Copyright © 2013 by Nagahara Yoshiaki and Richard Bozulich

Elementary Go Series, Volume 7

Handicap Go

by Nagahara Yoshiaki 7 dan & Richard Bozulich

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Preface

In the opening stages of the game, territory and influence are equally important. However, if you concentrate only on making territory and ignore influence, the chances are you will find yourself at a disadvantage later on in the game.

In handicap games, the handicap stones are high on the star points and are not efficient in securing territory. It is therefore natural and strategically correct for Black to emphasize influence. However, kyu-level players lack the ability and the confidence to play an influence-oriented game; instead of taking chances on positions in which the territorial boundaries are not clearly defined and are often wide open, they prefer to build iron-clad territories in the corners and on the sides. This is strategically unsound.

Kyu-level players also tend to play defensively and are not inclined to attack the stronger player. The result is that their opponent steadily starts gaining an advantage in both territory and influence after the first few moves of the game.

The correct strategy for Black in handicap games is to place priority on building influence and to use this influence to relentlessly attack. This way of playing might seem to be unreasonable against a strong opponent, but it will actually make your handicap games less complicated and your strategic goals more clear. It also leaves your opponent with fewer options in his responses.

It is the aim of this book to teach the principles and techniques that you must know to play this kind of game.

The first chapter lays down 20 elementary principles of handicap go, showing examples from actual games and josekis.

The second chapter present a ‘sure-win strategy’ that Black can use in a five-stone game to increase his chances of winning. The exposition goes on to show how Black can use this strategy in higher handicap games as well as in handicaps of three and two stones.

The third chapter discusses various strategies that White can use when giving handicaps. It includes basic principles as well as handicap-go josekis, showing the various ways that Black can go wrong and how to take advantage of these mistakes. The weaker player who reads this chapter will no doubt pick up useful tips for countering White’s strategies.

The fourth chapter includes four games played by professional against strong players. As such, they provide examples of good play by both Black and White.

The last chapter presents 38 problems. These problems are meant to expand on the theoretical discussions contained in the first chapters and to explore variations that were omitted in those chapters.

The first edition of this book has been out of print for more than 20 years. This edition has been extensively revised and rewritten. Many of the examples in the first edition remain, but an equal number of new examples have been added.

Concerning authorship of this book, the examples were contributed or reviewed and approved by Nagahara. However, the book was organized and the text written by me.

Richard Bozulich
May 6, 2013

Copyright Page

Elementary Go Series, Volume 7
Handicap Go

Nagahara Yoshiaki 7 dan & Richard Bozulich

Published by
Kiseido Publishing Company
Kagawa 4–48–32, Chigasaki-shi
Kanagawa-ken, Japan 253–0082

Copyright © 1982 by Nagahara Yoshiaki and Richard Bozulich
Revised Edition Copyright © 2013 by Nagahara Yoshiaki and 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 the printed version: 978–4–906574–16–2

Converted for SmartGo Books by John Mifsud.

Contents

Handicap Go

Preface

Copyright Page

Some Important Terms and Concepts

Chapter One
The Strategic Principles of Handicap Go

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

Chapter Two
A Winning Strategy for Black

Chapter Three
Playing with White

Chapter Four
Example Games

Chapter Five
38 Problems

Problems 1–9

Problems 10–19

Problems 20–29

Problems 30–38

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Some Important Terms and Concepts

Glossary of Japanese Terms

aji – the latent possibilities that exist in a position.

atari – a move that leaves an opposing stone or group with only one liberty, threatening to capture on the next move.

dan – a ranking scale running from shodan (1-dan) up to 9-dan. For amateurs, there is a one-stone difference between ranks. For professionals, the difference is usually a third of a stone. At present, the top amateur rank in Japan is 8-dan, which is considered comparable to professional shodan.

double atari – an atari that threatens to capture two different stones or groups of stones.

gote – a move which does not require an answer; a defensive move. Compare sente.

hane – a diagonal move played from a friendly stone in contact with an enemy stone.

joseki – an established pattern of moves, usually played in the corner during the opening stage of the game. The outcome is considered to be good for both players.

