© 2002 by Richard Bozulich

Five Hundred and One Opening Problems

Compiled and written by
Richard Bozulich

Commentaries by
Rob van Zeijst

Buy the full book at gobooks.com

Along with playing games, practice is essential for mastering the opening; namely, familiarizing yourself with standard positions and knowing which principles to use for deciding your moves. However, the practice players get from their games is limited, whereas problem books such as this one can give the amateur go player a vast variety of positions that might occur in their games. Practice also keeps the mind sharp and in top form. This is the reason professionals are always solving problems and often spend considerable time composing them.

Practice must also include repetition if it is to be effective. If you have to find the same kind of move in similar patterns over and over again, spotting that move in a problem or a game will become second nature.

This book provides a vast number and a large variety of opening problems for the inexperienced player. Explanations are brief, with emphasis being placed on principles to give the reader a feeling of what a good opening move is. To this end each problem is presented by stating an opening principle that can be used to solve the problem. By seeing how these opening principles are used in games, your intuition in the opening will become highly developed.

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Copyright Page

Mastering the Basics, Volume 1

Five Hundred and One Opening Problems

Compiled and written by
Richard Bozulich

Commentaries by
Rob van Zeijst

Copyright © 2002 by Richard Bozulich

All rights reserved according to international law. No part of this book may be reproduced by any mechanical, photographic or electronic process, nor may it be stored in a retrieval system, transmitted or otherwise copied for public or private use without the written permission of the publisher.

ISBN of print edition: 4–906574–71–8

Published by
Kiseido Publishing Company
Tokyo, Amsterdam, Santa Monica
CPO Box 1140, Tokyo, Japan

Contents

Five Hundred and One Opening Problems

Copyright Page

Preface

Some Important Terms and Concepts

Introduction

How to Use this Book

Problems 1–9

Problems 10–19

The chapters in gray are included only in the full book.

Problems 20–29

Problems 30–39

Problems 40–49

Problems 50–59

Problems 60–69

Problems 70–79

Problems 80–89

Problems 90–99

Problems 100–109

Problems 110–119

Problems 120–129

Problems 130–139

Problems 140–149

Problems 150–159

Problems 160–169

Problems 170–179

Problems 180–189

Problems 190–199

Problems 200–209

Problems 210–219

Problems 220–229

Problems 230–239

Problems 240–249

Problems 250–259

Problems 260–269

Problems 270–279

Problems 280–289

Problems 290–299

Problems 300–309

Problems 310–319

Problems 320–329

Problems 330–339

Problems 340–349

Problems 350–359

Problems 360–369

Problems 370–379

Problems 380–389

Problems 390–399

Problems 400–409

Problems 410–419

Problems 420–429

Problems 430–439

Problems 440–449

Problems 450–459

Problems 460–469

Problems 470–479

Problems 480–489

Problems 490–499

Problems 500–501

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Preface

Along with playing games, practice is essential for mastering the opening; namely, familiarizing yourself with standard positions and knowing which principles to use for deciding your moves. However, the practice players get from their games is limited, whereas problem books such as this one can give the amateur go player a vast variety of positions that might occur in their games. Practice also keeps the mind sharp and in top form. This is the reason professionals are always solving problems and often spend considerable time composing them.

Practice must also include repetition if it is to be effective. If you have to find the same kind of move in similar patterns over and over again, spotting that move in a problem or a game will become second nature.

It is the purpose of this book to provide a vast number and a large variety of opening problems for the inexperienced player. Because of space limitations, the explanations are brief. Some may complain that there are other reasonable moves that should be discussed. Indeed, that may be the case. However, we felt that it was more important to give the reader a feeling of what a good opening move is. To this end we have introduced each problem by stating an opening principle that can be used to solve the problem. We believe that by seeing how these opening principles are used in games, your intuition in the opening will become highly developed. These principles, which are also hints, will often give the answer away, so we recommend that you first try to solve the problem by covering up these hints. After you have arrived at your answer, look at the hint and see if it corresponds to your answer. If it doesn’t, consider the problem again, then look at the answer.

