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© 2009 by Yutopian Enterprises

Cho Hun-hyeon’s
Lectures on Go Techniques

Volume 2

Cho Hun-hyeon 9 Dan

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Go – Life, Liberty and the pursuit of Territory through Connection and Influence. Each player seeks to discover the strategy and tactics necessary to acquire the most territory. Ideally each move should pose multiple threats to create or destroy Life, Connection, Influence and/or Territory.

Cho Hun-hyeon Lectures on Go techniques provide an understanding of the basic fundamentals of Go. Basic shapes are analyzed covering Surrounding, Escaping, Connecting, Cutting, Attachments, Diagonals, Tigers (Hangs), Empty Triangles, and Hanes at the Head of Opponent’s Stones.

Fifty-four late opening and early middle game problems are provided in Volume 2.

Learning to play go at the dan level is like learning a foreign language. Cho’s lectures provide an analysis and practical exercises for studying and learning the basic techniques (words and grammar) of Go that will enable the low and mid kyu player to begin playing consistently at the higher kyu level.

Cho captured all three of the major international tournament titles and is the strongest player in the 1990’s. All professions stress the importance of basics and fundamentals be it golf, tennis, dance, baseball, etc. and Go is no exception. In this book Cho teaches the basics and fundamentals of Go technique which helped him to become the strongest player in the world.

Copyright Page

Cho Hun-hyeon’s
Lectures on Go Techniques
Volume 2

Published by
Yutopian Enterprises
2255 29th Street, Suite #3
Santa Monica, CA 90405
1–800–988–6463
sales@yutopian.com
http://www.yutopian.com/go

Copyright © 2009 by Yutopian Enterprises

All rights reserved according to international law. This book or any parts thereof may not be reproduced in any printed form, nor stored in any electronic retrieval system, nor recorded in any other medium without written permission from the publishers, except for short excerpts as a part of a written review.

Translation and Printed Version’s Diagrams & Layout by
Catherine Chen

Edited by
Paul Henerlau

ISBN of the printed version: 1–889554–44–0

Converted for SmartGo Books by John Mifsud.

Contents

Cho Hun-hyeon’s
Lectures on Go Techniques
Volume 2

Copyright Page

Cho Hun-hyeon’s Biography

Problems 1–10

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

Problems 11–20

Problems 21–30

Problems 31–40

Problems 41–50

Problems 51–54

Japanese Terms for Go Concepts

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About SmartGo Books

Cho Hun-hyeon’s Biography

Born March 10th, 1953 in Mokp’o, Cheollanam Province, Korea. Moved to Japan (where he is known as Sou Kungen) in 1963 to study under Segoe Kensaku. Variation spellings of his name: Cho Hun-hyun, Cho Hoon-hyun.

1 dan: 1962

2 dan: 1963

5 dan: 1972

6 dan: 1974

7 dan: 1977

8 dan: 1979

9 dan: 1982 (first in Korea).

Titles:

1973 – The 14th Highest Place Champion

1980 – First Grand Slam in Korea

1982 – Second Grand Slam in Korea

1986 – Third Grand Slam in Korea

1989 – The First Ing Cup International GOE Tournament Champion

1994 – The Fifth Tong Yang Cup International Tournament Champion

1994 – The Seventh Fujitsu Cup International Tournament Champion

Cho has dominated Korean titles since his return from Japan, until the emergence of Yi Chang-ho (also known as Lee Chang-ho), and has won an extraordinarily large number of tournaments by 3–0 clean sweeps. He is the teacher of Yi Chang-ho.

Problem 1

Black to play

＞＜ ▶︎

Here White approaches the corner. If Black tenukis, then White can invade at the 3–3 point immediately and take away Black’s base and territory. Black must urgently defend the corner, but what is the best way? Black needs to take into account the surrounding position.

Answer 1

Black Has a Defect

＞＜ ▶︎

The kosumi of Black 1 tries to defend the corner, but letting White extend at 2 is bad. It strengthens White’s position, and White can still invade at A.

Black Secures the Corner

＞＜ ▶︎

The moves of Black 1 and 3 defend the corner from an invasion at the 3–3 point, but make White even thicker. This is bad for Black because White now has a large moyo at the top.

White Gets Thickness

＞＜ ▶︎

The attachment of Black 1 is a way to develop toward the center, but this also makes White stronger. Black succeeds in defending the corner, but at the cost of making White thick.

Same Result

＞＜ ▶︎

Instead, Black tigers with 3. White ataris with 4, forcing Black to make an empty triangle with 5. White then connects solidly at 6. Once again, Black secures the corner but pays a price by making White thick.

