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© 2018 Board N’Stones

Black to Play!

Train the Basics of Go
10 KYU – 5 KYU

Gunnar Dickfeld

Buy the full book at gobooks.com

Copyright Page

Black to Play!
Train the Basics of Go
10 KYU – 5 KYU

Gunnar Dickfeld

© 2018 Board N’Stones
Board N’Stones is a trademark of Brett und Stein Verlag, Gunnar Dickfeld, Frankfurt a.M.
All rights reserved.

Cover Design: HAMMERGEIGEROT

ISBN of the printed book: 978–3–940563–76–7

Converted for SmartGo Books by John Mifsud.

Preface

For more than four thousand years people have been fascinated by the Asian strategy board game Go. It has always been regarded as a beneficial way to foster creative thinking.

This exercise book is aimed at players who can’t let go of this fascination and now want to work towards a better understanding of the game. The degree of difficulty of the tasks is thus beyond a beginner – here begins the training.

Therefore, with the exception of the first chapter, all exercises omit any help in the form of a task text. The name of the book says it all: it’s always Black’s turn to play and to find the best solution. The book contains challenging tasks from all the fundamental areas: opening, middle game, tesuji, life and death, and endgame. It is rounded off by three special sections dedicated to the topics of shape, reading and ko.

Within each section, the tasks vary from easy to tricky. Do not be discouraged if you can not solve one or the other exercise right away or not at all. This is intentional, because the same exercise may be a little easier for some players and slightly more difficult for others. Every Go player evolves his strengths differently. If you really get stuck, skip the exercise and let the problem ‘mature’ in the back of your mind. Treat yourself to a second round later, to repeat and deepen the tasks you have solved, and for a second try of the ones unresolved!

Good luck and enjoy!

Gunnar Dickfeld

Contents

Black to Play!
Train the Basics of Go

Copyright Page

Preface

Opening

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

Shape

Tesuji

Reading

Middlegame

Ko

Life and Death

Endgame

Glossary

More Books at Board N’Stones (in German)

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About SmartGo Books

Opening

In the opening, the selection of points is huge. It will be made easier for you by providing you two points to choose from. Black is always to play. Justify your decision.

Problem 1

Black to play

Invade at A or develop the moyo?

Answer 1

Correct

Black 1 is the biggest point, because it is expanding the moyo at the bottom.

If Black invades at A instead, the sequence until G follows and then White will invade the lower side at H in sente.

Problem 2

Black to play

Approach the corner with A or extend along the edge with B?

Answer 2

Correct

The joseki at the bottom is not finished yet, so Black 1 is important. White can now take the big point 2 or play a pincer against the stone on the right side. After White 2 an extension to A is big for Black.

If Black chooses the extension to B instead of 1, then White will take the initiative and attack with C.

Problem 3

Black to play

The contact move at A or defend the side with B?

Answer 3

Correct

Black 1 not only protects the corner, it also puts White under pressure. After White 4, there are still weak points at A and B.

If Black simply plays C, then White can press at D and not only connect his stones, but also build influence to the center.

Problem 4

Black to play

Cut, but on which side?

Answer 4

Correct

Black should cut with 1 on the inside, because the sequence to 7 builds a solid wall that fits very well into its opening.

If Black first cuts at 3, White captures the cutting stone and Black takes the corner with 1 and 2. The opening is not used optimally and the aji of a hane at A is unpleasant for Black.

Problem 5

Black to play

The kosumi at A or the one-point jump at B?

Answer 5

Correct

Black 1 separates the white groups. After the sequence to 5, Black looks forward to a good fight.

Defending the corner with A is too passive. White encloses Black at B first and threatens to exploit the remaining weakness at C later.

Shape

In a strong go game players are paying attention to good and bad shape. In this chapter, you train your sense of shape.

Problem 24

Black to play

Answer 24

Correct

Black 1 is good shape with potential for eyes. If Black extends at A, White can attack with B, Black 1, White C and Black D.

Problem 25

Black to play

Answer 25

Correct
4: connects

The counter-atari at 1 is correct. If White connects after 3 then 5 and 7 lead to a good shape for Black. Black should not connect at 2, because then White pulls out his stone.

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© 2018 Board N’Stones

This edition includes the English, German, and French text.