The problems in this book were collected from various go magazines and from games both professional and amateur, observed by me over the last three to four years. Rob van Zeijst provided the commentaries.

Finally, I would like to thank John Power and Richard Hunter for proofreading the manuscript of this book.

Richard Bozulich
July 2002

Some Important Terms and Concepts

Here we introduce some go terms used in this book. For a comprehensive glossary of Japanese and English go terms, refer to The Go Player’s Almanac 2001 from page 331 to 374.

aji

Aji refers to latent possibilities that exist in a position. Although these possibilities may never be realized, their existence influences the course of the game and enables certain moves to be made.

Dia. 1a

＞＜ ▶︎

In Dia. 1a the marked white stone in the corner is dead, but it still has aji. Because of its aji, White need not fear Black’s pushing through at A, so he can jump to 1, rescuing his three stones at the top.

Dia. 1b

＞＜ ▶︎

If Black does push through and tries to confine White to the top with 1 and 3 in Dia. 1b, White ataries with 4. After Black defends with 5, the aji of the marked stone comes to life and White captures Black’s stones on the right with 6 and 8.

atari

Atari is a threat to capture a stone or a group of stones on the next move.

Dia. 2a

The white stone in Dia. 2a is in atari. If White doesn’t defend by extending to A, Black may capture it with 1 in Dia. 2b.

Dia. 2b

＞＜ ▶︎

Dia. 2c

The result is shown in Dia. 2c.

gote

Gote is a move which does not require an answer; a defensive move. Compare sente.

hane

Hane is a diagonal move played from a friendly stone in contact with an enemy stone.

Dia. 3

＞＜ ▶︎

White 1 in Dia. 3 is an example of a hane.

miai

Miai refers to two points of approximately equal value. If your opponent takes one of them, you can (and usually must) take the other.

Dia. 4

The points A and B in Dia. 4 are miai, so White is alive. If Black plays A, White makes two eyes by playing at B. Conversely, if Black B, White makes his second eye at A.

moyo

Moyo is a framework which maps out a large area of potential territory. Some moyos are huge, while others are modest in size.

Dia. 5

In Dia. 5, the four white stones in the upper left map out a moyo. The four black stones in the upper right map out an even larger moyo from his corner enclosure along the upper right side and the top right. If Black were to play at A with his next move, he would have mapped out a huge moyo in the upper right quadrant of the board.

sabaki

When your stones are outnumbered in one part of the board, your aim will not be to make territory; rather, you will want to make good shape, rich in eye potential, so that your stones, if attacked, can easily make eyes in the area where they are attacked or can easily escape into the center. This is called sabaki. When making sabaki, it is not unusual to sacrifice some of the stones which are under attack. Here are two related concepts.

light

Stones are referred to as “light” if they can be sacrificed to help other stones make good shape. A move played in the vicinity of stones that are to be sacrificed is called a “light move”. Moves that make sabaki are called “light”.

heavy

Stones which are heavy can’t easily make eye shape and are vulnerable. If a group ends up as heavy, it has failed to make sabaki. Here are some diagrams which illustrate these concepts.

Dia. 6

＞＜ ▶︎

In Dia. 6, Black has mapped out a moyo at the top. If White wants to reduce this moyo, he can begin with a probe at 1. If Black blocks at 2, White will cut with 3 in Dia. 7 and play the forcing moves of 5 and 7.

Dia. 7

＞＜ ▶︎

Next —

Dia. 8

＞＜ ▶︎

White 1 in Dia. 8 looks like an efficient move because it defends the two cutting point at A and B. In spite of this, it is bad.

Dia. 9

＞＜ ▶︎

Black will peep with 1 and 3 in Dia. 9, and White is left with a clump of stones lacking eye-making potential after Black 5. These stones have now become “heavy”.

