© 2004 in the U.S.A. by Yutopian Enterprises

Lee Chang-ho’s Endgame Techniques

Volume Two

Lee Chang-ho 9 dan

Buy the full book at gobooks.com

In go there are three stages: opening, middle, and end. In the opening stage you distribute your stones over the board; in the middle stage you fight. The task in the end stage is to complete your boundaries. If you are beyond the beginner level, you can understand the point of various opening styles, the meaning of fights, and the importance of life-and-death. But overall improvement is hard. When it comes to the endgame, working on small differences between plays can seem less attractive than looking at the other phases of the game. However players generally complain of the number of games they have lost in the endgame. When two players are close in strength, the chances of winning by making the decisive plays in the endgame are quite high. So it is impossible to overstate the importance of the endgame for your own games.

In this second volume some special endgame plays (endgame tesuji) are presented.

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

Copyright Page

Lee Chang-ho’s Endgame Techniques
Volume Two

Lee Chang-ho 9 dan

Published by Yutopian Enterprises
2255 29th Street, Suite #3
Santa Monica, CA 90405

© 2004 in the U.S.A. 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 part of a written review.

Translated by
Seong-June Kim and Sidney W. K. Yuan

Editing, Diagrams, and Layout by Craig R. Hutchinson

Proof Assistance by
Anthony Blagrove, Charles Matthews

Originally Published in Korea by Baduk Seodang

ISBN of the printed version: 1–889554–57-x

Converted for SmartGo Books by John Mifsud.

Contents

Lee Chang-ho’s Endgame Techniques
Volume Two

Copyright Page

Preface

Chapter 1: 50 Elementary Problems

Problems 1 to 10

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

Problems 11 to 20

Problems 21 to 30

Problems 31 to 40

Problems 41 to 50

Chapter 2: 45 Intermediate Problems

Problems 1 to 10

Problems 11 to 20

Problems 21 to 30

Problems 31 to 40

Problems 41 to 45

Chapter 3: 36 Multiple Choice Problems

Problems 1 to 10

Problems 11 to 20

Problems 21 to 30

Problems 31 to 36

Chapter 4: Tesuji of Endgame (36 Advanced Level Problems)

Problems 1 to 10

Problems 11 to 20

Problems 21 to 30

Problems 31 to 36

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About SmartGo Books

Preface

The endgame is trivial? “Endgame” in a Korean dictionary has two meanings. The first: “to end (something)”. Second is, “go term: at the end of the game, to place stones to finish off the game”. In go the correct meaning is the second, but this is still insufficient as a definition. In a word, the endgame ends the game. The action on the board is to complete the final boundaries of the territories, for both players.

In go there are three stages: opening, middle, and end. In the opening stage you distribute your stones over the board; in the middle stage you fight. The task in the end stage is to complete your boundaries. If you are beyond the beginner level, you can understand the point of various opening styles, the meaning of fights, and the importance of life-and-death. But overall improvement is hard. When it comes to the endgame, working on small differences between plays can seem less attractive than looking at the other phases of the game. However players generally complain of the number of games they have lost in the endgame. When two players are close in strength, the chances of winning by making the decisive plays in the endgame are quite high. So it is impossible to overstate the importance of the endgame for your own games.

If you are strong in the endgame, you are strong. That is, in practice you will win often.

In this second volume some special endgame plays (endgame tesuji) are presented. I hope through the study of this book your strength in the endgame will improve.

Health, wealth and happiness to all my readers!

Lee Chang-ho

Chapter 1: 50 Elementary Problems

Problem 1

Black to play

＞＜

Take care of the pennies, and the pounds will take care of themselves. White has just played . In a real game this situation is easy to misplay.

Answer 1

Diagram 1 – Correct Answer

＞＜

Black’s diagonal play at 1 is the best response in this case. Then we can assume White A and Black B.

Diagram 2 – Failure 1

＞＜

Black 1 is often played in actual games. After that White 2 and Black 3 are sente for White. This diagram is two points worse than the correct answer.

Diagram 3 – Failure 2

＞＜

Black 1 is careless. After the exchange of White 2 and Black 3, White can counterattack at 4. Up to White 6 this is a picnic ko for White.

Problem 2

Black to play

＞＜

Black cannot capture White’s group. Take full advantage of White’s weakness. Hint: shortage of liberties.

Answer 2

Diagram 1 – Correct Answer

＞＜

Black’s placement at 1 is a sharp tesuji to harass White’s weakness. White 2 is forced. After Black 3 and White 4, Black A and White B are sente for Black. And White’s territory is only two points. White 2 at 3 is wrong because after Black 3 at 2, Black can capture four stones in sente.

