lines, so its
181

Perhaps most
important, it
encloses W1
tightly within
Black Sector
Lines, so its
Sente!
If instead
Black were to
passively
extend at a to
coordinate
with his
strong
position in the
lower right,
Wb would
work much
too well with
both the
White upper
left star point
stone and his
thickness
below for
Black to
allow.

Diagram 12 If
W3 now dives
into the 3-3
point to seize
the corner as
shown here,
182

Diagram 12 If
W3 now dives
into the 3-3
point to seize
the corner as
shown here,
this Joseki
will
inevitably
follow, and
that would
leave Black
with both
thickness
which helps
neutralize
Whites
thickness
below, and
Sente with
which to play
at either a or
bin the upper
left corner,
again with a
result White
felt was
unfavorable to
him. So
instead ...

Diagram 13 The one point center


183

Diagram 13 The one point center


skip of W3 to break the Black
Sector Line was necessary if White
didnt want to become enclosed, and
that was the first key move in his
strategy.
It also enclosed both the Black
corner stone and B2 in Whites own
fairly distant Sector Lines.
Most important, it was Sente
because a following move at 4
would force Black into a low,
nearly enclosed position in the
upper right corner. So...

B4 Prevents Whites good play at this same point and breaks the White
Sector Line, while increasing Blacks space. But its Gote because it doesnt
establish a Sector Line of Blacks own.
W5 Since Black has no enclosing move next, White is free to try to establish
some eyespace, and this slide threatens to follow at 6 (the 3-3 point), to
both steal the corner territory and provide the White stones with almost
certain life.
So it retains Sente.

184

W7 This is the second key move in Whites strategy, so its important that you
thoroughly understand its rationale! What he intends to do is to counter
Blacks strategy of negating the value of Whites center thickness below by
building a compensating White moyo in the upper left!
At least equally important, this stone prevents B2 from extending to the left
to make eyespace, retains Sente by enclosing B2 in a White Sector Line, and
also threatens to capture it by continuing with Wc! (Pretty good for a single
move!)
B8 This is close to being the only logical response because B2 has no base,
and attaching to W7 at a would only induce Wb, Bc to strengthen W7 in
Sente and thus play into Whites moyo strategy. Bc instead would not only be
too slow in moving out into the center, but would also not threaten White in
any substantive way.
In sharp contrast, B8 breaks Whites Sector Line and establishes one of
Blacks own which encloses W1-5, while also threatening to follow with Bd
to lock those White stones in.
So B8 seizes Sente, and begins a classic running battle in which each side
has a weak group in potential danger.

Diagram 14 Becoming enclosed


would force the White stones to
either live small in Gote or die, so
escaping is essential.
This one point skip of W9 is the
best way to do that, because it
retains Sente by threatening to
continue at 10, which would force
Black into a low position on the
right edge.
B10 Prevents Whites good move
at this same point and increases
Blacks potential right side
185

he can further coordinate it with


his strong lower right corner.
But despite that its Gote because
it makes no serious enclosure
threat against the W1-9 group.
(W9 already broke what would
have been Blacks new Sector
Line.)

W11 Because the W9 group cant be enclosed immediately, White can afford
to use his Sente to play here because it encloses B2-8 within a new White
Sector Line, while threatening to continue with Wa to lock-in those two
Black stones and almost certainly kill them.
This is a fine double purpose move, because it also coordinates with Whites
upper left corner stone, beginning to construct the large White moyo in that
area White was aiming at when he played W7.
B12 Black must break out of the new White Sector Line, and this is the best
way to accomplish that because it in turn puts the W1-9 stones within
Blacks own new Sector Line, and threatens to continue with Bb to enclose
him. So Black once again has Sente.
W13 Even if White allows Bb, after Wc it would still be possible for his
enclosed group to live, but that scenario would be bad for him. So he has no
real choice but to skip out to break the Black Sector Line thus.
Although W13 actually encloses the weak B2-12 group within a new White
Sector Line, its one with a very distant (and therefore not very threatening)
186

follow and that would be bad


(although not disastrous) for the
weak Black 3 stone string of one
point skips! So instead ...
B14 offers the weak Black string
the most future alternatives, so its
safest.
But either Bc or 15 is also
feasible, with the choice between
these options more a matter of the
players judgment than of
necessity.
W15 was the key turning point in
this part of the game!
Unfortunately, it was somewhat
overambitious, despite being the
most consistent with Whites moyo
strategy in playing W7 and 11. It
mistakenly emphasized the
creation of Whites potential upper
left moyo over the safety of his
weak stones on the right, and
thereby violated the earlier noted
key principle of: Urgent Moves
Before Big Moves.