Dia. 10

＞＜ ▶︎

Since White 1 in Dia. 8 results in a heavy shape, it has failed to make sabaki. The correct way for White to play after Black 6 in Dia. 7 is with 1 in Dia. 10. White 1 is “light” because it doesn’t defend the cutting points at A and B and treats the marked stones lightly. That is, White is willing to sacrifice them for the greater good.

Dia. 11

＞＜ ▶︎

For example, if Black does cut with 1 in Dia. 11, White can make a shape with eye-making potential with the sequence to 8. White has made sabaki.

Dia. 12

＞＜ ▶︎

Black could also cut at 1 in Dia. 12. White would then defend at 2. Black must extend to 3 and White jumps to 4 — a wedge has been driven between the two black positions at the top. He also has at least one eye at the top and is out into the center. White has succeeded in making sabaki.

sente

A move that must be answered; an offensive move. Compare gote.

tesuji

A skillful move which accomplishes some clear tactical objective, such as capturing a group, rescuing one of your own groups, linking up your stones, separating your opponent’s stones, or making good shape.

thick

A thick position has few or no defects, i.e., cutting points. Thick positions are useful in that they can be used for attacking. Conversely, thick positions are hard to attack and it should be impossible for the opposing side to make sabaki against it.

thin

Stones which are weak or widely separated are called thin. Unlike thick groups, stones which are thin are easily attacked.

Introduction

Five Hundred and One Opening Problems is a book that will help you sharpen your intuition and feeling for the strategic considerations of the opening (fuseki) before throwing yourself into the middle-game fighting. When making a move in the opening stages there are three fundamental questions you should ask yourself in the following order:

1. Is there an urgent move?
A. One that makes a base for your stones.
B. One that takes away the base of your opponent’s stones.
C. One that takes the initiative in a certain area.

2. Is there a big move?
A. One that extends from your own position.
B. One that prevents an extension by your opponent.
C. One that threatens an invasion.
D. One that prevents an invasion.

3. Is there a big moyo?
A. Do you need to expand or close off your moyo?
B. Do you need to erase or invade your opponent’s moyo?

The most important lesson to learn about opening strategy is to avoid being burdened by weak groups. If you have a weak group, you are immediately at a disadvantage because your opponent can make profit by attacking it, so it is “urgent” that such a group be secured as quickly as possible. Remember the go proverb: “Play urgent points before big points!” I have worked out a system which I call QARTS (Quantitative Analysis of Relative Territory and Strength) and which I use to quantify the value of weak groups. A weak group without eyes is worth minus 20 points; a weak group with only one eye is worth minus 10 points. This enables me to describe weak and strong groups in terms of territory — the ultimate reward for their existence. I find this system useful. For example, when you have the choice of running away with a weak stone or of sacrificing it, you can appraise both strategies quantitatively using this system. Quantifying positions also has the benefit of preventing you from becoming emotionally attached to your stones and basing your decisions on those emotions.

Dia. 1

Consider the position in Dia. 1. Should White run away with his marked stone or should he abandon it?

Dia. 2

＞＜ ▶︎

If White jumps to 1 in Dia. 2, Black will answer at 2, settling his stones at the bottom. Next, Black can aim at the sequence A — White B — Black C — White D — Black E, and, with the marked stone in place, the white stones are heavy.

Dia. 3

＞＜ ▶︎

A more dynamic way for White to play is to disrupt the bottom with 1 in Dia. 3. Black comes out with 2 to avoid being confined to the corner, but White extends to 3 and the marked black stones are under attack. If Black jumps out into the center with these stones, White can slide to A, and the two black stones in the lower right are also without a base.

In general, a weak group is worth minus 20 points; that is, by having a weak group, your surrounding groups would either lose territory or your opponent would expand his territory. Usually, the sum of these two easily amounts to 20 points. A complete understanding of this will make it clear why urgent moves that make a base or deprive your opponent of one, are so important.

