(c) 2010 by Yuan Zhou

Understanding Dan Level Play

Yuan Zhou

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This book is a good companion to Zhou’s popular How Not to Play Go, which discusses the problems with the way kyu-level players think and play. In this book Zhou explains what is different about the way dan-level players think and play in their games as compared with weaker players. It clarifies the alternative ways of seeing the game that enable players to reach dan level by close study of the games Zhou played in the Korea Prime Minister’s Cup in 2009, an international tournament with representatives from 68 countries in which Zhou placed fifth.

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About the Author

Yuan Zhou (American Go Association 7 dan) was born in Tianjin, China. Tianjin is a major city in the northern part of China, near Beijing. His father taught him to play go at the age of six, and a year later he won the Tanggu District Junior Go Championship. After this auspicious beginning, Zhou began professional go training while he was still seven years old. He was twice invited to represent Tianjin in the All China Prodigy Cup.

In 1989 Zhou immigrated to the USA, becoming a US citizen and joining the American Go Association (AGA). Zhou was the president of the University of Maryland Go Club, from which he earned a BS in Electrical Engineering, and became increasingly involved in AGA events, winning many go tournaments. Please see the list below for Yuan Zhou’s 30 US go titles. Zhou was also elected to the AGA board of directors in 2005.

Zhou is one of the top competitors on the American go scene, winning the Eastern US Open, one of the biggest US tournaments in 1992. He also won the New Jersey Open, one of the biggest US tournaments, four times. Twice he has won the Maryland Open, another major tournament that attracts strong players. Zhou has placed in the top ten in the US Open many times, as well as in the North American Ing Masters Cup and the North American Fujitsu Qualifying Tournament. These tournaments involve the strongest North American go players and include pros. In Zhou’s go career, he has defeated pros many times, including four times in even tournament games: Hak Soo Kim 6p in the 1996 Fujitsu, Xuefen Lin 1p in the 2001 Eastern Oza, Huiren Yang 1p in the 2009 North American Ing Masters, and Feng Yun 9p in the 2011 SAMG World Team Go US Team Qualifier. Zhou also won the US Pair Go Championship four times. Zhou represented the USA in international tournaments many times (WAGC, Korea Prime Minister Cup, World Pair Go Championship, etc).

In 2009, Zhou represented USA in the 4th Korea Prime Minister Cup World Go championship in Jeonju, Korea and finished in 5th place.

In addition to his competitive successes, Zhou has become a popular teacher and lecturer, frequently giving lectures and teaching lessons at various go clubs in the Eastern US region. He has also published many go books with Slate & Shell (www.slateandshell.com) and SmartGo Books (www.smartgo.com). Zhou resides in Germantown, Maryland, USA. His website is at www.zhouyuan.com.

Copyright Page

(c) 2010 Yuan Zhou

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

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

Edited by William Cobb

Cover design by Laurie M. Crammond

Conversion to SmartGo Books by William Cobb

ISBN of print edition:
1–932001–53–0

Table of Contents

Understanding Dan Level Play

About the Author

Copyright Page

Introduction

Game 1: versus Pål Sannes of Norway

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

Game 2: versus Dusan Mitic of Serbia

Game 3: versus Song Hong-suk of Korea

Game 4: versus Cesar Sanchez of Spain

Game 5: versus Lin Chun-Yen of Taiwan

Game 6: versus Zoran Mutabzija of Croatia

Game 7: versus Wu Xuqi of New Zealand

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About SmartGo Books

Introduction

The Korea Prime Minister Cup World Baduk Championship is the Korean-sponsored equivalent of the older Japanese-sponsored World Amateur Go Championship. The 4th KPMC in 2009 involved representatives from sixty-eight countries. The tournament was seven rounds, using the Swiss system of pairing.

The tournament was held in Lee Changho’s home town of Jeonju, which is south of Seoul, and naturally everyone enjoyed having Lee Changho, along with a number of other pros, present for the event. The games in this tournament followed the Korean rules and the komi was six and a half points.

For the 1st KPMC in 2006, the US representative was Eric Lui who placed ninth among representatives from sixty-six countries. In 2007 the US representative was Lianzhou Yu who came in sixteenth among representatives from sixty-six counties. The US representative in 2008 was Thomas Hsiang, who was sixth with representatives from sixty-eight counties. In 2009, again with representatives from sixty-eight counties, I finished in fifth place, which is the best result for the US in this event.

Yuan Zhou
Winter 2009

Editor’s Note:

Many game diagrams are arranged with only one move showing in order to facilitate the reader’s studying the games by continually considering what the next move should be. This was not economically feasible in the print edition.

William Cobb

Game 1
versus Pål Sannes of Norway

Most of the players were experiencing jet lag on the first day and naturally hoped for an opponent who was not too difficult. On the other hand, in the Swiss system, having stronger opponents helps your SOS score, which can be advantageous for the final ranking, as it was for me.

My first opponent was Pål Sannes, a 4-dan from Norway, so I anticipated a good game. Pål ended up ranked twenty-first overall in the KPMC with a 4–3 record. He is a programmer and a very experienced player.

