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© 2003 Slate & Shell

200 Endgame Problems

Shirae Haruhiko 7 Dan

Originally published in Japanese by the Nihon Ki-in in 1995 as part of its “Pocket Series”

Translated by Steve Bretherick

Buy the full book at gobooks.com

Preface

The average game of go takes about 230 moves to complete. This can be divided into three parts: scattering stones around (fuseki) in the opening, fighting in the middle game, and “yose” in the endgame. The opening can be splendid, but lasts about 30 moves at most, and middle game fighting, though lively, rarely continues beyond 100 moves. So the endgame usually takes up more than half of the game.

Think of this in terms of golf. A booming first drive extends broadly across the fairway just like the fuseki of a game of go, while the lively shot-making leading up to the green is like the middle game. But what separates winners from losers is play on the green. Strokes over the course of a few meters, or centimeters, can make up half or more than half of the strokes in a round. The person who putts better will usually win a game of golf and likewise in go, if you play better in the endgame you will usually win.

Yose is all about fighting. Although the Japanese word “yose” is usually spelled out in the Japanese syllabary, it’s also possible to use two Chinese characters that mean “invade” and “divide” respectively. In other words, you invade the areas that seem like they might become your opponent’s territory and after fierce fighting resolve the borders that divide the area in a way that’s favorable for you. The Chinese use the word kanzu to include both yose (settling the limits of territory) and life and death; the Kanzu Fu is a famous collection of problems including examples of both yose and life and death.

It’s said that the biggest difference between pros and strong amateurs is their technique at yose, and it’s true. Even dan ranked amateurs who otherwise play very precisely are no exception. You could reason that at least your fellow amateurs have the same weaknesses as you. But perhaps it’s better to think that if you become a bit stronger at yose you’ll gain an edge on your usual opponents, and soon be forcing them to take a handicap.

This book covers a range from simple tesuji through more involved problems. Every effort has been made to focus on tesuji and judgment of relative values. Japanese counting is used in assessing positions. Please — “read” on!

Shirae Haruhiko

Preface to English Edition

I am pleased to see that my Poketto Yose 200 has been translated into English.

Go has been described as “hand talk”, a conversation in which the moves of the game tell all. Even so, nothing could be better than explanations of those moves in a language you understand. And now the Internet enables people around the world to play each other, and to think together about life and death problems and yose problems.

I hope this English translation can help bring together go fans from around the world, widen the circle of those who enjoy the game and help them improve their game.

Good luck!

About the Author

Shirae Haruhiko was born January 16, 1938 in Komatsu, Ishikawa Prefecture. After becoming a disciple of Okubo Ichigen 9 dan in 1956, he became a professional 1 dan in 1957 and gained promotion to 7 dan in 1982. In 1987, he received the Go Television Producers Award. In 1992 he was the instructor for the go lectures on NHK television; in that same year he was awarded the Go Journalist’s Club Award. In 1997 he was honored for his efforts to popularize go. Shirae sensei is the author of many books, of which this is the first to be translated into English.

Copyright Page

© 2003 Slate & Shell

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

Slate & Shell
1425 Westshire Lane
Richmond, VA 23238
www.slateandshell.com

Special thanks to Jared Roach for help with proofreading

Cover design by Laurie M. Crammond

Conversion to SmartGo Books by William Cobb

ISBN of print edition:
ISBN: 1–932001–04–0

Table of Contents

200 Endgame Problems

Preface

Copyright Page

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

Yose Tesuji in Actual Games

Problems 51–60

Problems 61–70

Problems 71–80

Problems 81–90

Problems 91–100

The Value of Moves

Problems 101–110

Problems 111–120

Problems 121–130

Problems 131–140

Problems 141–150

Dramatic Finishes

Problems 151–160

Problems 161–170

Problems 171–180

Problems 181–190

Problems 191–200

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Problem 1

Black to play

Let’s start with a simple problem. There is a move that shrinks White’s corner territory to the bare minimum two points.

