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© 2011 Slate & Shell

Single Digit Kyu Game Commentaries
Volume 2

Yuan Zhou

Buy the full book at gobooks.com

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 strength and understanding 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
Winter 2011

Copyright Page

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

Edited by William Cobb

Contents

Single Digit Kyu Game Commentaries
Volume 2

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

Buy This Book

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 up to 9P 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 is between two AGA 5 kyu players, but because of results in previous workshop games, Black has reverse komi of seven and a half points.

Moves 1–4

The initial opening moves are fine.

Move 5

Although the right side is the biggest area, Black 5 is playable since Black has a strong stone in the lower right corner. Black would normally approach more directly at A or B.

Move 6

Normal plays for White 6 would be at A, B, or C, defending the corner with a more solid shape, but this 6 is playable, although it is actually a slow move because Black does not have to respond to White 6—Black has the options of later sliding into the corner at D or extending along the side at E later. Black should take advantage of the chance to play elsewhere—approaching the upper left corner at F would be best, taking the initiative at the top to restrain White’s development. Black could also not respond if White 6 was at B, but White would have gained some solid territory with White B. The game play leaves a very open situation for White. Since this is a handicap game, White could be aiming to create an unusual shape to test Black.

Moves 7–8

Black 7 is okay for building a large position, but leaves the bottom easy to invade. Black cannot fix this weakness with a single additional move. However, 7 at C would reduce the value of the bottom area for both players.

Normally, White 8 would be around A to prevent Black from getting an ideal position in the lower right. However, the game play is not a mistake—it’s playable for White. White is taking advantage at the top this way. You can see how Black 7 at B would change the situation over the entire board.

Move 9

Black 9 prevents a double approach by White and aims to get sente to play in the lower right.

How should White continue?

Move 10

So far there have been no mistakes. White 10 is playable, but it is more normal to play at A. That would have a better relation to the marked stone, creating a large area of influence for White.

Better extension

White 10 at 1 would be better because if Black invades at 2, White would have a better shape after attaching at 3 than would be the case if White 1 is at A.

Where should Black play next?

Move 11

Black 11 is correct—an ideal shape, creating a huge area of influence around a strong corner.

White’s response?

Move 12

Given White’s position in the lower left, 12 is not bad—trying to create a larger area of potential. The disadvantage of playing at 12 instead of at A is that the corner is left more open.

Move 13

Black 13 is appropriate, a good way to take advantage of White’s two-space extension with 12.

Move 14

Blocking on the top side is all right. The left side has more potential but White’s left side position is much more open than the one at the top and White’s extension at the top is far enough away from White’s wall created by the joseki.

Moves 15–23

This corner joseki is reasonable for both players.

Where should White play now?

Move 24

The normal joseki move for White 24 is at A, of course, but White is risking a loss at the top to get a big position on the left side. Note that White 24 has a good (high-low) relation with so this is better than playing 24 at C.

Black can clamp at B. [In the game neither player seems to be aware of the possibility of this clamp.]

Clamp

This clamp with Black 1 is severe. White cannot descend at 2. After Black 3, White cannot play atari at A because Black B would be atari on two white stones. After Black 1, White must connect at Black 3. However, Black will connect at 2, and White would have a big problem. So White will lose some territory along the top edge.

Overall at this point, Black is better because Black’s position is more solid, but where should Black play now?

Move 25

Black 25 is not the best. Black is not assessing his overall situation accurately. The bottom and lower right corner is where Black’s greatest potential is centered. So Black should lean toward developing from the bottom right. Hence, 25 would be better at A where it would help the bottom right more. The game play has a better relation with the upper right corner instead.

What should White do?

Move 26

White 26 is not good. The normal invasion point is at A or B. From A or B White has three ways to go, slide to C or to D or jump out at E. That’s much better for White. In this case 26 would be better at A since White should aim more at reducing Black’s corner. The game play focuses on the right edge and fails to aim at Black’s area of greatest potential which is the lower right center. Normally in the early part of the game a second line move is not good.

How should Black respond?

Move 27

Black 27 is correct, sealing White in from the outside.

Move 28

All White can do is try to live. How should Black continue the attack?

Moves 29–31

Black could hane at A with 31, but the game play is a solid move and okay.

Moves 32–34

Where should Black play after White 34?

Move 35

Black 35 is a big mistake. Black must atari at A immediately to prevent White from making an eye on the second line here. That would make a big difference.

Taking the eye

With Black 35 at 1, White can only get a row of seven stones on the second line so he would have to take gote to live at 8. That way both sides of White’s group would be much less open than they are in the game which would prevent the significant loss of points on this edge that Black experiences in the game.

Moves 36–38

Not only does White live with 38, but White now has the possibility of making a monkey jump in both directions from this group. Black would have to take gote twice to prevent them. Either way White gets a very significant benefit this way. This is Black’s first serious mistake. Nevertheless, overall the game is still better for Black because his potential moyo is bigger.

How should Black continue?

Move 39

Black 39 is a terrible move, very bad. It shows a complete misunderstanding of what is happening on the board. This game is a battle between two moyos. Black should play on the border between the two moyos so as to expand Black’s moyo and reduce White’s. Black A would be a much better move for 39. If Black wants to protect more territory, B would be the right spot, making a huge area that would be very difficult for White to invade and survive. Black A focuses more on reducing White. A balanced alternative would be the jump to C. With A, B, or C Black would maintain an advantageous position in the game. The game move is not even in a big area, only a few points are threatened here. Black D would be bigger than the game move. 39 can be seen as a losing move for Black because it shows such a mistaken understanding of how he should play in this game.

Move 40

White 40 is the right idea—chase Black out so as to ruin Black’s center potential.

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