Players had thirty minutes basic time with three periods of thirty seconds for byoyomi; three games were played on the first day and four on the second. This basic time seems quite short, but it is commonly used by Asian insei for practice games. Colors were chosen by nigiri for every game, and in this first one I was Black. The nigiri was done Japanese style, which means that if the even/odd guess is correct the guesser plays Black, and I guessed correctly this time.

Moves 1—4

＞＜ ▶︎

Pål chose to approach with White 4. The intent of this move is to break up any plans Black may have for the Chinese or other opening patterns. It is a reasonable way to play.

Black has many choices—taking the empty corner at A or B, for example.

Move 5

＞＜ ▶︎

However, Black responds with the attachment of 5, aiming to get sente. This is the joseki to do that.

Variation 1

＞＜ ▶︎

If Black attaches on the inside, White can take sente after Black 3 and play in the empty corner. Later White can give up one of the two stones in the lower right and still get a good shape. See Variation 2 below.

Variation 2

＞＜ ▶︎

For example, with this continuation from Variation 1, White settles easily on the right side and is fine. Such things are a matter of personal style.

Variation 3

＞＜ ▶︎

However, if Black attaches on the outside, as in the game, White cannot leave the local situation and take the empty corner because this Black 3 is too big for White to allow.

Moves 6—7

＞＜ ▶︎

So White continues with 6 in the game and Black gets to strengthen his corner position with 7.

Because of the potential cut, White will continue here. If White responds at A, Black will take the empty corner.

Move 8

＞＜ ▶︎

In the game White chose the more solid connection with 8.

Move 9

＞＜ ▶︎

Black must respond locally because if Black takes the empty corner now, a white attachment at A would be too severe.

Variation 4
12: connects

＞＜ ▶︎

If White 8 is at 1, then when Black takes the empty corner, the attachment with White 3 is not so severe. Black can fight back. The ladder started with White 13 works for White, but Black can play a ladder breaker at 14. Black then gets a double approach with 16 after White takes the two stones. Many players see this result as good for Black because of the speed of Black’s opening development over the whole board.

Move 10

＞＜ ▶︎

Since White’s shape is heavy, White must continue locally with 10. The right side is open so coming out into the center is correct.

Move 11

＞＜ ▶︎

Black gets sente to take the empty corner. With 11, Black has the strong side of this corner face the more valuable left side. Neither player has good potential on the bottom. Black would be happy to give White the bottom in return for the left side.

Variation 5

＞＜ ▶︎

If Black 11 is at this Black 1, you can see that White 2 makes all White’s stones work together very well, and Black does not have good prospects on the bottom.

Move 12

＞＜ ▶︎

White 12 prevents a black corner enclosure and with a stone out in the center White is not afraid of fighting on the bottom. Black has many choices for a response. However, Black wants White to play on the bottom so Black can play on the left—this determines Black’s choice of joseki.

Variation 6

＞＜ ▶︎

This sort of response to White 12 would not get Black the desired result. Since White is not afraid of a fight on the bottom, White will block at 2 instead of responding on the bottom. Black can play this way, but would not be satisfied with this result. Black wants to make White play on the bottom.

Move 13

＞＜ ▶︎

Black plays the severe pincer at 13.

Move 14

＞＜ ▶︎

White jumps to 14.

Move 15

＞＜ ▶︎

Black plays 15 on the left side.

Move 16

＞＜ ▶︎

White makes a proper response with 16.

Move 17

＞＜ ▶︎

Black kicks at 17 in accordance with his plan.

Variation 7

＞＜ ▶︎

This is the continuation Black was hoping for. The direction of play is very good for Black here. White’s thickness in the lower left faces a strong black position while Black gets a large corner and has ruined White’s potential on the left side. This sort of planning is essential for good opening play. You should aim to control the direction of play as much as possible.

Move 18

＞＜ ▶︎

However, White does not cooperate with Black’s plan. The descent at 18 is the correct play for White in this situation, making it harder for Black to decide how to continue. Black should now play at A, following his original plan. There is still a lot of aji in the bottom left so Black does not have to play there now. A is the correct direction for Black.

Moves 19—25

＞＜ ▶︎

White’s descent with 18 leaves his group weak and Black decides to take advantage of this by pulling out his stone with 19 to 25. However, this is a loss of whole board focus by Black.

Move 26

＞＜ ▶︎

White protects against the double peep at A with 26 so Black gets sente.

Move 27

＞＜ ▶︎

However, Black is still suffering from a loss of whole board focus and strengthens his bottom position with 27, expecting White to respond at A (the normal move) after which Black would play at B.

Move 28

＞＜ ▶︎

White shows correct judgment by not following his opponent and instead playing 28 in the more valuable area, attacking Black. Black 27 should have been at B in the previous diagram. Black’s stones at the bottom would not be in danger.

Move 29

＞＜ ▶︎

Black 29 protects against a push and cut by White.

Move 30

＞＜ ▶︎

White 30 then seals Black in.

Move 31

＞＜ ▶︎

Black must secure his stones with 31.