ko – a situation in which your stone is captured, but it is illegal to retake the capturing stone, even though you can occupy all of its liberties.

kyu – a rank given to players to indicate their strength. Beginners are arbitrarily classified as 35-kyu and, as they become stronger, the numerical value of their kyu decreases. For example, 15-kyu is stronger than 20-kyu. See dan.

miai – two points of approximately equal value. If your opponent takes one of them, you should (and often must) take the other.

moyo – a placement of stones that creates a framework that loosely maps out a large area of potential territory.

ponnuki – the shape left when a stone is captured by four opposing stones.

sabaki – settling a stone or a group of stones so that it does not become a burden by giving it flexible shape or sacrificing part of the group.

sanren-sei – an opening formation in which a player occupies the three star points on one side of the board.

seki – a stalemate between opposing groups. If one side tries to attack the other side’s group, his own group will find itself in atari and be captured. Therefore, neither side can attack or atari the other.

sente – a move that must be answered to avoid an unacceptable loss; an offensive move. Compare gote.

snapback – a tactic in which one stone is offered as a sacrifice. If it is taken, the capturing stones are in turn captured.

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.

English words used to describe stone formations or positions

eye – a point which is surrounded by stones of the same color.

heavy – stones that do not have eye shape are referred to as heavy. Heavy stones make good attacking targets.

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 the opponent’s weak groups. Conversely, thick positions are hard to attack.

thin – stones that are weak or widely separated are referred to as thin. Unlike thick groups, thin stones are easily attacked.

For a complete glossary of Japanese go terms with examples, see The Go Player’s Almanac, published by Kiseido.

Chapter One
The Strategic Principles of Handicap Go

A move is good because it conforms to principles of good play. Whether it is played in a handicap game or in an even game makes no difference. Why, then is a book on handicap go necessary? Wouldn’t a book of a more general nature suffice? What distinguishes handicap games from even games?

First, in handicap games Black starts with a power base of two or more stones.

Second, Black’s handicap stones are placed in high positions, on the star points of the fourth line.

Third, there is usually a marked difference in the strength between the players.

These three points have a strong influence on the style of play as well as the strategies adopted by Black and White, giving handicap games a completely different character from even games.

Principle 1.
In handicap games, Black must play for influence.

Dia. 1

Handicap games start with some black stones on the star points, so it is important to understand the character of these placements and to formulate a consistent strategy for using them.

The formation shown in Dia. 1 is called sanren-sei. The two stones on the 4–4 points and the one on the side star point radiate influence toward the center and along the side. However, these stones are defective in securing the territory in the corner.

Dia. 2

＞＜

For example, White can easily wrest the corner from Black by invading at the 3–3 point with 1 in Dia. 2 and continuing with the sequence to 10. In compensation, Black gets influence in the center that will affect the strategic decisions to be made in the opening and the middle game. Although White gets security and sure profit, his stones have little strategic influence on the course of the game.

Dia. 3

＞＜

In contrast to a stone placed on the 4–4 point, an opening stone placed on the 3–3 point secures the corner, but its influence on the center is limited, as the sequence in Dia. 3 illustrates.

Dia. 4

＞＜

Dia. 4 shows the beginning of a four-stone handicap game. White’s 1–3–5 formation is often played. The standard follow-up is for Black to play at either ‘a’ or ‘b’.

Dia. 5

＞＜

Black chooses to play high on the star point with 6 in Dia. 5. If White now approaches with 7, Black 8 is a powerful pincer.

Invading with White 9 is the standard follow-up. Black blocks with 10 and the sequence to Black 14 can be expected. White has secured the corner while Black has mapped out a large moyo (framework of potential territory) on the right side.

Dia. 6

＞＜

If Black plays 6 on the third line, as in Dia. 6, and answers White 7 with 8, after the sequence to 14, White will press down on Black’s position with a capping move at 15. A proverb advises us to play a knight’s move in response to a cap, but White attaches with 17. After 18, Black’s stones on the upper right side are overconcentrated and his stone at 14 has lost much of its potential.

