© 2017 by Richard Bozulich (Revised Edition)

The Second Book of Go

By Richard Bozulich

Buy the full book at gobooks.com

Reading this book will set the novice who has just learned the rules of go on the right track to becoming a strong player. It instructs the reader in the proper way to plan strategy and how to attack the opponent’s weak groups to turn influence into impregnable territory. It covers every aspect of the game — the opening, joseki, handicap go, middle-game fighting, life and death, tesujis, good and bad shape, ko fights, and the endgame.

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

Copyright Page

The Second Book of Go

Richard Bozulich

Published by
Kiseido Publishing Company
Kagawa 4–48–32, Chigasaki-shi,
Kanagawa-ken, Japan 253–0082
http://www.kiseidopublishing.com
kiseido61@yahoo.com

© 2017 by Richard Bozulich (Revised Edition)

All rights reserved according to international law. No part of this work may be reproduced by any mechanical, photographic or electronic process, nor may it be stored in a retrieval system, transmitted or otherwise copied for public or private use without the written permission from the author and publisher, Kiseido Publishing Company.

ISBN of the printed version: 978–4–906574–31–5

Converted for SmartGo Books by John Mifsud.

Cover: Fukurokuji, Daikoku, and Ebisu, the gods of long life, riches, and food, gathered around a go board. From a mid-19th century woodblock print by Toichi.

Contents

The Second Book of Go

Copyright Page

Preface

Preface to the Revised Edition

A Brief Glossary of Go Terms

Part One: Strategy

Chapter One. The Opening Moves

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

Chapter Two. Handicap-Go Strategy

Chapter Three. Josekis

Chapter Four. The Basics of Attacking

Part Two: Tactics

Chapter Five. Life and Death

Chapter Six. Tesujis

Chapter Seven. Good and Bad Shape

Chapter Eight. Ko

Chapter Nine. The Endgame

Go Books Published by Kiseido

Buy This Book

About SmartGo Books

Preface

This book is written for players who have acquired an understanding of the rules of go and some of its most elementary tactics and strategies by having read an introductory book and having played a few games. We have assumed that the reader understands the terms ‘sente’ and ‘gote’, that he knows what a ko is, is able to determine neutral points, and can count the score. Its aim is to give the novice an introduction to each phase of the game and to dispel a number of strategic and tactical misconceptions that often plague beginners and inhibit their progress.

Beginners usually overemphasize defense, not realizing that the best way to defend is to attack. By attacking your opponent’s stones, you can often defend your weak positions in the process. Understanding this concept from the very beginning of one’s go career will clear the way for quick progress up through the kyu ranks. In this context, Chapters Two and Four are the most important and should be of value, especially to players who have been struggling for years to reach expert or dan level.

For those who have just started to learn go, we recommend studying this book concurrently with the four-volume series Graded Go Problems for Beginners. (Refer to Kiseido’s list of books.) After solving the nearly 1500 problems in that series, capturing stones and determining whether groups are alive or dead will become second nature to you.

Richard Bozulich

June 1987

Preface to the Revised Edition

This edition is a complete revision of all previous editions. In particular, the chapters on tesujis, shape, and ko have been greatly expanded.

Richard Bozulich

December 2017

A Brief Glossary of Go Terms

Atari — A move that threatens to capture a stone or a group of stones on the next move.

Gote — A move that does not require an answer; losing the initiative. Compare sente.

Hane — A diagonal move played from a friendly stone in contact with an enemy stone.

Joseki — A set sequence of moves usually played during the opening and in the corners. Locally, they are the best moves for each side.

Ponnuki — The shape made when a stone is captured by four enemy stones.

Seki — Dual life. A situation in which either of two groups of opposing stones has two eyes, but neither side can attack the other without losing his stones.

Sente — A move that requires an answer or an unacceptable loss will be suffered. Compare gote.

Snapback — A tactic in which a stone is offered as a sacrifice and, if it is captured, the capturing stones can then be captured.