Note that Black 31 is not the block at A. That block is a common mistake. See the variation diagram below.

Variation 8

＞＜ ▶︎

If Black 31 is at this Black 1, it gives White a sente push and connect play. Moreover, White could set up a ko by playing at 4 instead of connecting. This is a free ko for White. Black would have to connect at 5 eventually and with 6, White can destroy the territory Black has been trying to create. This is an example of the kind of detail you need to pay attention to if you aim to play at dan level.

Move 32

＞＜ ▶︎

White A at this point would be natural since there is a weakness here, but White decides to use sente to create a large moyo with 32. This makes sense, but White is continuing to ignore Black’s play of so Black aims to make use of lest it be a wasted move.

Move 33

＞＜ ▶︎

Black aims to break into White’s moyo starting with 33. Black cannot simply jump out at A, that would only help White to build his moyo—Black A, White B, Black C, White D. If White connects in response to 33, Black has push and cut possibilities on the left.

Move 34

＞＜ ▶︎

White does a good job in responding to Black 33. Fighting back with White 34 is the correct attitude.

Moves 35—38

＞＜ ▶︎

Black cannot walk away from this local situation now since that would be too good for White. Black must cut White apart and start a fight here. If Black makes a big play on the upper right side, for example, this is too passive and White will reinforce the center.

Move 39

＞＜ ▶︎

So Black cuts with 39, aiming to severely reduce White’s moyo.

Moves 40—42

＞＜ ▶︎

White prevents Black from easily capturing the three stones with 40 and 42.

Move 43

＞＜ ▶︎

Black gets to jump into the center at 43. This gives Black several ways to continue fighting here and get a foothold in the center.

Move 44

＞＜ ▶︎

White first protects against a cut at 44 since this group would be endangered by that.

Moves 45—50

＞＜ ▶︎

White 44 gives Black a chance to make three sente plays in a row, solidifying Black’s bottom territory and getting into the center. After White 50, Black has sente. At this point, Black has solid territory and all White has is the moyo.

Moves 51—52

＞＜ ▶︎

Because Black has a good shape in the center, he can invade at 51.

Move 52

＞＜ ▶︎

White is concerned about the weakness of his lower left group because Black threatens a push and cut starting at A so White helps that group by attacking at 52.

Moves 53—58

＞＜ ▶︎

Black is happy to take this corner and now has three solid corners plus the 4–4 point in the fourth as well as a center position.

Move 59

＞＜ ▶︎

Naturally, Black will use the sente the corner sequence yields to help his center position. Note that Black helps his group by attacking. Black does not just jump further out into the center. (Always look for ways to attack.)

Moves 60—61

＞＜ ▶︎

White does not just defend this group; if White did his center potential would disappear. Instead White fights back; White 60 is correct.

Move 62

＞＜ ▶︎

Now White must defend on the right side at 62 lest Black play there.

Move 63

＞＜ ▶︎

So Black gets a chance to further reduce the center with 63. Black’s center group is not going to die, so he is obviously ahead with all his solid territory.

Moves 64—65

＞＜ ▶︎

White needs to find a way to gain profit by attacking the unsettled black center group. First, White correctly takes the sente benefit on the left edge.

Move 66

＞＜ ▶︎

Next White extends to 66, hoping to make a lot of territory at the top while attacking Black’s center group.

Move 67

＞＜ ▶︎

Black responds at 67 because of not wanting to have two weak groups.

Move 68

＞＜ ▶︎

White gets to attack with 68. Black is ahead, but it is still a game. If White gets all the area he is mapping out at the top, White will have about the same amount of territory as Black plus komi. Black intends to prevent that. Note that defending with Black A, White B, Black C, White D would result in a very close game.

Moves 69—70

＞＜ ▶︎

Black makes the sente peep at 69, which is okay since the right edge is still open—otherwise this would benefit White too much. Black 69 will be useful later.

Move 71

＞＜ ▶︎

Then Black invades at the top with 71.

Move 72

＞＜ ▶︎

Now White makes the expected attack in the center at 72.

Moves 73—75

＞＜ ▶︎

Black peeps with 73 and jumps to 75. We can see that prevents a white push at A and cut at B, which is why Black played 69 () where it is. Now Black’s center group has good shape and is safe.

Move 76

＞＜ ▶︎

White cannot expect to kill the black center group so he makes a territorial block with 76.

Move 77

＞＜ ▶︎

Black gets sente to jump to 77. See Variation 9 below.

After Black 77, White will not go into the corner since Black would get too much benefit from that. See Variation 10 below.

Variation 9

＞＜ ▶︎

Black does not try to capture with a diagonal move because White can go into the corner or even start a ko as here. Since Black is ahead and White is thick, Black does not want to fight a ko. White has too many good ko threats against Black’s territorial positions.

Variation 10

＞＜ ▶︎

Black would be happy for White to take the corner after Black 77 as the territory Black would gain on the outside would mean that the game would be over.

In the full book, the analysis of this game is continued to the end, followed by the same thorough analysis of six more games.