Instead, Wa, b or 16 to strengthen his weak group were preferable


alternatives, and, as with B14, the choice between them would be a matter
of the players best judgment rather than of necessity.
Because W15 yielded Sente to Black in the running battle it was also the
riskiest choice, although one it seems that White undertook willingly
because he lusted after the big moyo he was trying to create on the left, and
as an 8D he undoubtedly had absolute confidence that his tactical ability
187

alternatives, and, as with B14, the choice between them would be a matter
of the players best judgment rather than of necessity.
Because W15 yielded Sente to Black in the running battle it was also the
riskiest choice, although one it seems that White undertook willingly
because he lusted after the big moyo he was trying to create on the left, and
as an 8D he undoubtedly had absolute confidence that his tactical ability
would suffice to rescue him from any resulting difficulties on the right. But
even as strong a player as he would almost certainly have been better
advised to play one of the other, safer choices noted above.
B16 Because the Black string isnt enclosed or even nearly so, Black is now
free to be aggressive.
Seizing the opportunity offered by Whites failure to reinforce the weak
White group, this important play once again encloses those stones within
Blacks Sector Lines, and forces a response.
W17 Breaks the new Black Sector Line, but still leaves the White group
within a more distant Black Sector Line anchored in the lower right corner,
and thats a measure of the size of Whites error in playing W15.
B18 Reestablishes the more dangerous close Sector Line, and continues to
force Whites response.
W19 Not only breaks both of Black sector Lines, but also gives White
access to some badly needed potential eyespace on the right edge. Equally
important, it also threatens to play at 20 next, occupying the key pivot point
in the corner. That would not only increase Whites own eyespace while
reducing Blacks, but would also actually threaten the life of the Black
corner because of its weaknesses at d and e.
Because that would be too good to allow ...
B20 This is now the key move, stabilizing the Black corner stones and
destabilizing Whites, which are now no longer certain of making 2 eyes!
What happened next to the weak White stones will not be shown because its
entirely tactical and therefore outside the scope of our interest in the basic
Sector Line/connectivity/enclosure themes were discussing. But it may be
188

achieve life or break out of Blacks enclosure he overstepped the time limit
and lost the game! A classic example of the difficulties that can follow from
ignoring the indications provided by Sector Lines!

189

Milton N. Bradley 2008


Epilogue

Applying What You've Learned


If this book has successfully realized its design
intent, a double digit Kyu reader who finishes it
should have acquired a set of new ideas which
provide a much improved understanding of how high
level Go is played. Thats a necessary first step, but
real, sustained improvement will only result when
those ideas have been permanently embedded in
your thinking processes, so that their application has
become an automatic, almost instantaneous
response, rather than requiring the conscious
application of a mental checklist. To realize that
goal, there is no adequate substitute for playing
many, many games, getting practical experience in
implementing those ideas in the face of determined
and competent opposition.

190

But that raises a serious problem for most


beginners/intermediates, because they will typically
be playing most of their games against equal or only
somewhat stronger opposition. The difficulty this
presents is that the caliber of those opponents is not
likely to be sufficiently high to afford the
opportunity to confront (and therefore learn to
counter) the most incisive moves. The unfortunate
consequence is that it will often be possible to get by
and even prevail with inferior plays that the far
stronger opponents you will encounter later in your
Go career will almost certainly severely punish. And
so, despite your best efforts, by playing against only
equal or marginally stronger opponents you will
almost necessarily be learning many things that aint
so, which will therefore later have to be unlearned if
you are to make the much desired advance to the
higher skill levels.
Fortunately, its relatively easy to transcend this
important difficulty by watching/studying the games
of professionals and amateurs who are strong enough
to make few egregious errors. In earlier, less
technically sophisticated times, being able to watch
such strong players on any kind of consistent basis
was impossible for any but the relatively few
fortunate individuals who lived in communities in
which there was a large local Go club with
sufficiently strong members. But today, being able to
do this is feasible for everyone, 24/7, through the
191

advent of the internet!