Answer 1

Success

The attachment at Black 1 is a tesuji that exploits the weak point in White’s position. If White replies incorrectly, it’s possible for White to die. White 2 and 4 form a calm response that avoids disaster.

Failure

After this Black 1, White replies at 2. White has gained four points compared to the correct solution.

Problem 2

Black to play

The tactic in the previous problem also applies in this case. Try to take White all the way to the brink of disaster.

Answer 2

Success

The placement at Black 1 is also a clever play that exploits the weak point in White’s position. White has no choice but to respond with 2 and 4, and after 8, the white territory has been trimmed down to two points.

Failure

At first glance this Black 1 looks good, but this is a false tesuji. There is a full four point difference between this result and the correct answer.

Problem 3

Black to play

This is a position that occurs in actual play. Find the flaw in White’s setup and steal some points.

Answer 3

Success

The attachment at Black 1 takes advantage of the shortage of liberties in White’s position, and is a standard yose tesuji. After Black 3, White has three possibilities: block at A, connect at B, or play elsewhere.

Failure

This Black 1 is a weak yose.

Problem 4

Black to play

This is similar to the previous problem, but this position seems to invite a cut.

Answer 4

Success

As in the previous problem, attaching at Black 1 is a tesuji to shrink White’s territory. If White defends with 2, Black crosses under with 3 and threatens both the extension at A and the capture at B.

Failure

Cutting directly with this Black 1 is unreasonable.

Problem 5

Black to play

Yose is a close cousin to life and death. Defend against White’s yose while also ensuring life.

Answer 5

Success

Black 1 defends with good shape. Now Black’s group is alive even if it gets sealed in. What’s more this is a profitable defensive move. If White makes a play at Black 1, Black’s corner territory is reduced to zero.

Failure

Black 1 doesn’t really add any territory, and Black needs to worry about White A or B, which are potential killing moves.

Problem 6

Black to play

White’s shape is a bit thin, but an immediate cut at A simply gets caught in a ladder. Work on this motif.

Answer 6

Success

Black 1 is an attachment tesuji. This is a tesuji that commonly occurs in the corner and on the side. After Black 3, White’s territory is greatly reduced.

Variation

If White blocks Black 1 with this 2, Black breaks through in the center with the sequence starting with Black 3.

Problem 7

Black to play

When the game has reached the level of three and four point moves, how should Black take advantage of , which has descended all the way to the edge?

Answer 7

Success

The attachment at Black 1 is a tesuji to shrink White’s territory. The sequence through Black 5 is forced. The result is fully four points different than if White had played first and blocked at Black 5.

Failure

This Black 1 and 3 are sente, but earn only one point.

Problem 8

Black to play

Protecting against your opponent’s sente yose is called reverse sente. In such cases, it’s good to leave yourself a profitable move to aim for later. That said—A or B?

Answer 8

Success

Black’s descent to Black 1 is the correct reverse sente yose. If White responds with the block at A, Black has gotten two points in sente, so White generally plays elsewhere. This means Black can later get in the attachment at B.

Failure

After this Black 1 and 3, there are no more yose here for Black.

Problem 9

Black to play

Playing at A would be a non-tesuji for Black, and worthless as a yose. Look for a yose that takes advantage of the weakness at B.

Answer 9

Success

The attachment at Black 1 is the tesuji to reduce White’s territory. After White 4, Black has gained two points, compared to playing Black 1 and Black 3. However, Black must be careful not to play this too early or White may play elsewhere instead of playing White 2. The right time is when the board has been reduced to seven and eight point plays.

Failure

Cutting (and sacrificing) with this Black 1 ends in gote.

Problem 10

Black to play

If it were White’s move, White’s corner would be worth six points. But Black has a move to reduce the corner to zero. In some circumstances, this might even become a matter of life and death.

Answer 10

Success

The attachment at Black 1 is a forthright move and a strong tesuji. After Black 3, White will generally play elsewhere. However, since the white group does not have eyes, White must attend to its safety. So Black 1 is a bigger move than it first appears.

Variation

If White resists with this White 2, the damage is great.