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© 2021 Yuan Zhou

How to Play Handicap Go

Second Edition

Yuan Zhou

Buy the full book at gobooks.com

Yuan Zhou explains how to play handicap go by analyzing ten of his games, eight he played in AGA tournaments in 2000 and 2001 and two teaching games with his students. For illustrative purposes one handicap game that was not played by Zhou is included at the end of the book. The aim in doing this is to show what happens when White does not play in accordance with the principles Zhou lays out in the book and illustrates in his own play.

Copyright Page

© 2021 Yuan Zhou

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

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

Ed Note: Some new games and a new introduction and a foreword have been added to this second edition. The entire book has also been reset.

Edited by William Cobb

Cover design by Laurie Crammond

Conversion to SmartGo Books by William Cobb, Second Edition by John Mifsud

ISBN of print 1st edition:
1–932001–01–8

Introduction

Handicap games are obviously different from even games and this difference is critical for both players. Black must use the handicap stones in an advantageous way, while White must try to confuse Black by creating complexities and try to neutralize the power of the handicap stones. Many players mistakenly think that handicap games are easy for Black: all Black has to do is play solidly and defend. However, this is not the case.

Handicap go tests your basic skill and your understanding of go. For example, White will avoid common joseki that Black will be familiar with so that Black will not be able to simply play “book” moves. More thinking will be required. Handicap go is a real test of situational judgment, especially for Black, but also for White.

Each handicap stone can be considered to be worth about ten points so in a four stone game White is in effect giving Black a komi of thirty points, in a six stone game a komi of fifty points, etc. However, the handicap stones are really worth more than that because at the start of a game Black already occupies key points all over the board. Because of this, from White’s point of view, handicap games do not have an opening. After Black places the handicap stones, it is already the middle game.

The English term “handicap” has a negative connotation, which may contribute to the common reluctance among Western players to play this kind of go. However, the Chinese/Japanese term does not have such a connotation. It means something like “polite” or “appropriate”. Playing such games is a very common part of go activity in the East, among both pros and amateurs. This greatly expands the number of players you can have a good game with. One of the most impressive things about go is that people of differing strength levels can have an enjoyable game in which either can win, thanks to the possibility of adding some black stones to the board at the beginning of the game. Amazingly, this does not change the way the game works. The nearest game to go in terms of its challenge for the players is probably chess, but there is no way to “handicap” chess without seriously changing the way the game works. “Handicap” go is as enjoyable and challenging as even games between players of the same strength. Players who avoid it are missing out on an opportunity to expand and enhance their experience of the magic of go.

I have placed questions in the commentary to encourage readers to think about the games as they work through them.

Yuan Zhou
Spring 2021

Foreword

Many go players seem reluctant to play handicap games. Perhaps stronger players are afraid of being embarrassed and many weaker players are afraid of being humiliated. This is unfortunate. Teachers don’t play handicap games with their students just because they are stronger than their students. Handicap go is an excellent way for both stronger and weaker players to become better players. Weaker players will learn how to fight better and stronger players will learn how to attack more effectively and to settle groups more cleverly. Stronger players must play a little beyond their normal comfort zones and weaker players must look for more effective ways to respond to aggressive attacks. Both players must pay more attention to constantly judging the balance of the game. The beauty of handicap go is that it pushes both players to become better players in a way that normal games do not. It is a very good way to get rid of bad habits and poor judgment. This happens because in handicap games neither player really has an advantage. Instead, both players are guaranteed to face unusual situations which will force them to think more creatively about how to play. For example, the stronger player cannot allow normal joseki and the weaker player cannot play cautiously. Yuan Zhou makes all of this very clear in his analyses of the games in this book. At every level, playing handicap games is the fastest way to become a stronger player. Moreover, the higher the handicap, the better the chances of becoming a better player are for both players. This is clearly the case in the opening of a high handicap game. White must find initial plays that offer more challenge to the opponent and Black will not be able to rely on standard patterns he already knows. Handicap go opens up the unfathomable mystery of the game that makes it so fascinating. Players who avoid handicap go don’t understand what it is.