Dia. 7

＞＜

If Black plays 6 on the third line, he should answer White 7 with the one-space jump of 8 in Dia. 7. The sequence to Black 12 could be expected. Black’s stones are all working efficiently.

Black 6 in Dia. 5 is not without its weaknesses. White could invade at ‘a’ but he would find his stones under a severe attack. (See Problem 38.)

Principle 2.
From a single stone, extend two spaces.
From a two-stone wall, extend three spaces.

Go is a game in which the two players alternately place stones on the board to control territory. The player who places his stones more efficiently will win. One aspect regarding the efficiency of stones can be illustrated by considering extensions on the third line.

Dia. 1

＞＜

If Black has only the marked stone on the third line as in Dia. 1, a two-space extension to Black 1 is the most efficient.

Dia. 2

＞＜

If Black has a made a two-stone wall with the marked stones in Dia. 2, then a three-space extension to Black 1 is best.

Dia. 3

＞＜

From the three stone wall in Dia. 3, Black can extend four spaces to 1.

This is the theory, but these principles should not be taken as iron-clad; rather, they should be thought of as guides. At times it might be appropriate to overextend a bit, at other times it might be prudent to extend tightly.

Let’s see how these principles are applied in games.

Dia. 4

＞＜

In the four-stone handicap game in Dia. 4, White starts with an approach move at 1 and Black responds with the one-space jump of 2. Suppose that White follows the principle of extending two spaces from a single stone and extends to 3. Black would then attach with 4, forcing White to defend his position with 5. White ends up with a two-stone wall from which he has extended only two spaces, instead of the three spaces that would have been ideal. His stones are not working efficiently and are overconcentrated.

Dia. 5

＞＜

After Black jumps to 2, White usually slides into the corner with 3 in Dia. 5. Defending the corner with Black 4 is the standard but not the only response. White can now extend two spaces to 5, making an ideal extension. This is a joseki.

Dia. 6

＞＜

After Black jumps to 2, White could also extend three spaces to 3 in Dia. 6. Black extends to 4 completing the joseki. At this point, White will probably leave the situation in the upper right as it is and play elsewhere, even though his stones are thinly spread out and vulnerable to an invasion at ‘a’.

Dia. 7

＞＜

Black could answer White 1 by attaching with 2 in Dia. 7. The sequence to White 13 is a joseki. Black has made a thick wall on the right, so he can extend all the way to 14.

Dia. 8

＞＜

Later, White can cut with 15 in Dia. 8 and secure the corner with the sequence to 19. Black would then jump to 20, reinforcing his position at the top while staking out territory.

Principle 3.
Make White’s stones heavy, then attack.

Dia. 1

＞＜

In a nine-stone game, the strongest way for Black to answer when White approaches at 1 in Dia. 1 is to attach with 2. (Actually, whenever White makes an approach inside a sanren-sei formation, the attachment of Black 2 is usually the best move.) White will almost always respond by standing with 3. Next, Black defends the top with 4. Ideally, White would like to extend to ‘a’ (or to the marked stone), but the marked stone is in the way.

Dia. 2

＞＜

White could play his next move elsewhere, but if he wants to immediately contest this part of the board, he will extend to 5 (or ‘a’) in Dia. 2. Black descends to 6, attacking White’s base and preventing him from expanding along the side by attaching at 6, so White escapes into the center with 7. Black keeps up the attack by jumping to 8 while mapping out a large framework of territory in the lower part of the board. Next –

Dia. 3

＞＜

White invades with 9 in Dia. 3, intending to isolate Black’s three stones in the upper right corner. Black responds by securing those stones and the corner territory by descending to 10. White must answer with 11 to keep his stones linked up. Black ends in sente, so he can switch to the bottom right and reinforce his position there with 12.

By making White’s stones heavy with 2 in Dia. 1, then threatening the eye shape of these stones, Black has been able to secure more than 15 points in the upper right corner. He has also been able to stake out a large framework of territory in the lower right quadrant of the board. Some of this will eventually become Black’s territory. On the other hand, White has not made any territory. All that he has been able to do is make shape for his stones so that they don’t die.