Part One

Strategy

The opening is where you plan your strategy. Where you place your initial stones determines the type of game you will play. The usual procedure, as illustrated in Chapter One, is to start in the corners, extend along the sides, then move out into the center. During this stage, sharp clashes, called josekis, often occur. The joseki you choose is strategically crucial, since you must consider its outcome in relation to stones in other parts of the board. For the few basic josekis presented in Chapter Three, I have shown the kinds of positions in which they are applicable.

In contrast to even games, Black’s strategy in handicap games is easier because the prior placement of stones on the star points give Black an overwhelming lead in development. Since White must play within Black’s sphere of influence, he should find himself constantly on the defensive, provided Black uses his initial advantage properly. In Chapter Two, I show how Black can use his handicap stones to maintain the initiative and keep White on the defensive.

The middle game is where you turn the potential territory mapped out in the opening into real territory. The key is to identify weak groups and attack them in such a way that your spheres of influence harden into real territory. Chapter Four shows concrete examples of how this is done.

The standard books for studying the topics presented in this part are Opening Theory Made Easy, 38 Basic Josekis, Attack and Defense, Get Strong at Attacking, and An Encyclopedia of Go Principles. All of these books can be found in the list of Kiseido books.

Chapter One\nThe Opening Moves

The efficiency of stones

In go, each player tries to control more territory than his opponent. To this end, each stone must work as efficiently as possible. In Dia. 1, there are three different positions. In the upper left, Black has secured nine points of territory in the corner using just six stones. On the right side, Black has again taken nine points, but this time he needed nine stones. In the center, it takes twelve stones to secure nine points.

Dia. 1

These positions lead us to a general opening principle: it is easiest to secure territory in the corner; it is harder to secure territory on the sides; and it is the most difficult to secure territory in the center.

Example opening

Dia. 2

＞＜

The opening shown in Dias. 2 to 4 follows this principle. Both Black and White place stones in the corners until all four of them have been occupied.

Dia. 3

＞＜

In Dia. 3, play progresses to the sides of the board.

Dia. 4

＞＜

Finally, Black and White start to move out into the center with 17 and 18 in Dia. 4.

In the opening, your aim should be to map out territory. Don’t worry if this territory is not secure; you may quickly secure some of it, but you can’t count on securing it all. The job of securing the territory you have staked out is in the middle game. Some of the territory you have staked out will be come your opponent’s territory and some of your opponent’s will become yours. The trick is to make sure that there is always a balance in the exchanges that take place.

Territorial balance

In the position after White 18 in Dia. 4, there is a balance in the territories Black and White have staked out. Black’s territory (or more accurately, Black’s spheres of influence) at the top is roughly balanced by White’s sphere of influence on the upper left side, while Black’s sphere of influence on the bottom left and lower left side is balanced by White’s sphere of influence on the bottom right and the right side.

It is bad strategy to play your moves in only one part of the board. You may get a secure piece of territory, but your opponent will build up such a huge lead elsewhere that you will never catch up.

Dia. 5

＞＜

In Dia. 5, Black concentrates on making impregnable territory on the bottom right. White, on the other hand, plays his stones throughout the board. After 17 moves, Black has secured about 30 points of iron-clad territory, but White’s thinly spaced stones project strong influence that is worth about 100 points in potential territory. Black can invade and neutralize some of this influence, but White’s lead is insurmountable.

Dia. 6

＞＜

Suppose Black continues with a normal approach move at 1 in Dia. 6. White responds with 2 and 4 reinforcing his territory at the top. The moves to 11 can be expected. White territory at the top is almost secured, but Black has gained almost no territory from his invasion. White ends in sente, so he secures the lower left corner with 12. Black now invades the top right with 13, but with the moves to 22, White has secured most of the right side. You can easily see that the balance of territories favors White. That is, White’s territory on the right side is about as big as Black’s territory on the bottom right, while Black has nothing to balance out White’s territory in the lower left corner and on the top left.

For the first few moves of a game, the lessons this example teaches are:

1. Spread your stones throughout the board.

2. Establish outposts throughout the board.

3. If there is an area where there are no stones, that’s a good place to play.

4. Develop virgin territory.

5. Occupy an empty corner.

Where to play in the corner

The opening of a game of go usually starts with both sides establishing a presence in the corners. The following are the five standard points that a player will usually occupy with his first moves.