KGS And IGS are by far the largest internet Go
communities in the world, and also the preferred
home of many of the worlds top ranked professionals,
a number of whom play there regularly, albeit mostly
anonymously. For these reasons, theyre my preferred
choice. But some of the ethnic Go servers (especially
the Chinese and Korean) are perhaps even stronger,
so for those for whom the language barrier isnt a
problem they form an excellent (or even superior)
alternative.
But watching the games of professionals or the very
highest rated amateurs is IMHO not the best way to
proceed, at least for the average double digit
beginner/intermediate! The reason is that the highly
refined technique and exquisite positional judgment
of these ultra-strong players enables them to employ
strategy that is often essentially incomprehensible to
anyone not close to their own stratospheric skill
level. So until youve reached at least low single digit
Kyu rating you will be well advised to concentrate
your watching on players in the 1d to 5d range,
where the strategy employed will usually be more or
less comprehensible to you, while the protagonists
technique will still be sufficiently well developed to
minimize most egregious errors.
But even that isnt sufficient, because in order to
192

really profit from your watching it must be an active


rather than a merely passive experience!
What this means is that move-by-move you must
mentally assume the role of each player in turn,
evaluating the whole board situation, performing
your own SWOT Analysis, and deciding on what you
believe should be the best next move. Then as the
player actually makes his move you must compare
that with your own idea, and, in the many cases in
which they differ, try to figure out why the move
actually played was preferable to your own choice.
Since this process of analyzing the differences will
typically take much more time than is available
between moves in real time, in order to be able to
adequately conduct this kind of analysis, it will
usually be necessary to save the game and then
replay it later at your own pace. Although that may
seem to be a lot of extra work, the payoff for going
through this exercise on a regular basis can be
immense! The ultimate result will be that, perhaps
slowly and possibly quickly but in any event surely,
you will begin noticing that your own move choices
and those of the strong players you are watching will
become identical more and more of the time, as your
playing strength soars as well!
If ever there was a royal road to Go mastery, this is
it! And its fun as well - the best of all possible worlds.
193

Enjoy!

194

Milton N. Bradley 2008

Glossary of Japanese Terms

AJI (ah-gee): Potentially exploitable threats remaining in


a position.
AJI KESHI (ah-gee keshi): A bad move which needlessly
neutralizes the potentially exploitable weaknesses in the
opponents position.
ATE (ah-tay): A move that gives atari.
ATARI (ah-tah'-ree): A condition in which one or more
units has been reduced to only a single liberty, and is
therefore subject to capture on the opponent's next play.
ATSUMI (atsumi): Thickness.
BOSHI (bo-shee): Cap. Usually, a one point skip above
an opposing stone.
DAME (dah'-may): A neutral liberty shared by safe
195

White and Black groups. Does not count as a point for


either side.
DAN (dahn): "Step". The designation of playing strength
for those of master level. Ranges from 1-Dan to 9-Dan,
but professional ranks are separate and much stronger.
DANGO (dan-go): Dumpling = A shapeless mass of
stones with little eyemaking potential.
DE (day): A move which pushes between two opposing
stones.
FUSEKI (fuh-say'-key): The full board Opening.
GETA (gay-tah): A trap or snare which can effectively
capture opposing stones even when they still have several
liberties.
GO (goh): The name of the game. (Called Wei Chi in
Chinese, and Baduk in Korean.)
GOTE (goh-tay'): The converse of Sente. A move which
makes no significant threat, and which therefore doesn't
require an immediate response by the opponent.
GOTE NO SENTE (goh-tay no sen-tay): A Gote move
which contains (often hidden) aggressive potential.
HANE (hah'-nay): A Diagonal attachment against an
196

opposing stone.
HASAMI (hah-sah-mee): A pincer.
HIKI (hee-kee): Draw back.
HORIKOMI (hori-koh-mee): A throw-in sacrifice which
kills an eye and/or whose capture reduces the opponents
liberty count.
JOSEKI (joh-say'-key): An analyzed sequence of plays
which theoretically leads to a dynamically equal local
result for both sides.
KAKARI (ka-kah-ree): An approach move against a
corner stone to prevent a Shimari.
KATA (kah-tah): Shoulder. The point diagonally above a
stone.
KATACHI (kah-tah-chee): Shape. Usually, good shape.
KATATSUGI (kah-tah-tsoo-gi): The solid connection.
KATATSUKI (kah-tah-tsoo-kee): A shoulder attack.
KEIMA (kay-mah): The Knights Move.
KESHI (keshi): "Reduction, or "minimization. When
played to reduce an opponent's Moyo (Sphere of
197

