© 2004 by Yilun Yang

Fundamental Principles of Go

Yilun Yang 7 dan

Buy the full book at gobooks.com

Most go teachers analyze positions to death, occasionally laying out sequences that show how the analysis would change if a stone were shifted, but the functional dynamics of such changes in position are never really addressed. Mr. Yang teaches the fundamental meaning of stones so that you can take a position you have never seen before and understand what it is you should be trying to accomplish there and the best way to go about doing it. Mr. Yang has an uncanny ability to make complex situations seem simple by showing the basic principles involved.

Much of the material in this book is definitely not available in English language go literature. In fact, I doubt that this material can be found anywhere in the world because Mr. Yang did not formulate these ideas until after he arrived in the United States in 1986. He once told me that when he taught go in China, his students would say, “Yes, Teacher, I believe you.” After arriving in the US, however, he began encountering students who said, “Yes, Teacher, I believe you, but why? How is it that a small change—one line up or down, left or right—can make such a drastic change in the analysis? There must be something fundamental going on here, but what is it? I don’t understand.” This forced Mr. Yang himself to think about the meaning of the moves. The result of those thoughts is the book you now hold in your hands, a truly Western theory of go.

To those readers who have never had a lesson with Mr. Yang: Be prepared. Your approach to the game of go is about to be transformed.

Joel Sanet
January 2004

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

Copyright Page

© 2004 by Yilun Yang

All rights reserved. Reproduction in whole or in part is prohibited.

Slate & Shell

Special thanks are due to Chendao Lin for making the first draft of this book from the original manuscript written in Chinese and to Larry Russ for help with editing.

Edited by Keith Arnold, Kirby Huget, and Joel Sanet

Cover design by Laurie M. Crammond

SmartGo Books version:

Digitized by Bill Cobb and John Mifsud

Reviewed by Terri Schurter

ISBN of print edition:

1–932001–15–8 SSYY005 (hard cover edition)

1–932001–21–2 SSYY006 (soft cover edition)

Table of Contents

Fundamental Principles of Go

Copyright Page

About the Author

Preface

Chapter One: Key Points in the Opening

I. Special Properties of the Corner

A. The 4–4 Point

B. The 3–4 Point

C. The 3–3 Point

D. The 5–3 Point

E. The 5–4 Point

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

II. Ranking the Big Opening Moves

A. First Class Moves

B. Second Class Moves

C. Third Class Moves

D. Fourth Class Moves

Outline of Ranking of Big Opening Moves

III. Key Points for Influence

A. Key Points for Positional Influence

B. Key Points for Attack and Defense

IV. Problems

Chapter Two: Relationships and Combinations

I. The Efficiency of Combinations and Relationships

II. Techniques for Making Efficient Combinations

A. Speed and Flexibility versus Solidity and Strength

B. Long versus Short and High versus Low

III. Problems

Chapter Three: Effective Use of Joseki

I. Choosing an Approach Move

II. Selecting a Pincer

A. Tight versus Loose Pincers

B. High versus Low Pincers

III. A Whole-Board Perspective on Joseki

IV. Problems

Chapter Four: Invasion and Reduction

I. Invasion

A. Types of Invasion

1. The Attacking Invasion

2. The Territory Destroying Invasion

3. The Disrupting Invasion

B. The Timing of Invasions

II. Reduction

A. Reduction Techniques

B. The Timing of Reductions

III. Problems

Chapter Five: Invasion and Separation of Some Typical Formations

Formation One

Formation Two

Formation Three

Formation Four

Formation Five

Formation Six

Formation Seven

Formation Eight

Formation Nine

Formation Ten

About SmartGo Books

About the Author

Yilun Yang was born in Shanghai, China in 1951 and became a professional go player at the age of fourteen. He joined the Chinese National Go Team in 1973 and participated actively in the Sino-Japanese matches of that period.

Yang was selected as one of the members of the traveling Chinese Go Team that visited Japan in 1978. He also took on the additional responsibility of Coach of the Shanghai Go Team in 1979, and has authored numerous articles and books about go.

When China started a system of professional ranking in 1982, Yang was awarded the rank of 5 dan. He was promoted to 6 dan the following year.

Yang has had the following distinctions in Chinese National Competitions:

1973: First place in the National Young Men’s Competition

1978, 1979, 1980, 1985, 1986: National Champion in Team Competition

1986: First place in the Yuntze Cup Tournament

Yang now lives in California and is a very popular go teacher with many students who take lessons via the Internet. He also holds workshops in various locations around the country. You can contact him at yly_go@yahoo.com.

Preface

During the last few years I have been teaching go in America and trying to show players a more efficient way to learn about go. It is my hope that America will catch up as soon as possible to the countries where go is more advanced, so this book is dedicated to the go players of America.

