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The cross-cut has a fearsome reputation among weaker players. All too often a stronger player will use it to gain a decisive advantage. A weaker player might think: “Once bitten, twice shy”, and even back down from a fight the next time. And the player who is stronger than his opponent often plays a cross-cut even when it’s not the best move because it has a good chance of being answered wrongly. This book shows you how to overcome your fear and ignorance and answer the cross-cut appropriately. Study it and you should boost your winning percentage.
The contents are based on my series of articles published in the British Go Journal, starting in Autumn 1993, and used here with permission from the British Go Association. While the journal is read by some people in other countries, the readership is undeniably limited. I’m delighted to have this opportunity to make this material available to a wider audience and I’m most grateful to Gordon Fraser and the company Slate & Shell. I’d like to thank Brian Timmins, who was the editor of the British Go Journal at the time, and his team of helpers for putting my ideas onto paper. The material in this book includes the complete contents of the BGJ series plus a dozen extra problems for practice. I’ve also corrected one or two minor errors and the material has been completely reformatted. The series was appreciated by British go players and was also reprinted in translation by the French Go Journal. I hope you find it useful too.
Richard Hunter
Tokyo
June 2001
In this second edition, I have added a small amount of additional material to include new advice and examples that I have encountered over the years. The diagrams and page layout have been greatly improved by William Cobb.
Richard Hunter
Tokyo
February 2008
Slate & Shell
1425 Westshire Lane
Richmond, VA 23238
www.slateandshell.com
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© 2001 Richard Hunter
Richard Hunter
Buy the full book at gobooks.com
“Cross-cut? Extend!” Perhaps you know this proverb. But that’s not the end of the story; it’s barely even the beginning. Proverbs are simply guidelines designed to help beginners, but many stronger players seem unaware that this one is often inappropriate. There is a lot more to the cross-cut. This book introduces nine basic patterns, explains the types of positions they suit, and presents problems to test your understanding.
PK I+T;Z OPS/preface2.xhtmlIn converting the paper version into the SmartGo Book version, I have taken the opportunity to make several enhancements: I have added extra diagrams and inline diagrams, a glossary of Japanese terms, and an index of problem diagrams and similar positions. I have adapted the text to suit the SmartGo Book layout and features, re-edited and slightly improved the contents, and corrected a few minor errors.
The SmartGo Book format lets you play out moves in the diagrams. This is especially useful for a book like this one: in the printed book, the move sequences in some of the diagrams were long and hard to grasp without being played out on the board. The problems in Chapters 3, 5, and 7 are presented in interactive problem diagrams where you can try your solutions. These problem diagrams confirm the correct line(s) and refute some incorrect lines. The following pages explain the best solution, alternatives, and the most instructive failures in interactive diagrams where you can play through the book moves or try out your own moves. Inline diagrams (tap the brown colored text) illustrate some explanations written in the text or present earlier diagrams mentioned in the discussion in the text to save you turning back several pages. Internal navigation links (tap the blue text) will take you to relevant locations in the book such as diagrams being discussed or to an Appendix, the Contents, etc. Returning is easy: just tap in the navigation bar at the bottom of the screen.
The professional game records are given in the Appendix. They are also included in the game database bundled with SmartGo Kifu.
The images of professional go players are from NHK TV broadcasts.
Richard Hunter
Bristol, UK
December 2013
What is this then? Who needs a book about the cross-cut? Everyone knows the proverb: “Cross-cut? Extend!” You don’t need to think any further.
Well therein lies the problem. You see, although the proverb is very useful for beginners, it doesn’t tell the whole story. Many people are blinded by it and fail to look any further. Actually, it represents the tip of the iceberg. There are numerous answers to the cross-cut, but many people never consider any reply except the extension.
This book will present the basic cross-cut patterns with examples and round off with review problems to test your understanding. The level is suitable for kyu players, but even dan players may find something new here. The contents grew out of my own studies: while going through a large number of next move problems, I noticed that the extension was seldom the answer to a cross-cut problem. My suspicions were confirmed by watching advice from three professionals on TV.
Diagram 1 shows the basic cross-cut in isolation. The two black stones are cut (disconnected) by the white stones, and vice versa.
Many people play atari at 1. Why? Well, Black 1 threatens to capture a stone if White doesn’t answer. But it’s White’s move next and there is not a snowball’s chance in hell that White will fail to save his stone with 2. Expecting your opponent to make a poor move is not good. After Black 3 and White 4, White has a strong position. is very weak and Black has cutting points everywhere.
The correct strategy is to calmly extend at 1 here. Since the position in Diagram 1 is essentially symmetrical, Black has four possible extensions and they are equally good.
So much for the cross-cut in isolation. In practice, of course, it’s usually surrounded by other stones and the edges of the board. Diagram 4 shows a common corner position where Black 2 is a strong answer to White’s attachment. Black could also answer on the inside at the 3–3 point. After 2, White cross-cuts. How should Black respond?