Invasions

The aim of an invasion is to split your opponent’s position into two groups while, at worst, you are left with only one weak group. Positions where you should invade are ones where your opponent’s stones are overextended while your surrounding groups are strong. I quantify this by giving my weak group a value of minus 20 points. If my opponent ends up with two weak groups their value is minus 40 points, so my invasion has gained 20 points. It is also possible to invade an area where your opponent is strong, but still make a base for your invading stones. That way you don’t create a liability of minus 20 points for yourself.

Extensions

The best extensions are those that strengthen your own weak stones or weaken your opponent’s. A combination of the two brings double value. When you extend from thickness, extend as far as possible. When your opponent is strong in the direction that you want to extend, make a tight extension — such as a two-space extension — that doesn’t leave behind any weakness.

Moyos

Give your moyos depth by expanding into the center. When two opposing moyos are vying for influence, a move that pushes back the border of your opponent’s moyo while expanding your own is usually a good strategy.

When your opponent has a moyo, you have a choice between invading or erasing it. Invading entails the danger of ending up with a weak group (a 20-point liability), but there is less risk when you lightly erase it. Sometimes, however, an erasing move is not enough to maintain the balance of territories, so you will have to risk an invasion.

Rob van Zeijst
July 2002

How to Use this Book

The purpose of these problems is to develop your intuition and feel for the opening. To this end, each problem is accompanied by an opening principle that can be used to solve it. We believe that by seeing how these opening principles are used in games, your intuition in the opening will become highly developed. First of all you are given the problem and which side it is to play. Try to solve the problem. When you believe that you have found the solution look at the hint which states an opening principle. [Tap on the lightbulb icon to reveal the hint.] Does your answer conform to the principle? If not, think about the problem again, keeping this hint in mind. These principles are strong hints that will often give the answer away. Look at the answer after you have finally arrived at your solution.

Problem 1

Black to play

＞＜ ▶︎

“Push back the borders of your opponent’s territory while expanding your own!” Where should Black play?

Answer 1

＞＜ ▶︎

The black and white enclosures are facing each other across the right side. Black must take the initiative here by extending to 1. White 1 would neutralize Black’s enclosure while developing his own position.

Problem 2

Black to play

＞＜ ▶︎

“Push back the borders of your opponent’s territory while expanding your own!” Where should Black play?

Answer 2

＞＜ ▶︎

Black expands his moyo with the knight’s move of 1. If White played on this point, White would be the one to take the initiative by expanding his moyo at the expense of Black’s.

Problem 3

Black to play

＞＜ ▶︎

“Secure your weak stones!” “Don’t let your opponent split your stones in two!” Where should Black play?

Answer 3

＞＜ ▶︎

Black 1 is urgent as it secure his stones on the left side. If White were to play at 1, Black’s stones would be split in two and Black would be in for a hard fight.

Problem 4

Black to play

＞＜ ▶︎

“Expand your territory while threatening your opponent’s stones!” Where should Black attack?

Answer 4

＞＜ ▶︎

Black extends from his enclosure with 1, aiming to split White’s stones with an invasion at A (see Problem 20). If Black played 1 at B, White would play C-Black D-White E, establishing a strong position on the right.

Problem 5

Black to play

＞＜ ▶︎

“Don’t let your opponent secure his moyo!” Where should Black play?

Answer 5

＞＜ ▶︎

White has staked out a large moyo on the left, so Black has to reduce it before White secures it. Black 1 here is the best point to cut it down to size.

Problem 6

Black to play

＞＜ ▶︎

“Attack your opponent’s overextended stones!” Where should Black play?

Answer 6

＞＜ ▶︎

Black 1 splits White’s stones into two weak groups. This is a perfect invasion, being backed up by two strong black groups on the left and the right. If White played at 1, he would have stabilized position at the top.

Problem 7

Black to play

＞＜ ▶︎

“Take profit while attacking your opponent’s weak stones!” How should Black play?

Answer 7

＞＜ ▶︎

White’s stones at the bottom are thin, so Black takes profit by attacking them with 1. If White 2, Black plays 3, creating a moyo at the bottom. If Black omits 1, White secures his stones with 1 and destabilizes Black’s.