Dia. 4

＞＜

If Black omits the attachment of 2 in Dia. 1 and simply jumps to 2 in Dia. 4, White can slide to 3, then extend one space with 5. White’s stones might still come under attack, but they are working more efficiently than his stones in Dia. 2. White has at least one eye and can easily make another, so his position is not as precarious as in Dia. 2.

Principle 4.
Black should play an attacking game.

Since Black is strong from the start, he should dictate the flow of the game. His strategy should be to maintain his initial strength and prevent White from becoming strong. In the process of attacking, Black aims to build influence and territory. The targets of attack should be weak stones that are not yet secured. Because White starts at a disadvantage, he has to find a way to get the initiative. He will be tempted to extend farther than is justified, he will want to make unreasonable invasions, and he will be tempted to leave one of his groups unsettled in order to take sente and start maneuvers in another part of the board, so Black will always have targets to attack. This means that Black should avoid strengthening White’s weak stones so as not to lose those targets.

Your main objective when attacking a group is not to kill it; rather, you want to gain profit or influence by threatening to kill it. In the process, White’s gain should be minimal, but Black’s substantial.

Even though Black must attack, he must also be cautious. He must not try to play on equal terms with White and slug it out head to head because White’s superior reading ability and judgment will usually win out.

Black should avoid the life-and-death struggles that spread throughout the board. Instead, he should threaten White’s weak stones with moves that strengthen his own weak stones and take big opening points when White strengthens one of his weak groups.

White’s superior skill often causes Black to live in a state of fear. Every white move is considered a threat that has to be dealt with. When his stones actually do come under attack a feeling of panic arises and he fails to realize that the attacking stones are probably just as weak as his own. The result is that Black usually spends more time defending than attacking. Here is an example.

Dia. 1

＞＜

In the four-stone handicap game in Dia. 1, White has approached the black stone in the upper left corner with 13. White expects Black to respond with a move around ‘a’ after which he will extend to ‘b’ stabilizing his position at the top. However, instead of making such a knee-jerk response, Black should first consider how severe White’s move at 13 is. The marked stone is not in any great danger, so this is a good time to look for a weakness to attack.

One candidate is the stone at 1, Black could attach at ‘c’–White ‘d’–Black ‘e’. White’s stones are under attack while Black has expanded his position at the bottom with ‘e’. The problem here is that White might ignore Black ‘c’ and extend to ‘e’ or start maneuvers elsewhere.

Another possibility is to invade at ‘f’, but this could result in complicated fight in which Black might be outplayed.

A more interesting target is the three-stone group of 7, 5, and 9 at the top right. This group is too big for White to ignore an attack on them. He must answer.

Dia. 2

＞＜

The vital point for attacking this group is Black 1 in Dia. 2. If White pushes up with 2, Black will hane with 3. White has three main choices: slide to ‘a’, attach at ‘b’, or extend to ‘c’.

Principle 5.
Force your opponent to crawl along the second line.

Dia. 3

＞＜

If White tries to settle his stones by sliding to 4 (‘a’ in Dia. 2) in Dia. 3, Black will play 5 to 11, forcing White to crawl along the second line with the moves to 12. With 13 and 15, Black gets a wall stretching from one side of the board to the other. The value of this wall is considerable. On the other hand, White has gained only one point per move in the sequence from 4 to 12. Black is now threatening to peep at ‘a’. If White ‘b’ Black cuts at ‘c’; if White ‘c’, Black ‘b’, and White’s stones on the right are cut off without eye shape. If White defends at ‘a’, Black extends to ‘d’, and White is confined to the top.

Principle 6.
Make a wall by running along the fourth line.

What should Black do if White attaches with 4 (‘b’ in Dia. 2) in Dia. 3?