Another recent appeal of handicap go, especially for stronger players, is that the AI programs do not play handicap (although some are being developed to do so). They are designed for even play. This means that when playing internet games you do not have to worry about whether your opponent is using an AI assistant if you are playing a handicap game. Perhaps amateur internet tournaments should involve only handicap games. :)

Yuan Zhou makes it clear how you should think about handicap play at every level as both Black and White in his analyses of the games in this book. He clarifies the strategies that are crucial at every level. These are his own games, some teaching games played with his students, others from tournaments he played in. As you will see, some of the players are further along in their understanding than others. Understanding their strategic errors is especially helpful.

William Cobb
Spring 2021

Table of Contents

How to Play Handicap Go

Copyright Page

Introduction

Foreword, by William Cobb

Game One: Nine Stones

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

Game Two: Eight Stones

Game Three: Seven Stones

Game Four: Six Stones

Game Five: Five stones

Game Six: Four stones

Game Seven: Four Stones

Game Eight: Three Stones

Game Nine: Three Stones

Game Ten: Two Stones

Game Eleven: Six Stones between Kyu Level Players

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Game One: Nine Stones

When I played this nine stones game with one of my students, he was an AGA 6 kyu. In high handicap games, that is, with four or more stones, White needs to be patient, waiting for Black to start making mistakes. Any “normal” developments, such as josekis, will be good for Black. Of course, in a nine stone game, White is looking for big mistakes by Black. So in a high handicap game, Black should be focusing on the big issues, that is, life and death and the balance of territories. The high handicap allows Black to make a lot of small mistakes so he can focus on the major issues. Games at this high a handicap are usually teaching games, as in this case. In such games the much stronger player is focused on offering the weaker player opportunities to learn basic things about the game, not just winning.

Moves 1–6

Defending the corner with Black 2 is fine in this case, not a big deal. In a high handicap game the focus is on big issues, not small details.

In high handicap games White needs to be patient. White begins by emphasizing basic principles. So White 3 begins to cut off the connections between Black’s stones. The most important general issue in go is connections and separations. White aims for complications by severing the connections between Black’s stones. Black needs to learn the importance of connecting.

Black 4 seeks to help the black stone that is getting isolated. Of course, Black has other choices, but this is not bad for Black. White denies a connection with 5.

Black then plays another slow move at 6. He should stand up at A to attack.

Moves 7–8

White gets a tiger’s mouth shape with 7, and Black pulls back to 8. Black may not realize that it is good for White to get this strong tiger’s mouth shape. Seeing this in a real game will help Black to understand why this is good for White. Black should have stood up with 6 () at 7 because that would keep up the attack on these two white stones. Black is too focused on defense.

Moves 9–10

White uses his strong shape to attack with 9. Black needs to realize that he has to do more than just make his stones live. Even with nine stones that won’t be enough.

Moves 11–12

However, Black just sets out to live in the corner. As soon as he sees some danger, he only thinks to make his stones safe. He doesn’t realize the importance of White’s getting strong outside influence here. Black is still okay at this point, of course. However, his play is entirely defensive so far. He does not appreciate the value of White’s outside influence in the lower right.

Moves 13–15

White must still be patient. His gains so far are not lethal. With 13, White aims to cut off . Black notices this and protects with 14. In an even game, White would now invade the corner with 15, but that would give Black outside strength and simplify the game. So White again aims to separate Black. See the following variation.

Variation for 15

In an even game White might go into the corner with 15 at 1, and we might have a joseki like this. However, in a handicap game this would not be a good way for White to play. Instead of being separated, Black here is connecting everything. There is no fighting. So White jumps out at A with 15 in the game.

Moves 16–18

Locally, the situation is still good for Black, since he has played on both sides of the white stones. However, now White has a target and can attack Black with 17.

Black is afraid and runs out with 18.

Moves 19–22

With 19, White is able to separate Black and start contact fighting. After 22, Black is not yet in trouble. He also had not yet captured 19. Also, White’s bottom right stones including 21 are getting settled.

Move 23

White still must be patient so he jumps out with 23. White is looking at cutting off Black at A or B, and has not yet been captured. This sort of complication is what White is seeking.

Moves 24–26

Black first protects the center with 24 and then, apparently thinking the center is fine, protects the corner with 26. With a potential connection at A, Black is feeling good. He thinks this is enough to protect the corner. He is still doing relatively well.