Dia. 7. The 3–3 point

＞＜

The aim of Black 1 on the 3–3 point is to secure the territory in the corner, but this move doesn’t get much influence in the center.

Dia. 8. The star point

＞＜

By playing on the 4–4 point (referred to as the star point) with 1, Black aims for influence in the center. It concedes the corner to White.

Dia. 9. The 3–4 point

＞＜

When Black plays 1 on the 3–4 point, he expects to get territory along the right side as well as some in the corner.

Dia. 10. The 5–3 point

＞＜

Black 1 on the 5–3 point emphasizes the side. Black is willing to concede most of the corner to White.

Dia. 11. The 5–4 point

＞＜

Black 1 on the 5–4 point also concedes the corner to White. It aims for influence in the center and along the sides.

Approach Moves

After each player places stones in the corners, it is customary to attack or challenge them. Such moves are referred to as approach moves and the sequences that arise from them are called joseki.

Dia. 12. 3–3 point joseki

＞＜

A stone played on the 3–3 point will often be attacked with a move on the 4–4 point — White 1 in Dia. 12. With the moves to White 7, Black secures the corner territory, but White gets influence in the center. This sequence is an established joseki. It would be a good idea for you to memorize this basic pattern and others as we continue, as they are among the most common patterns that you will encounter.

Dia. 13. 4–4 point joseki

＞＜

White could also approach a 3–3 point stone with an approach farther away, such as 1 in Dia. 13. Black will usually respond with 2 or he can play elsewhere. If White were to approach closer in with ‘a’, Black would defend more tightly with ‘b’.

Dia. 14. 4–4 point joseki

＞＜

Against a stone played on the 4–4 point, the usual approach is the knight’s move of White 1 in Dia. 14. Black 2 is the standard response, but Black 2 at ‘a’ or ‘b’ are also played. White now continues by sliding to 3, Black defends the corner with 4, and White extends two spaces to 5. This is also a basic joseki.

Dia. 15. 4–4 point joseki

＞＜

Instead of 1 in Dia. 14, White could also invade at the 3–3 point with 1 in Dia. 15. The sequence to Black 12 is another basic joseki. White gets iron-clad territory in the corner, but Black gets a thick position on the outside. If there aren’t many stones on the board, Black’s thickness is judged to be better than White’s territory, so it is usually not advisable for White to play this sequence until the middle game. This joseki highlights the main weakness of a stone placed on the 4–4 point: it leaves the corner open to an invasion. However, a player who wants to pursue a strategy that emphasizes central influence will usually play a stone on the 4–4 point or the 5–4 point.

Dia. 16

Against a stone on the 3–4 point, there are two basic approach moves: the small knight’s approach at ‘a’ in Dia. 16 and the one-space approach at ‘b’.

Dia. 17. 3–4 point joseki

＞＜

Against the small knight’s approach of White 1 in Dia. 17, Black 2 is a solid response. White can answer by extending to 3 or even as far as ‘a’.

Dia. 18. 3–4 point joseki

＞＜

If White plays the one-space approach of 1 in Dia. 18, attaching with Black 2 is a popular response. The sequence to White 7 is a basic joseki. Black secures the corner and White establishes a position along the top. Black could also play 6 at ‘a’ and White could play 7 at ‘b’.

Dia. 19. 5–3 point joseki

＞＜

When Black has a stone on the 5–3 point (the marked stone) in Dia. 19, White 1 is the standard approach. Black answers by pressing down on White with 2 and 4. White secures territory on the right with 3 and 5 and Black extends from his wall to 6, establishing a position along the top.

Dia. 20. 5–4 point joseki

＞＜

The aim of playing a black stone on the 5–4 point (the marked stone) in Dia. 20 is to get influence in the center. When White approaches this stone with 1, Black plays 2, confining White to the corner. With the sequence to 7, White gets territory in the corner and Black gets influence in the center.

Corner Enclosures

Instead of making an approach move, you might choose to reinforce a corner stone with an enclosure. In the opening in Dia. 2, Black made a corner enclosure with 3 and 5. This enclosure is known as the small knight’s enclosure.