All players ask how to advance and improve their skill. Amateur players usually cannot spend the same amount of time and energy as professional players in studying go; the question then becomes how to improve and advance as amateurs in the limited time they have.

I have seen many players who have the motivation to learn spend an enormous amount of time studying, and yet receive meager fruits from their labor. This is unsatisfying and regrettable. Although some of this can be attributed to their personal situation or to each individual’s understanding of basic skills, I feel the method of learning they use is one of the key problems.

Even though the variations in go are numerous, there are regularities and principles that can be summarized. One must not blindly reach for everything at once; one needs to emphasize the basic principles. Once these principles have been mastered, applying them step by step becomes the road to higher skill levels.

This book introduces various principles that are the key to mastering go, and one of the unique features of this book is the list of key principles presented in each chapter. I provide theoretical analysis of the principles as well as various practical applications, using illustrations taken from shapes and formations often seen in actual games. The chapters increase in difficulty, starting with basic skills and slowly progressing to higher levels. The problems at the end of each chapter are to further illustrate and enhance the reader’s understanding of the principles and subjects covered. It is my sincere hope that this work will be useful to my English speaking readers.

Yilun Yang

Summer 1989

Chapter One: Key Points in the Opening

I. Special Properties of the Corner

We begin playing a game of go in the corners, usually occupying the star (4–4), the 3–4, the 3–3, the 5–3, or the 5–4 points. Amateurs quickly come to rely on these moves, and often use them without considering their ramifications. They immediately play in the four corners, and rush through the opening. Often, it’s only when they reach the middle game that they begin to consider their moves seriously. Can the opening moves of go really be that simple?

Theoretically, the initial moves in a game have the most value and are therefore the most important. As the game progresses and the number of open points decreases, the value of each move decreases as well. The last few moves are worth only one or a half point. So there is no reason for casual play during the opening. The strategies of professionals start with the very first move.

The relative advantages of the various common opening corner moves are not so significant. However, each opening move has its own special properties based on its location. When considering them in the whole-board situation, there are innumerable possibilities to investigate. Many amateurs do not really understand these factors, and even fewer use them well. In order to have a better understanding of the essence of go, you should not mindlessly copy opening patterns. It will not take too much time for you to get a reasonable grasp of this basic knowledge.

A. The 4–4 Point

1. Advantages of a star point stone

a. One move occupies an advantageous corner position.

Diagram 1

b. Situated symmetrically, it is balanced, and non-directional; that is, it favors neither side over the other. Later, extending to A or B will be quick and easy. Of course, your opponent also has the choice of approaching at C or D.

c. It is also balanced in another way: it is neither too high nor too low. It does not need to worry about being pressed low, and has good influence towards the center. Whether you wish to build a large framework or your opponent has already built one, this is an ideal point.

Diagram 2

In Diagram 2, Black has a large framework. The star point stone in the lower right corner is the pivotal point of the framework, balanced to the sides in terms of distance and height. If you try changing the position of this stone, it is doubtful you will find another point as well-balanced.

d. It is highly mobile and flexible. You can see this when your opponent tries approaching your star point stone with a ladder breaker. If you choose to ignore the approach move the damage will be minimal.

Diagram 3

＞＜

In Diagram 3, the black stone in the upper right corner is in an advantageous position when Black attacks the two stones with Black 1. If White is to break the ladder so his stones can escape safely, the best way would be a ladder breaker at White 2. Black would capture the two stones, giving White a second play in the upper right, and the continuation to Black 11 can then be expected. The resulting situation is not that serious for Black. On the other hand, if Black’s upper right corner stone is at the 3–3 or the 3–4 point, and White gets another play after a shoulder hit to break the ladder, Black will be left with serious trouble.

2. Disadvantages of a star point stone

There are no perfect opening moves; otherwise, there would be only one opening pattern. The star point is no exception. It has the following disadvantages.

a. The corner is not secured.

Diagram 4

＞＜

As illustrated in Diagram 4, White can go in on the 3–3 point, following the sequence to Black 12 to take the corner territory while retaining sente. In this variation, Black’s huge thickness is normally more advantageous than White’s corner territory. On the other hand, White can time the 3–3 invasion so that the influence and power from the resulting black thickness would not have much effect. Locally speaking, Black’s gain from the exchange is no greater than White’s.

Diagram 5
2: elsewhere

＞＜

b. Converting the corner to territory is costly: it takes two additional moves to complete the process. Diagram 5 illustrates one combination to secure the corner. If either of the two additional moves is neglected, White can successfully invade the corner.

Diagram 6

＞＜

Diagram 6 shows the best play if Black insists on taking territory with only two moves—at Black 1 or at A. Playing so slowly, however, is inconsistent with the star point’s advantages of speed and flexibility. Look at it this way: if you already had a move at Black 1, would you follow up by playing at the star point?

