© 2011 Slate & Shell

Single Digit Kyu Game Commentaries

Yuan Zhou

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In his book How Not to Play Go, Yuan Zhou points out some misunderstandings about the proper strategy for playing go that are commonly held by kyu players and that hinder their reaching dan level. This book looks at common kyu-level mistakes in tactics as well as in strategy. The commentaries on these games played by single-digit kyu players in Zhou’s monthly workshops at his home in Germantown, MD, point out and explain both mistakes and good moves. Earlier versions of these commentaries were included in the American Go Association E-Journal, but the commentaries have been significantly expanded for this publication.

Zhou believes that a major hindrance to kyu players trying to improve is their failure to learn how to study game commentaries properly. It is crucial for the reader to think about how he or she would play in each situation before looking at what the players actually did in the game, considering the next play or two for both sides. This is by far the most effective way to discover the kinds of mistakes you are prone to make and to improve your understanding and play of the game. Having a stronger player go over your games is a similar way of improving. You should also decide whether you think the moves in the games are good or bad before reading the commentary.

To encourage your studying these games in the proper way, in the commentary on the first game Zhou has placed numerous reminders of the need to think before looking at the next play or diagram. Doing this requires some time and effort, but it will pay remarkable dividends in terms of improvement in your strength.

William Cobb
Fall 2011

This ePub reader does not support full scripting, so diagrams may not be interactive.

Copyright Page

© 2011 Yuan Zhou. All rights reserved. Reproduction in any form is prohibited.

Edited by William Cobb

Contents

Single Digit Kyu Game Commentaries

Copyright Page

About the Author

Game One

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

Game Two

Game Three

Game Four

Game Five

Game Six

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About SmartGo Books

About the Author

Yuan Zhou is one of the strongest players in the US. He has won many titles and defeated pros in even games a number of times. Zhou is also a popular teacher, lecturer, and author. He lives in Germantown, MD, and can be reached at yuan.zhou@zhouyuan.com.

Game One

This game was between an AGA 4 kyu and an AGA 5 kyu.

Moves 1–5

＞＜

Black 1 through Black 5 is a common, straightforward opening pattern. Black aims for territory by playing 3–4 point stones while White leans toward influence with 4–4 point stones.

How should White continue?

Move 6

＞＜

White 6 is better at A or B. In the opening you should aim to play in the biggest area and at this point the right side is bigger than the bottom. See the next diagram.

Better for White

＞＜

This is a simple way for White to play on the bigger side. If Black responds to White 1 with Black 2, which is normal, White gets settled with 3. Of course, Black may pincer around White 3 instead of the diagonal play in the corner, but although playable, that gets more complicated.

Move 7

＞＜

In traditional go theory, the White 6 ()-Black 7 exchange is better for Black, because Black gets a solid corner. According to traditional theory, you don’t want your opponent to get two corner enclosures like this. It makes the game too easy for Black, who now has solid territory and very good shape. Nevertheless, this is playable for White.

Move 8

＞＜

It is more consistent with his earlier high (that is, fourth line) moves for White to play 8 at A, building a moyo. (This is called the sanrensei opening.) If Black then plays at 8 to develop the right side, which is a good plan, White would play B to expand the white moyo.

On the right side, it is better to play White 8 at C, as the next diagram explains.

Weakness and Pressure

＞＜

With White 8 in the game at White 1, if Black responds at 2, it leaves a weakness around A that White can take advantage of later by invading.

After White 3, a later white play at B would put more pressure on Black’s corner.

Moves 9–10

＞＜

The Black 9-White 10 exchange is what would be expected in this situation.

What White prefers

＞＜

White would obviously be much happier for the right side to develop this way, restricting Black to the corners and making a nice territory on the right side for White. To avoid this is why it is good for Black to play as in the game immediately.

Move 11

＞＜

Black 11 is a good move—the correct direction of play since this is the biggest open area on the board. Black 11 also disrupts White’s moyo potential.

How should White respond?