Dia. 21

＞＜

Black could also make a large-knight’s enclosure by playing 1 in Dia. 21 or a one-space enclosure with 1 in Dia. 22.

Dia. 22

＞＜

Instead of 1, Black could also make a two-space enclosure at ‘a’.

Dia. 23

＞＜

If Black starts from the 5–3 point, he could also make a small-knight’s enclosure with 1 in Dia. 23.

Dia. 24

＞＜

If he starts from the 5–4 point in Dia. 24, he can make a one-space enclosure with 1.

Dia. 25

＞＜

When Black plays his first move at the 3–3 point in Dia. 25, the corner is quite secure, so making an enclosure early on is not so efficient. However, there are times when Black might want to reinforce his position with a move at 1 or at ‘a’.

Even though Black has enclosed the corner, there is no guarantee that White won’t be able to reduce or even invade it successfully. However, Black can be confident that he will have the advantage in any fight that may arise in this area.

Pincers

When one player makes an approach move, the other often follows up with a pincer.

Dia. 26

＞＜

For example, after White approaches the 4–4 point stone with 1 in Dia. 26, White can play a pincer at 2. (Pincers at ‘a’ through ‘e’ are also possible.)

Dia. 27

＞＜

In response, White often invades the corner with 3 in Dia. 27. The moves to White 11 are a joseki. White gets territory in the corner and Black gets a thick position on the outside.

Dia. 28

＞＜

When Black has the marked stone in place, as in Dia. 28, the correct direction for Black to block is from below with 4. The moves to Black 8 are also a joseki. Again White gets the corner, but Black has mapped out a framework of territory on the upper right side with his wall and the marked stone.

Dia. 29

＞＜

If White is not happy with the result in Dia. 28, where Black has an overwhelming presence in the center while his own stones are confined to the corner, he might prefer to answer Black 2 by jumping to 3 in Dia. 29. After the joseki to 13, Black has secured a position at the top and mapped out a sphere of influence on the right side. However, White has established a presence in the center. White 13 at ‘a’ is also a joseki move. Whether or not these results are good for White depends on the overall position.

Dia. 30

＞＜

In Dia. 30, White approaches the black stone on the 3–4 point with 1. Black has various pincers, from ‘a’ to ‘f’, that he can play.

Dia. 31

＞＜

If Black plays a tight pincer with 2 in Dia. 31, White moves out into the center with 3. The result is similar to Dia. 29, except the position is shifted to the right by one space and Black has exchanged 10 for White 11.

Dia. 32

＞＜

If Black plays a high pincer with 2 in Dia. 32, the sequence to Black 6 is another joseki.

Dia. 33

＞＜

Black 2 in Dia. 33 is the farthest away that a stone can be played from an approach move for it to be a pincer. After 4, White makes a base for his stones with the moves to 9.

Dia. 34. Not a pincer

＞＜

If Black plays 2 one space farther away, as in Dia. 34, White can make an ideal two-space extension with 3.

Dia. 35

＞＜

When White makes a high approach with 1 in Dia. 35, the same range of pincers is possible as with White 1 in Dia. 30, that is, ‘a’ through ‘f’. In addition, moves such as ‘g’, ‘h’, and ‘i’ can be played. The josekis that arise are often complex, but, when confronted with a pincer, the usual strategy is to move out into the center.

Dia. 36

＞＜

For example, if Black plays a pincer at 2 in Dia. 36, the one-space jump to 3 is a good move. Black will answer by tightly defending the right side with 4.

Dia. 37

＞＜

Black may choose not to play a pincer. Often he just attaches with 2 in Dia. 37. This leads to an important joseki: the sequence to White 7.

Dia. 38

＞＜

Instead of the diagonal connection of 5 in Dia. 37, White could also make a solid connection with 5 in Dia. 38. In this case, Black will make a one-space extension to 6 and White will make an ideal extension to 7.

The reasons why White 7 in Dia. 38 is a good extension will be explained the next section.

Go Books Published by Kiseido

➤ Books available in SmartGo Books.