Moves 27–28

White now again aims for creating separations in Black’s overall situation. Fighting usually begins with something being cut off.

Black thinks his stones are fine so he aims to attack White with 28. This is okay.

Moves 29–34

And now the fighting White is looking for gets started.

Moves 35–38

Now cuts are happening and White makes a good separation with 37. However, at this point, the situation is good for Black. He has A, B, C, and D to consider.

Moves 39–41

White continues to be patient, cutting at 39 first. Black is still okay after 41, but the situation is getting complicated and Black now makes a mistake. Note that White cannot play at A since Black B would then be a triple atari. So Black should seal White in by playing at C.

Moves 42–45

Black 42 is a mistake. As explained above, there is no threat here. This allows White to extend at 43, making a weak stone. White’s patience is paying off. Black nervously defends at 44. Now White can attack in the corner with 45.

Move 46

When White attacks, Black starts to panic. He should simply extend at A with 46 and block the corner. Instead, he tries to make a connection to the right.

Moves 47–51

White 47 prevents Black from connecting to the right. Black then aims to capture . Starting this fight is not a good idea since White is thick on the outside. White is happy about this development and makes it complicated with 51.

Moves 52–56

When the corner gets cut off, Black starts to panic. This is what White has been waiting for.

Moves 57–61

Black gives up . Now the lower left corner is a real time life and death problem for Black. Is it already alive or does Black need to play there now? Black is learning why he should do life and death problems.

Moves 62–65

Black 62 is forcing but it is not a good move: it leaves White a double atari. Since he plays a big move elsewhere with 64, Black has decided the corner is alive. However, he should have extended at A. Of course, White is going to test Black—hence 65. This makes Black very nervous.

Moves 66–71

After White 71, Black gives up in the corner. This gives White a lot of points, about forty. In an even game, this would end the game. But since Black has a high handicap, he can keep going. White has to do more. Black has lost the equivalent of about four handicap stones here, but he has five more.

Moves 72–76

Black has enough potential at the top to still win so he makes a huge move with 72. White must invade this area of big potential, hence 73. Black responds with a cross-cut, aiming to capture White 73. This is not a good idea.

Moves 77–80

Although Black is able to isolate , this development enables White to damage Black’s shape at the top.

Moves 81–84

White 81 shows Black that there is still aji here because of White’s invasion at the top. The situation in this part of the board is more complicated than Black realizes. There is a lot of space here, Black needs to play correctly.

Moves 85–92

Black is trying his best to secure some territory, but there is a lot of aji here.

Moves 93–97

However, in fact, Black’s territory is shrinking, and Black’s potential area at the top is in danger. Black has captured some white stones and made a large area in the upper right center.

Moves 98–101

Black sees the danger at the top and tries to defend there.

Moves 102–110

White gets a bamboo joint to strengthen his group at the top.

Black realizes his top area is in trouble and plays 110.

Moves 111–114

Black makes the center top group alive with 114, but now his upper left corner is in danger.

Moves 115–118

Black has lost a lot of potential at the top so now he aims at White’s three stones in the lower right with 118.

Moves 119–121

Black keeps following White in a way that creates problems for him. Black 120 should be at A to capture the three white stones to the right.

Move 122

Now Black sees the problem and plays at 122 instead of connecting at A.

Moves 123–127

After White 125, Black has a chance to learn about how to deal with a ko, but Black tries to avoid a ko fight. However, White is not going to allow Black to simply live here.

Moves 128–131
131: ko

Black sees he has to fight the ko. He should have started fighting it before.

Moves 132–136
136: connects ko

Black doesn’t want to fight the ko, but he should: Black 136 should be at A. White is happy to not get a direct response to his attack with 135.

Moves 137–143

Black’s giving up too easily on the ko fight leads to his having an even bigger problem now.

Moves 144–150

As a result of not fighting the ko, Black has lost several stones, gets virtually nothing, and is still not alive in the corner. So White has made a huge gain here in sente.

Moves 151–159

White gets further ahead by taking the upper left corner. He then gives Black a problem to figure out in the lower right corner and then continues to extend his lead elsewhere while maintaining sente.

Moves 160–169

White is clearly winning now. Black’s territorial potential is shrinking. Further moves omitted. Black has had many opportunities to learn how things work in real play.