The star point is the ideal location for occupying a corner while generating influence. It is generally more suited to players who prefer to build frameworks and are skilled in fighting, and its advantages are particularly suited to building a framework that encompasses the center. Most opponents would not invade the corner as in Diagram 4 carelessly since they would be apprehensive about your resulting powerful thickness. So, the weaknesses of the star point can sometimes be masked.

Diagram 7

Conversely, when your opponent has a position on both sides of the star point, as in the upper right of Diagram 7, its advantages have vanished. Since White has effectively nullified any outside thickness Black might create, a 3–3 invasion by White is highly likely.

Make sure your follow-up moves are in keeping with the special qualities of the star point. Develop speedily along the sides, and avoid thinking initially of securing corner territory. Aim for situations like Diagram 2 that are ideal for a star point opening, and avoid positions similar to the upper right in Diagram 7.

B. The 3–4 Point

1. Advantages of a 3–4 point stone

a. It occupies an advantageous point in terms of the corner.

Diagram 8

b. It has excellent follow-up possibilities: The knight’s move to A, the large knight’s move to B, or the one space jump to C—all of which can enclose the corner territory with only one additional move.

A few factors, neither advantageous nor disadvantageous, follow.

Diagram 9

＞＜

Because the 3–4 point is not symmetrical, it has directional properties. Sometimes this will be advantageous, as in Diagram 9. White has outer influence in the upper right and wishes to develop toward the left, but Black’s 3–4 point stone in the upper left is ideally positioned to foil White’s plan. Usually White can approach only at White 1, but, after Black extends to 2, the territory on the upper side will be evenly divided between Black and White. If White nevertheless insists on playing at A, Black encloses the corner with B and is satisfied. White will be reluctant to give Black that much corner territory just to build a position on the side.

Diagram 10

＞＜

At times, however, the reverse is true. In Diagram 10, Black’s 3–4 stone is situated poorly. As a result, White 1 has become an excellent approach move in coordination with White’s wall on the upper right.

The advantages of the 3–4 point depend entirely on how well the special properties of the 3–4 point are utilized.

2. Disadvantages of the 3–4 point stone

a. Development toward the side is slower.

Diagram 11

＞＜

In Diagram 11, when Black 1 extends to the mid-point on the upper side, White can still invade at White 2 and, continuing to White 8, build a solid base.

Diagram 12

＞＜

In Diagram 12, when Black extends to the other side, White again approaches the corner. Black plays the diagonal at 3 to prevent White from pressing him into a low position, but Black 1 is too far away. Locally, Diagrams 11 and 12 are disadvantageous for Black. Therefore, the 3–4 point is best used to first secure the corner and then to extend along the sides.

b. The 3–4 point’s influence toward the center is not substantial, and it can be pressed down.

Diagram 13

＞＜

Diagram 13 illustrates a typical opening. When the high approach of Black 7 is played, it feels like it is pressing down on White. Since Black has succeeded in occupying three star points on the right side, in conjunction with the high, fourth line approach at Black 7, this creates obvious influence toward the center. White must take careful notice. Surveying the whole board, all but one of White’s stones are low, on the second or third line from the edge. If fighting develops in the center, White will be at a disadvantage. After the continuation to Black 13, Black is considered to have a slight local advantage. If White 4 had been on the star point, the whole-board situation would be more balanced for White.

The 3–4 point focuses on territory. In this regard, its efficiency is between that of the star and the 3–3 point. Its effectiveness is maximized when the focus is on the corner. Since the 3–4 point is often considered to be the best play for a steady approach to the game, the 3–4 point has been favored by professionals over the years. However, it lacks the star point’s potential for influence and rapid center development.

C. The 3–3 Point

1. Advantages of a 3–3 point stone

a. The corner is occupied with one move.

Diagram 14

b. Situated symmetrically, it is therefore balanced, with no directional bias. Future extensions to A or B provide for quick development. However, the opponent also has the option of approaching the corner from either side at C or D.

c. The large knight’s move at C or a small knight’s move at E encloses the corner. These function similarly to an enclosure from the 3–4 point, preparing for an extension along either side.

2. Disadvantages of a 3–3 point stone

a. It is low. Tending to get pressed down, its influence toward the center is small, so it is poorly placed for building a large framework or countering the opponent’s framework.

Diagram 15

＞＜

In Diagram 15, White’s 3–3 stone has extensions on both sides—a large framework in the making. Black, however, strikes at the vital point with Black 1. The continuation eliminates any hope for White’s framework.

b. Mobility is diminished.

Diagram 16

＞＜

In Diagram 16, White’s large knight’s move approach at White 1, or any of the moves A through D, seems to take the initiative. Ignoring any of them will leave Black with a major loss.

A 3–3 stone takes the corner completely in one move. It is most often used by players who are territorially oriented and prepared for long drawn-out battles. It is often used by White.