Problem 8

Black to play

＞＜ ▶︎

“Push back the borders of your opponent’s territory while expanding your own!” Where should Black play?

Answer 8

＞＜ ▶︎

Black 1 on the fourth line is an ideal extension. It extends from his wall above and limits the influence of White’s enclosure below. Allowing White to extend to A would neutralize Black’s wall.

Problem 9

Black to play

＞＜ ▶︎

“Expand your moyo while attacking your opponent’s stones!” How should Black play after White 3?

Answer 9

＞＜ ▶︎

Black expands his moyo with 1 and 3. These are the standard moves.

Answer 9 Variation

＞＜ ▶︎

If White cuts at 2, it becomes a tactical problem. After 6, Black attacks with 7, and White’s stones are in trouble.

Problem 10

Black to play

＞＜ ▶︎

“Defend your overextended stones!” Where should Black play?

Answer 10

＞＜ ▶︎

Black is vulnerable only on the left side. Before doing anything else, it is urgent that he defend with 1. If Black omits this move, White will invade at A.

Problem 11

Black to play

＞＜ ▶︎

“Expand your territory while threatening your opponent’s weak stones!” Where is the best point for Black to attack?

Answer 11

＞＜ ▶︎

Black makes an enclosure with 1 and aims to undermine White’s two stones below. If Black plays elsewhere, White 1 is a big move.

Problem 12

Black to play

＞＜ ▶︎

“Push back the border of your opponent’s moyo while expanding your own!” Where should Black play?

Answer 12

＞＜ ▶︎

Black must erase White’s moyo before it gets too big. The knight’s move of Black 1 is the best way to do this. If White 2, the sequence to 5 cuts White’s moyo down to size, while Black develops influence facing the top. Black A is also possible.

Problem 13

Black to play

＞＜ ▶︎

“Don’t let your opponent unite his stones into a cohesive force!” “Establish a foothold inside your opponent’s sphere of influence!” Where should Black play?

Answer 13

＞＜ ▶︎

Black establishes a position at the top with 1. From whichever side White attacks, Black can stabilize his stone by extending to A or B. If Black neglects to play 1, White can build a moyo by playing C.

Problem 14

Black to play

＞＜ ▶︎

“Attack the base of your opponent’s weak stones!” How should Black attack White?

Answer 14

＞＜ ▶︎

Black attacks the weak point of the three white stones by sliding to 1. White must now escape into the center, and Black will continue to take profit while attacking.

Problem 15

Black to play

＞＜ ▶︎

“Secure your stones before they come under attack!” Where should Black play?

Answer 15

＞＜ ▶︎

Black must establish a position on the right side with 1. It would be ideal if White were able to play at 1, for it would be both an extension from his two stones below and a pincer against the black stone above. Avoid being burdened with weak stones!

Problem 16

Black to play

＞＜ ▶︎

“Push back the border of your opponent’s moyo while expanding your own!” Where should Black play?

Answer 16

＞＜ ▶︎

Black expands his moyo with 1, while stopping White from expanding his own. Black 1 is stronger than simply jumping to A because it is sente: White must answer with 2. If Black 1 at B, White A.

Problem 17

Black to play

＞＜ ▶︎

“Defend your weak stones!” Where should Black play?

Answer 17

＞＜ ▶︎

Black must defend his position by adding a stone at 1. Black’s stones have a weakness at A, so he must defend tightly. Once Black is strong, he can aim at the invasion of B.

Problem 18

Black to play

＞＜ ▶︎

“Defend your weak positions by attacking your opponent’s stones!” Where should Black play?

Answer 18

＞＜ ▶︎

Black 1 may look small but it is a powerful move. It secures the corner and attacks the two white stones.

Problem 19

Black to play

＞＜ ▶︎

“Don’t let your opponent secure his moyo!” Where should Black play?

Answer 19

＞＜ ▶︎

Black should cap with 1. In this position, Black should not play a shoulder hit at A or B because White would push up with C, making territory on one side or the other.