Diagram 5 shows a common bad sequence. Black plays atari at 1 and 3 and then connects at 5. White exchanges 6 for 7 and then defends at 8. Note that 5 is a good move.
Instead of 5 in Diagram 5, Black 1 here appears to be forcing, but actually Black is the one who has to play an extra move to defend. Notice how is a completely wasted move; it has no effect on White.
This example is from one of the lectures on the NHK Sunday Go Program by Kiyonari Tetsuya 9 dan: his theme for the year was Kiyonari’s go proverbs. He gave four proverbs related to cross-cuts. The first is the standard “Cross-cut? Extend!” But in Diagram 4 the position is not in the center of the board. The edge of the board has a strong influence. Which extension should Black make?
Kiyonari’s second proverb is “Extend from the weaker stone.” Black’s weaker stone is the one on the third line because the edge of the board means it can be captured more easily and White has another stone nearby. Black’s stone on the fourth line is stronger because the edge has less effect on it and Black has an ally nearby. However, Black still has two ways in which to extend.
The third proverb is “Don’t help your opponent make good shape.” The extension at 1 in Diagram 7 just gives White an excuse to patch up his weakness by connecting at 2. This is bad for Black.
The correct response to the cross-cut in Diagram 4 is the extension at 1 here. The sequence is a little difficult to understand, but study it carefully. White 2 fills a black liberty, so Black runs away. Then White plays atari at 4 and lives in the corner. Black gets magnificent outside thickness and swallows up the two white stones. You might be reluctant to give up the corner like this, but that is actually the purpose of the outside hane at 2 in Diagram 4. If you want the corner, play on the 3–3 point instead.
Diagram 9 shows another corner position. This time White has made a low approach to the corner stone and attached. After Black protects the corner with 2, one of White’s continuations is the cross-cut at 3. Should Black extend?
The fourth proverb is “Capture if you can.” The atari in Diagram 10 captures the white stone. White extends once to gain liberties, even though he knows he can’t save his stone. Black exchanges 3 for 4 and then captures with 5. If you can capture, as in this case, playing atari is ok.
In Diagram 11, Black has a small knight’s move enclosure. This time, playing the other atari is good. Again, the white stone is captured.
Diagram 12 shows a common joseki that arises from White’s invasion under Black’s 5–3 point. First, let us look at an extension.
This extension is bad; White is happy to connect.
Black’s weaker stone seems to be the one on the third line, but if Black extends at 1 here, White plays atari at 2 and splits Black apart. Actually, is the weaker of the two because White has an ally nearby.
This is the correct extension. It defends Black’s weaker stone and threatens to follow up with an atari to split the white stones with A. White defends at 2 and Black captures a stone in a ladder. This is a good result for Black.
White 2 here is a tricky looking move, but Black can handle it if he keeps calm. With 9, Black threatens to capture the two white stones on the side. White defends with 10, but 11 sets up a ladder.
Black can also play atari at 1 here before pulling back at 3. It’s hard to judge whether the exchange of 1 for 4 is good or bad.
Diagram 18 shows a position from the finals of the Japanese middle-school championships. The commentary was by Ishikura Noboru 7 dan with assistance from Tsutsumi Kayako. Black has pushed out with . White is in a bit of trouble here; it’s difficult to block. Instead, he tries to settle himself lightly with 1. Black naturally blocks and White cross-cuts to try and get some leverage. How should Black answer?
In the actual game, Black plays atari at 1. “Ah, that’s a severe move” says Ishikura admiringly. “Eh?” says Tsutsumi, “Shouldn’t one extend from a cross-cut?” “No, no, no,” cries Ishikura. “That’s only when there are no other stones nearby. Without the stones, an extension might be good. But that’s not the case here.”
That neatly sums up the misconception of many amateurs, Japanese and Western alike; perhaps this is because the cross-cut is not well explained in any book that I’ve seen.
Diagram 19 ends in a good result for Black. The other atari (Diagram 20) is bad; Black captures two stones, but that is small.
Ishikura teaches and lectures to beginners and amateurs of all levels. Over the years, he has refined his advice. Several years later, on another TV program that I saw, he gave a more detailed explanation of when to extend and when to play atari. He said that you should extend in positions where you can fight strongly and expect to get a good result. Typically, this occurs when you have more stones involved in the fight than your opponent. On the other hand, when you are outnumbered, it’s probably better to play atari. In handicap games, Black starts with more stones on the board than White. However, White can contrive to get a numerical advantage locally in exchange for a gain elsewhere by Black. An example of this is given in Chapter 2 (Diagrams 5 and 6). In such a situation, if Black blindly follows the proverb and extends without thinking, he may end up with a bad result.
In another NHK lecture, Ogawa Tomoko 6 dan used one segment of her six month course to discuss the cross-cut. She gave some similar advice and a couple of nice examples that I will discuss later.
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