Diagram 17

In Diagram 17, with Black having occupied both sides, White’s 3–3 point stone in the lower left secures the corner. Not threatened by its surroundings, it is perfectly placed. Not only is its advantage maximized, but you will not find a better place for this stone. Placement at either of the 3–4 points would give Black a strong approach move. If placed at the star point, its inability to secure the corner territory would invite an invasion.

D. The 5–3 Point

1. Advantages of a 5–3 stone

Diagram 18

a. It has an ideal follow-up and can complete the corner territory with a second move at A. This is the same as the knight’s move enclosure from the 3–4 point.

b. It has greater influence toward one side, exerting control by inhibiting expansion.

Diagram 19

＞＜

In Diagram 19, if White develops the upper side by making the extension at White 1, Black obviously encloses the corner with 2. Admittedly, this situation is contrived as White’s move is unconventional and goes against go opening theory. In any case, the two black stones in the upper left corner effectively restrict White’s potential development on the upper side. Therefore, White usually approaches the corner at Black 2. The upper side would then naturally be taken by Black at A or B. In other words, the 5–3 point in the upper left corner damages the upper right star point’s potential for expansion.

c. The influence toward the center is greater, with little concern about being pressed into a low position. In fact, when your opponent approaches, it can support pressing the opponent into a lower position.

Diagram 20

＞＜

As illustrated in Diagram 20, White’s formation on the left side is already low, and if White approaches at White 1, Black’s knight’s move of 2 is powerful enough to keep White pressed down. This technique is often quite effective for fighting. However, you must remember to be cautious when applying the knight’s move press—it exchanges influence for territory. Many amateurs are happy with the potential side territory on the outside after using the knight’s move press, but often without considering that the opponent has obtained solid territory in return.

Disadvantages of a 5–3 point stone

a. Control of the corner is not very substantial.

Diagram 21

＞＜

When White is able to approach the corner with 1 or A as in Diagram 21, Black’s original 5—3 stone suddenly has less control of the corner territory. White actually gets the upper hand in terms of territory.

b. Influence toward one side is also limited.

Diagram 22

＞＜

In Diagram 22, if Black takes the big point at Black 1, there is no adequate follow-up after White approaches the corner at A. Ordinarily, Black should enclose the corner before expanding along the side.

The 5–3 point is not a common opening play. It emphasizes influence and the side. Since it can often support taking a high position, it has more advantages when fighting globally. It is therefore more suitable to those who prefer a fighting game.

E. The 5–4 Point

1. Advantages of a 5–4 point stone

a. It has an ideal follow-up move. Like the one space jump from the 3–4 point, it encloses the corner with a second move at A.

b. It has greater influence toward one side.

Diagram 23

If White plays on the side at B in Diagram 23, Black will enclose the corner with A. It is normally against common sense for White to play this way.

c. The 5–4 point has great influence toward the center. There is no concern about being pressed down.

2. Disadvantages of a 5–4 point stone

a. Control of the corner is limited.

Diagram 24

＞＜

When White is able to approach the corner with White 1 or A as in Diagram 24, Black’s 5–4 stone suddenly has less control of the corner territory.

b. The high location of the 5–4 point makes it difficult to achieve balance when expanding to the sides.

Diagram 25

＞＜

As shown in Diagram 25, if Black extends to the side immediately with Black 1, Black does not have a strong follow-up for attacking after White approaches the corner with White 2. The sequence to Black 11 confirms the inadequacy of Black 1.

Diagram 26

＞＜

In Diagram 26, if Black rushes to make an extension on the upper side with Black 1, White’s 2 at the 3–3 point is an excellent response. Black has a hard time finding a good answer. If Black plays the knight’s move at Black 3, the sequence to Black 7 is the usual result. This results in Black 1 being inefficiently positioned. Generally, the corner should be enclosed first before expanding along the side.

The 5–4 point emphasizes influence. Because of the difficulty in predicting the fighting situations that develop, it is not usually seen in professional games. However, due to its high position, the 5–4 point undoubtedly will help in any later fight carried on in the center. It is often used by those who like to fight in the middle game.

You now have some understanding of the different properties of the standard first moves in the corner. Utilizing them well in actual play takes considerably more knowledge, of course, but understanding these basic concepts is a good beginning. Experiment with these moves in your games in order to pick those that fit your own style and to develop a better understanding of their merits.

For example, after playing the star point, you should immediately expand along the side and not be overly concerned about corner territory. Although the star point’s weakness is its inadequacy in holding corner territory, if you develop a large enough framework around the star point, your opponent may not want to venture in at the 3–3 point. By exploiting the star point’s strength, you may also succeed in compensating for its weakness in the corner.

In actual play, with constant awareness of these ideas, your opening will become stronger as your thinking becomes increasingly clear and natural.

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© 2004 Slate & Shell

This edition includes both the English and Spanish text.

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