Moves 12–13

＞＜

White 12 is a territorial-style move, which is inconsistent for White. The consistent moyo-style play for 12 is at A, aiming to push Black into the corner and take the outside. White seems to be playing without a plan as to the style of game White intends to play or the meaning of White’s initial plays. Your stones are not likely to work together very well if you play this way.

Black 13 is the right way for Black to settle in this situation—safety first when near a strong group of your opponent’s stones is the best policy.

Moves 14–15

＞＜

White 14 is the wrong direction, but a white play at the top would be better at A. The maximum five-space extension makes a bigger position and White would still have a two-space extension to the right. See the next diagram.

Black 15 is the correct response for Black, aiming to make a good position on the right side.

Right direction

＞＜

White 14 at White 1 is much better for White. This is a common example of good development. Black would normally strengthen with Black 2 in response to the pressure of White 1. White 5 and 7 then give White good prospects for territory at the bottom and in the upper left.

Moves 16–17

＞＜

White protects the corner solidly with 16 and Black makes a very good position on the left side with 17. At this point the opening is clearly better for Black. Black has a lot of solid territory, while White’s positions at the top and bottom are both still very open to invasion.

How should White continue?

Move 18

＞＜

White 18 is an overplay. This invasion is too early. 18 at A would be much better—a big play that expands White’s potential and reduces Black’s. White A would be better than a white extension at the top because Black is stronger at the bottom, which will allow Black to be more aggressive against White there so defending is more urgent.

Move 19

＞＜

Black 19 should be at A. Black should not let White connect on the right side—that connection would be very good for White.

Normal continuation

＞＜

This is a normal continuation after White 18 () with Black 19 at 1. This is much better for Black—separating White into two weak groups here. Having a weak group to attack is the easiest way to make gains in go. This is why separating your opponent is always a high priority, just as connecting your own stones is.

Moves 20–22

＞＜

This is an ideal result for White—what was weak has become strong.

How should Black continue after White 22?

Move 23

＞＜

Black 23 is a terrible move. Just connecting at A is better. That would not leave a cutting point in Black’s position (at A) and would be useful on the outside (for center play). Even better would be a double hane at B by Black.

Double hane

＞＜

After the double hane with Black 23 at 1, Black gets a good result. Black 1 has aji that Black can exploit with an attachment at A later.

Also, Black could invade White’s bottom left area more easily after Black 5.

Moves 24–25

＞＜

White 24 gains points in sente—Black needs to protect the corner with Black 25. 24 makes White’s group on the right side strong.

Move 26

＞＜

White 26 is a good point to expand White’s area although because Black is so thick on the left side, a more defensive move at A or an extension at B would be better. White’s position at the bottom is still wide open for invasion.

Move 27

＞＜

Black 27 is correct. Black must invade in order to make proper use of his thickness to the right. This is a good example of using thickness to attack instead of to make territory.

Moves 28–30

＞＜

However, Black 29 is wrong. Black should not help White’s weak stone here get stronger by attaching to it. Black should attach on White’s strong side. 29 at A would be much better.

Where should Black play after White 30?

Moves 31–32

＞＜

Black needs to run out in the open center area with 31, but White 32 should be on the third line to make a base.

How should Black respond?

Move 33

＞＜

Black 33 is correct. Black should immediately take away White’s potential for a base this way—aiming to create a weak group to attack. This will make it easier for Black to deal with his unsettled running group here. Black 33 also makes some territory.

What should White do now?

Moves 34–35

＞＜

White should just run out at A with 34. This attachment to Black’s stone helps Black.

Black 35 is a “thank you” move. It opens up a possible connection at B which is a big help to Black.

What should White do now?

Move 36

＞＜

White needs to deny Black the connection by playing at A with 36. Preventing the connection would be a big advantage for White. See the next diagram.

Preventing connection

＞＜

White should prevent Black’s connecting by playing 36 at White 1. Then Black must prevent White’s connecting with Black 2, but White can run out with 3. This is much better for White, whose running group is clearly stronger than Black’s.

Move 37

＞＜

Of course Black should immediately connect with 37 at A. Connecting is a high priority. It would greatly strengthen Black here.

End of sample chapter. In the book, this game is commented to the end.

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© 2011 Slate & Shell

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