Dia. 4

＞＜

Black should wedge in with 5. White has no choice but to atari with 6 and 8. The sequence to Black 15 is inevitable. White will now play 16 and 18 to create cutting points before defending with 20. After 21, Black has made a wall that stretches from the left to the right side. Although White has secured his stones, he hasn’t gotten enough territory to compensate for the strategic influence of Black’s wall. From 8 to 14, White gets two points of territory for each move, but each one of Black’s moves is worth more than that. How much more is hard to calculate, but note that White’s stones are isolated to the top and play a negligible strategic role in the game. On the other hand, besides its territorial potential, Black’s wall is projecting influence everywhere.

Dia. 5

＞＜

The extension of White 4 (‘c’ in Dia. 2) in Dia. 5 is White’s best chance, even though it leaves him with bad shape (an empty triangle). Black peeps with 5, forcing White to connect with 6. White’s stones are now heavy – they don’t have two eyes and are under attack. Black starts his attack with the knight’s move of 7.

Dia. 6

＞＜

White 8 in Dia. 6 is a bit blunt, but it enables White to jump out to 10. Black 11 threatens to cut off the white stones on the top left, so White defends with 12. Black now puts pressure on the white stone on the top left with 13 and makes a thick position with 15 and 17. After White connects with 18, Black confines the white stones to the top left with the knight’s move of 19. White has to somehow make two eyes.

Dia. 7

＞＜

White pushes in with 20 in Dia. 7 and cuts with 22. This cut is better style than cutting on the left. Descending to Black 23 is the correct response and White lives with the sequence to 30.

Dia. 8

＞＜

Black now switches to the upper left corner and lives with 31 to 35 in Dia. 8. White has to stabilize his group in the upper left with 40, but it is still riddled with weaknesses. It is not clear how Black should attack it, so –

Dia. 9

＞＜

Black attaches with 41 in Dia. 9, then attacks with 43 to 47. What is the assessment of this game up to Black 47?

White has lived on the top right with four or five points. He has a weak group on the upper left side that Black 47 threatens to attack. His stones at 42, 44, than 46 are not taking any territory – they are only escaping – and White’s two stones on the right side are thin. If White defends on the left, Black will jump down to ‘a’ threatening to invade at ‘b’.

On the other hand, Black has secured three corners and is about to secure the last one in the lower right. Black’s stones in the center could also help Black in making territory in the center or aiding in an attack against the weak white stones on the lower right side.

Black gained this advantage by relentlessly attacking. White has been too busy defending his stones, so he has had no time to take any significant territory.

Dia. 10

＞＜

Instead of White 8 in Dia. 6, White 8 in Dia. 10 is the normal response to Black 7. Black answers with 9 and 11. His aim is to keep White’s group on the right separated from his stone on the left. In other words, he wants to engineer a double attack.

If White jumps to 12, Black gets to play the vital point of 13. This will turn out to be very bad for White.

White has to escape into the center, so he attaches with 14. Black wedges in with 15. Next –

Dia. 11

＞＜

Black makes a ponnuki with 17 and 19 in Dia. 11. After this, it is almost impossible for Black to lose.

White 26 is a vital point. Black should not have allowed this; he should have played 25 at 26.

With 31 and 33, Black keeps the initiative, but, because White played 26, his group on the top left is almost immune to an attack.

Dia. 12

＞＜

In Dia. 10, Black was able to take the vital point of 13, so, instead of jumping to 12, White might wedge in with 12 in Dia. 12.

Principle 7.
Keep White’s stones separated.

Dia. 13

＞＜

After White jumps to 16, Black must play 17 in Dia. 13 to keep White’s groups separated. This is the essence of Black’s splitting-attack strategy: each time Black plays a move reinforcing the group that is separating White’s two groups, White has to add a stone to the left side group as well as a stone to the right side group. This gives Black an extra move to make territory, as he does in the upper left corner. This is why a splitting (or double) attack is so effective: you can make territory while attacking.

It is probably beyond most kyu or low-dan players to play as effectively as Black does in this example, but we present it here as an example of an ideal way of playing that you should strive for when playing with a handicap.

The full book continues this chapter with 13 more principles, followed by chapters on a winning strategy for Black, how to play as White, example games, and 38 problems.

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Copyright © 2013 by Nagahara Yoshiaki and Richard Bozulich

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