Influence), Keshi consists of "light" moves, not too deep


within the area of the opponent's strength.
KIKASHI (ki-kah'-shee): A forcing move which must be
answered, and which therefore necessarily retains Sente,
but which is incidental to the main flow of play. Such
stones are typically abandoned after they have served
their purpose of forcing the opponent's response, serving
only as Aji thereafter.
KIRI (kiri): Cut.
KO (koh): "Eternity". An important, oft recurring tactical
situation in which a single stone is captured and THE NO
REPETITION RULE applies.
KOMI (koh'-mee): The points added to White's final
score in even (no handicap) games to compensate for
Black's first move advantage.
KOSUMI (ko-suh-mee): The diagonal extension.
KYU (kyu): Rank. The designator of playing strength for
players of less than Dan (master) strength. For amateurs,
ranges from 35 Kyu (beginner) to 1 Kyu (just below
master strength)
MIAI (mee-iy): Two complementary points of
approximately equal importance in a given situation, such
that whichever one a player occupies, the opponent can
198

(and usually must) occupy the other.


MOYO (moh-yoh): A large Sphere Of Influence or
Potential Territory.
NAKADE (nah-kah-day): The placement of stones inside
an opposing group to reduce the shape to one eye.
NADARE (nah-dah-ray): The Avalanche Joseki.
NIDAN (nee-dahn): Two Step.
NI-REN-SEI (Nee-Ren-Say): A Fuseki pattern in which a
player occupies both 4-4 points on a single side.
NOBI (noh-bee): Extend.
NOZOKI (noh-zoh-kee): A peep which threatens to cut.
NUKI (nookee): A capture.
ONADARE (oh-nah-dah-ray): The Large Avalanche
Joseki.
OKI (oh-kee): A placement, usually intended to steal
eyes.
OSAE (oh-sah-ay): A blocking move.
OSHI (oh-shee): Push. Usually along a line atop (or
199

alongside) an opponents stone or line of stones.


PONNUKI (pon-nuh-kee): A powerful shape created
when 4 stones capture a single opposing stone.
SABAKI (Sah-bah'-kee): "Disposal". Light resilient shape
which allows a group to be easily settled, or to be partly
or totally sacrificed if necessary without significant
penalty.
SAN-REN-SEI (San-Ren-Say): A Fuseki pattern in which
a player occupies all 3 handicap points on one side.
SEMEAI (semi-eye): A life-or-death fight (= race to
capture).
SENTE (Sen'-tay): The initiative. A move central to the
major strategic and/or tactical motifs of the game, which
therefore requires the opponent's response, and which
cannot be ignored without significant penalty! Such
stones typically have long term implications, and must
therefore be watched and defended. The converse of
Gote. Closely related to Kikashi.
SHICHO (shih'-cho): The Ladder.
SHIMARI (shih-mah'-ree): A Corner Enclosure.
SHINOGI (shih-noh-gee): A sequence of moves to
provide a weak group with either escape or good
200

eyemaking shape.
SUBERI (soo-beh-ree): Slide. A Knights Move toward
the edge, usually from the third line to the second line.
SUJI (soo'-gee): "Style" or "skillfulness". Clever, artistic
play. See Tesuji.
TAISHA (tie-sha): The Great Slant Joseki.
TENUKI (teh-nuh-kee). Play elsewhere.
TESUJI (teh-soo'-gee): A Suji which raises the overall
efficiency of the player's local (and sometimes global)
stones to their highest possible level.
TOBI (tobi): A jump (= skip).
TSUGI (tsu-gi): A connection.
TSUKE (tsu-kay): An attachment to an opposing stone.
TSUME (tsu-may): An extension which inhibits the
opponents extension.
TSUME GO (tsoo-may GO): A life-or-death problem.
UCHIKOMI (oo-chee-ko-mi): An invasion.
WARIKOMI (wah-rih-koh-mee): A placement between
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two opposing stones intended to set up cutting points.


WARIUCHI (wah-rih-oo-chee): A wedge (placement)
which has room to expand on both sides.
WATARI (wah-tah-ree): A connection at board edge.
YOSE (yoh'-say): The Endgame.
YOSU-MI (yoh-suh mih), formerly Yosu-miru : Wait And
See. A probe intended to retain sente while inducing the
opponent to fix the shape of the stones.

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Table des Matires


Table Of Contents

Introduction
Chapter 1 - The Role Of Fighting In Go

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