Diagram 2 – Failure for White

＞＜

White 2 against Black 1 is wrong. After the sequence 3 to 7, this is a picnic ko for Black. If White plays at 6 instead of 4, White can live in the corner, but Black can capture four stones in sente with 4 (a snapback).

Diagram 3 – Failure 2

＞＜

In a real game you might be happy with Black 1 and 3, as it is sente for Black. But this is four points worse than the correct answer.

The full book contains 48 additional elementary problems.

Chapter 2: 45 Intermediate Problems

Problem 1

Black to play

＞＜

Let’s focus on the lower side.

Answer 1

Diagram 1 – Correct Answer

＞＜

Black’s placement at 3, after the exchange of Black 1 and White 2, is an excellent tesuji. Up to White 8 Black reduces White’s territory substantially in sente.

Diagram 2 – Failure 1

＞＜

Black 1 is careless. Up to White 6 this is two points worse than the correct answer; we can assume Black A and White B.

Diagram 3 – Failure 2

＞＜

Black’s hane at 1 is unambitious. After White 1, this is exactly the same as Diagram 2.

Problem 2

Black to play

＞＜

Try to minimise White’s corner territory.

Answer 2

Diagram 1 – Correct Answer

＞＜

Black 1 is a calm tesuji. White 2 is forced. After the exchange of Black 3 and White 4, we can assume Black A and White B. Now White’s corner territory is only two points. White 2 at 3 is disastrous. After Black 2, White’s group is dead.

Diagram 2 – Failure 1

＞＜

Black 1 is wrong in this case. After the sequence 1 to 4, White’s corner territory is four points.

Diagram 3 – Similar Problem

＞＜

In this case Black 1 and 3 are the best.If Black plays 3 at A, there is quite a big White follow-up left at 3 after White plays at 4.

The full book contains 43 additional intermediate problems.

Chapter 3: 36 Multiple Choice Problems

Problem 1

White to play

＞＜

Which is the best play: A, B or C? How much territory will White have?

Answer 1

Diagram 1 – Correct Answer (C)

＞＜

White 1 is the best. Now White’s territory is six points.

Diagram 2 – Failure 1

＞＜

White’s connection at 1 is careless. Now Black A and White B is sente for Black. This is one point worse than Diagram 1.

Diagram 3 – Failure 2

＞＜

White’s tiger link at 1 is also not good. This is also one point worse than Diagram 1, as Black A and White B is sente for Black.

Problem 2

White to play

＞＜

Which is the best play: A, B or C? How much territory will White have?

Answer 2

Diagram 1 – Correct Answer (B)

＞＜

White 1 to make an eye shape is a calm tesuji. Up to White 5 White’s territory is five points.

Diagram 2 – Failure 1

＞＜

White 1 is an impetuous play. After the sequence 2 to 5, this is seki. Therefore White’s territory is zero.

Diagram 3 – Failure 2

＞＜

White 1 to extend the space is not good. After the sequence 2 to 5 this is also seki. If White plays 5 at A, Black plays at 5. This is a picnic ko for Black.

The full book contains 34 additional intermediate problems.

Chapter 4: Tesuji of Endgame
(36 Advanced Level Problems)

Problem 1

White to play

＞＜

How can White make use of the white stone to reduce Black territory? What tesuji should White use?

Answer 1

Diagram 1 – Correct Answer

＞＜

The diagonal of White 1 is a brilliant tesuji. White 3 in reply to the atari of Black 2 is another great play. After the sequence from Black 4 to White 7, if Black captures at A White connects at . Black then connects at 3.

Diagram 2 – Variation

＞＜

The connection of Black 1 in reply to the White stone is unreasonable. White forms a ko with 2 and 4, causing great losses for Black.

Diagram 3 – Failure

＞＜

The attack of White 1 is not wise. Black calmly pairs up at 2, leaving White with no follow-up measures. If White throws in at A, Black connects at B. Black gets six extra points, compared with the Correct Answer.

Problem 2

White to play

＞＜

How can White take advantage of the imperfect shape formed by the stones and stones in the endgame?

Answer 2

Diagram 1 – Correct Answer 1

＞＜

The attachment of White 1 is tesuji. After Black connects at 2, White hanes at 3 and it’s a seki. After careful consideration of ko threats, Black should connect at A.

Diagram 2 – Correct Answer 2

＞＜

If Black hits at 1 in reply to the white stone, White plays a hane at 2 and a seki results after Black 5. The result is very similar to that of Diagram 1.

Diagram 3 – Variation

＞＜

The hane of Black 1 in reply to the white stone is a bad play. White cuts at 2 and is certain to get either point A or B. Black cannot rescue the corner.

The full book contains 34 additional advanced problems.

Buy This Book

Buy the full book at gobooks.com

© 2004 in the U.S.A. by Yutopian Enterprises

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