Introductory and General

➤ K39: How to Play Go: A Concise Introduction by Richard Bozulich and James Davies

➤ K50: Go – A Complete Introduction to the Game by Cho Chikun

➤ K31: The Second Book of Go by Richard Bozulich

K40: The Go Player’s Almanac 2001 edited by Richard Bozulich

K30: Japanese Prints and the World of Go by William Pinckard and Kitagawa Akiko

Problem Books for Beginners

Graded Go Problems for Beginners by Kano Yoshinori

➤ K46: Volume 1, Introductory Problems (35-kyu to 25-kyu)

➤ K47: Volume 2, Elementary Problems (25-kyu to 20-kyu)

➤ K48: Volume 3, Intermediate Problems (20-kyu to 15-kyu)

➤ K49: Volume 4, Advanced Problems (15-kyu to 1-kyu)

Elementary Go Series

For more than 30 years, the Elementary Go Series has been the standard texts for go players who want to get a firm grasp of the fundamentals of go. Not only is the theory of go elaborated on, the reader is also given problems to show how these theoretical concepts are applied in actual games.

➤ K10: Volume 1: In the Beginning – The Opening in the Game of Go by Ishigure Ikuro

➤ K11: Volume 2: 38 Basic Joseki by Kosugi Kiyoshi and James Davies

➤ K12: Volume 3: Tesuji by James Davies

➤ K13: Volume 4: Life and Death by James Davies

➤ K14: Volume 5: Attack and Defense by Ishida Akira and James Davies

➤ K15: Volume 6: The Endgame by Ogawa Tomoko and James Davies

➤ K16: Volume 7: Handicap Go by Yoshiaki Nagahara and Richard Bozulich

Get Strong at Go Series

A series of problem books covering every phase of the game from the opening to the endgame. Each book contains 170 or more problems ranging in difficulty from elementary to advanced. Thus, they can be used by players ranging in strength from 20-kyu to dan-level. By studying go in this problem format, you will not only learn basic principles as to why moves are made but also train yourself in thinking through and analyzing positions. You will encounter a great many of the same or similar patterns that will arise in your own games. We guarantee that diligent study of this entire series will lay the foundation for becoming a truly strong player.

K51: Volume 1: Get Strong at the Opening

K52-K54: Volumes 2–4: Get Strong at Joseki I, II, III

➤ K55: Volume 5: Get Strong at Invading

K56: Volume 6: Get Strong at Tesuji

➤ K57: Volume 7: Get Strong at the Endgame

➤ K58: Volume 8: Get Strong at Life and Death

K59: Volume 9: Get Strong at Handicap Go

➤ K60: Volume 10: Get Strong at Attacking

Mastering the Basics

A series of books, especially written for high-kyu players, for mastering the basic techniques of Go. Each book in this series consists of hundreds of problems designed to hammer home the fundamental concepts of go theory and technique. A thorough and patient study of this series is the fastest way to go through the kyu ranks.

➤ K71: Volume 1: 501 Opening Problems by Richard Bozulich and Rob van Zeijst

K72: Volume 2: 1001 Life-and-Death Problems by Richard Bozulich

➤ K73: Volume 3: Making Good Shape by van Zeijst and Bozulich

➤ K74: Volume 4: 501 Tesuji Problems by Richard Bozulich

➤ K75: Volume 5: The Basics of Go Strategy by Richard Bozulich

➤ K76: Volume 6: All About Ko by van Zeijst and Bozulich

➤ K77: Volume 7: Attacking and Defending Moyos by van Zeijst and Bozulich

➤ K78: Volume 8: Fight Like a Pro – The Secrets of Kiai by van Zeijst and Bozulich

➤ K79: Volume 9: An Encyclopedia of Go Principles by Richard Bozulich

K80: Volume 10: Close Encounters with the Middle Game by Michiel Eijkhout

➤ K87: Volume 11: Sabaki – The Art of Settling Stones by Richard Bozulich

➤ K88: Volume 12: Attacking and Defending Weak Groups by Richard Bozulich

Elementary Books

➤ K02: Basic Techniques of Go by Nagahara Yoshiaki and Haruyama Isamu

K28: Lessons in the Fundamentals of Go by Kageyama Toshiro

K36: Opening Theory Made Easy by Otake Hideo

➤ K82: Handicap Go Strategy and the Sanrensei Opening by van Zeijst and Bozulich

K83: The Basic Principles of the Opening and Middle Game by van Zeijst and Bozulich