Loses Points in the Endgame

＞＜ ▶︎

Black has the right idea by playing 1 here. It defends the corner without strengthening White, and prepares for an invasion at A. However, in the endgame White can play B in sente, and Black will lose points.

Effective Defense

＞＜ ▶︎

Black 1 here is best. It defends the corner, and still leaves the invasion at B. If Black had originally played the large knight’s move at A instead of , then Black 1 in the previous diagram will be better.

Problem 2

Black to play

＞＜ ▶︎

White extends from her corner enclosure with 1, expanding her territory and aiming at the invasion at A. Black would like to defend against this invasion, and expand his influence at the same time. What is the ideal move?

Answer 2

Black is Passive

＞＜ ▶︎

Black defends solidly with 1, but it is rather passive. It does not sufficiently develop toward the center, and doesn’t prepare for the future invasion at A. Black at B is essentially the same.

Helping White

＞＜ ▶︎

Attaching at Black 1 defends the weakness at A, but at the cost of solidifying White’s position. This is unsatisfactory.

Same

＞＜ ▶︎

When White hanes with 2, pulling back with Black 3 is also common. White 4, emphasizing the center, is correct. If Black cuts at A, then the sequence starting with White B to D captures Black. This is also bad for Black.

Black has a Cutting Point

＞＜ ▶︎

The knight’s move of Black 1 can also be considered. It seeks to go toward the center while defending its weakness, but is still leaves a glaring cutting point at A.

Correct

＞＜ ▶︎

The best move is the jump to Black 1. It both defends the weakness and moves toward the center. Next Black can invade at A. This prompts White to defend at 2. After Black 3 the lower left territory has been well secured.

White is Unreasonable

＞＜ ▶︎

Invading with White 2 is unreasonable. Black fences White in, and after Black 7 White is not yet alive. Even if White lives, Black would get great thickness. This is bad for White.

Problem 3

Black to play

＞＜ ▶︎

White 1 prevents Black from extending toward the bottom, but this move is a little too forceful. Black naturally attacks the lone White stone at the top of the board. The other choice is to pincer with A. After White jumps out to 3, what should Black do now?

Answer 3

Bad Move

＞＜ ▶︎

Touching your opponent’s stone is usually bad. Here Black tries to protect the corner territory, but after White 6, Black is completely sealed in. White gets tremendous thickness, and the Black stone becomes weak.

Black is Thin

＞＜ ▶︎

Here Black 1 tries to divide and attack White, but it is ineffective due to Black’s thinness. After jumping out with White 4, Black has two weak groups to look after.

Black has a Defect

＞＜ ▶︎

Black attaches with 1, trying to make this group stronger before attacking White . But this also makes White stronger. After White 6, the cutting defect at A becomes a burden and Black has lost all value.

Same Result

＞＜ ▶︎

Black attaches with 1 to reinforce the corner, aiming to attack the two White stones on top. White settles her group nicely with 6. Because of his weakness at A, Black can not attack with full force.

Black is Passive

＞＜ ▶︎

Black 1 is too solid and purely defensive. White forces with 2, then jumps out to 4. Black curls up like a ball, while White controls the outside. Black has become useless.

Correct

＞＜ ▶︎

The kosumi of Black 1 is correct. If White reinforces the top with 2, then Black 3 presses down on White . If White uses 2 to reinforce White , then Black plays A, followed by White B and Black C, sealing in the top White group.

Problem 4

Black to play

＞＜ ▶︎

White invades at 1, using the stone as a launching pad. This is slightly unreasonable, because Black is strong in this area. Black should attack forcefully in order to control the whole game. Black does not want to allow White to link up by playing at A. Where is the best move?

Answer 4

Typical Bad Move

＞＜ ▶︎

Black 1 prevents White from linking up, but this is a bad move typically played by beginners. It helps to strengthen White’s upper left position, therefore it is less than ideal.

Also Bad

＞＜ ▶︎

Black plays 1 to 5, seeking to prevent White from linking up. Once again this reinforces White’s position; and even worse, it leaves the cutting point at A.

White Wedges In

＞＜ ▶︎

White can also wedge in here because if Black plays 4, then after White 3 Black has a favorable ladder starting at A. Black must atari at 3, leaving two cutting points. Therefore Black 1 is bad.

Black Jumps Out

＞＜ ▶︎

Despite the Go saying “the one space jump is usually good”, here Black 1 allows White to link up easily. Black achieves nothing.

Correct

＞＜ ▶︎

The kosumi of Black 1 here is correct. It prevents White from linking up. Black makes good shape for this group with 3 and 5. The two weak White stones become a burden.

White Can Not Link Up

＞＜ ▶︎

If White tries to link up with 2, then after Black 9 White is cut into two and Black is now very thick. This White group is not yet completely alive.