➤ K84: The Basics of Life and Death by van Zeijst and Bozulich

K85: A Survey of Basic Tesujis by Richard Bozulich

Advanced Books

Graded Go Problems for Dan Players

K61: Volume 1: 300 Life-and-Death Problems (5-kyu to 3-dan)

K62: Volume 2: 300 Tesuji Problems (5-kyu to 3-dan)

K63: Volume 3: 300 Joseki Problems (1-dan to 3-dan)

K64: Volume 4: 300 Life-and-Death Problems (4-dan to 7-dan)

K65: Volume 5: 300 Tesuji Problems (4-dan to 7-dan)

K66: Volume 6: 300 Joseki Problems (4-dan to 7-dan)

K67: Volume 7: 256 Opening and Middle Game Problems (1-dan to 7-dan)

K81: A Dictionary of Modern Fuseki: The Korean Style

K29: Reducing Territorial Frameworks by Fujisawa Shuko

Game Collections

➤ K01: Invincible: The Games of Shusaku edited and compiled by John Power

K07: The 1971 Honinbo Tournament by Iwamoto Kaoru

➤ K91: Modern Master Games, Vol. 1: The Dawn of Tournament Go by Rob van Zeijst and Richard Bozulich, with historical notes by John Power

K92: Modern Master Games, Vol. 2: The 2014 Ten-Game Match between Gu Li and Lee Sedol, Part One: Games One to Five by Rob van Zeijst

K93: Modern Master Games, Vol. 3: The 2014 Ten-Game Match between Gu Li and Lee Sedol, Part Two: Games Six to Eight by Michael Redmond 9-dan and Rob van Zeijst

PP01: Tournament Go 1992 edited and compiled by John Power

Refining Your Go Technique

K69: Cosmic Go – A Guide to Four-Stone Handicap Games by Sangit Chatterjee and Yang Huiren

K26: The Direction of Play by Kajiwara Takeo

K33: The Chinese Opening – The Sure-Win Strategy by Kato Masao

K45: Positional Judgment – High-Speed Game Analysis by Cho Chikun

Dictionary of Basic Joseki by Ishida Yoshio

K21: Volume 1: 3–4 Point Josekis

K22: Volume 2: 3–5 Point Josekis

K23: Volume 3: 5–4 and 4–4 Point Josekis

The 21st Century Dictionary of Basic Joseki by Takao Shinji

K41: Volume One

K42: Volume Two

Go World

Go World was a quarterly magazine that covered the Japanese and international tournament scene. Analysis of games from tournaments and instructional articles for players of all levels.

A complete set of Go World from the first issue to issue #129 is available on three DVDs from Kiseido Digital. To order, go to www.kiseidodigital.com.

Ordering Info

To order books and go equipment, go to the online shop at Kiseido’s website at www.kiseidopublishing.com.

Direct from Japan

Kiseido Publishing Company
Kagawa 4–48–32
Chigasaki-shi
Kanagawa-ken
Japan 253–0082
FAX +81–467–28–5811
e-mail: kiseido61@yahoo.com
www.kiseidopublishing.com

Buy This Book

Buy the full book at gobooks.com

© 2009 Slate & Shell

This edition includes both the English and Spanish text.

About Go Books

We welcome your suggestions and feedback at books@gobooks.com. Please let us know which Go books you’d like to see included in SmartGo Books.

Go Books for Macintosh: Read about Go on your Mac. Use “Register Your Purchases” to access your books on other platforms.

Go Books is just one of several acclaimed SmartGo apps for iPad and iPhone:

SmartGo Kifu: The complete tool to study Go. With 101,000 pro games, 2,000 problems, joseki matching, and computer play.

SmartGo Player: Play a quick and challenging game of Go against the computer. SmartGo automatically adjusts the handicap to keep the game challenging, for beginners as well as seasoned players.

For up-to-date SmartGo info, we encourage you to follow @smartgo on Twitter. For information on books only, follow @gobooks.