© 2018 by Richard Bozulich

Mastering the Basics, Volume Twelve

Attacking and Defending Weak Groups

By Richard Bozulich

Buy the full book at gobooks.com

When evaluating a position, besides determining the balance of territories, an important consideration is the identification of weak groups. Positions often arise in professional games where one side seems to have secured a sizable amount of iron-clad territory, while the other side has little or even no area of the board that he can count on as territory. However, if the side with all the territory has a weak group, the other side can rectify this territorial imbalance by attacking that group. The purpose of the attack is not to capture the weak group, but to harass it and, in the process, build influence that will negatively affect the opponent’s groups elsewhere on the board.

Even when the territorial balance is relatively even, one side can gain an advantage by attacking a weak group. On the other hand, failure to reinforce a weak group can result in the disruption of the territorial balance.

This book covers all the techniques of attacking and defending weak groups. Each of the first nine chapters starts with a few examples of the technique under study, then continues with a few problems showing how that particular technique was used in a professional game. The tenth chapter presents additional problems whose solutions draw upon the techniques studied in the preceding nine chapters.

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Copyright Page

Attacking and Defending Weak Groups

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

Copyright © 2018 by Richard Bozulich

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: 978–4–906574–88–9

Converted for SmartGo Books by John Mifsud.

Contents

Attacking and Defending Weak Groups

Copyright Page

Preface

A Glossary of Go Terms Used in this Book

Introduction: Make Territory While Attacking

1. Invading Spheres of Influence

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

2. Attacking the Two-Space Extension

Problems 1 to 4

3. Attacking and Defending Weak Groups

Problems 5 to 10

4. Creating and Attacking Heavy Stones

Problems 11 to 16

5. The Direction of Play

Problems 17 to 24

6. Invading Thin Positions

Problems 25 to 30

7. Leaning Attacks

Problems 31 to 34

8. Splitting Attacks

Problems 35 to 38

9. Robbing a Group of its Base

Problems 39 to 42

10. Miscellaneous Problems

Problems 43 to 50

Problems 51 to 60

Problems 61 to 62

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Preface

When evaluating a position, besides determining the balance of territories, an important consideration is the identification of weak groups. Positions often arise in professional games where one side seems to have secured a sizable amount of iron-clad territory, while the other side has little or even no area of the board that he can count on as territory, as the following example illustrates.

Dia. 1

＞＜

The position in Dia. 1 arose in a game between top professionals. Black has secured iron-clad territory in the lower left and right corners. His stones on the upper left side are stable and he can expect to reap about 15 points in the upper right corner. Conservatively, Black has about 40 points of territory. White, on the other hand, can optimistically count on only about 15 points in the bottom left and a few more points from his position on the top left. In short, White is considerably behind territorially.

Black, however, has a weak group; namely, the marked stones. If White is to have any hope of rectifying this territorial imbalance, it is by attacking this weak group, and the way to attack it is with the capping move of White 1. It is not White’s aim to capture this group. Rather, it’s aim is to harass it and, in the process, to build influence that will negatively affect Black’s other groups, in particular the one in the upper right corner.

You should note that playing 1 at ‘a’ will not rectify this territorial imbalance. White ‘a’ is an endgame move and worth only a few points. Besides, it ends in gote.

White eventually won this game, but he was able to do so only because he had a weak group to attack. (See Problem 45.)

A Weak Group is Worth Minus 20 Points.

A weak group is a burden. It is said that a weak group is worth minus 20 points. However, it is often impossible to avoid having a weak group. During the opening stages, the players stake out positions and try divide the board evenly. But, in order to win, a player needs theoretically to get just a bit over 50% of the board. This means taking some risk, and risky play gives rise to weak groups.

Professionals are resigned to having weak groups in their games. In one way or another they can find a way to settle them (make sabaki). However, when weak groups do arise, the fighting becomes focused on them.

‘Urgent Moves before Big Moves’

This is a well-known proverb; it concerns weak groups that might arise in the opening or early middle game. First of all, what is meant by a big move?

Big moves are the moves played in the opening where the players stake out their spheres of influence. They are:

Occupying an empty corner;
Approach moves;
Pincers;
Enclosing a corner;
Extensions along the sides.

Dia. 2

＞＜

Examples of these moves are shown in Dia. 2. Black 1 and 3 and White 2 and 4 occupy empty corners.

Black 5 encloses a corner.

White 8 and 10 as well as Black 13 and 17 are approach moves. That is, they approach a stone that occupies a corner point.

Black 7 is an extension along a side.

White 14 and White 18 are pincers. White 18 is also an extension from the stone at 14.

In this book, I will often refer to such moves as ‘a big opening move’, ‘a big opening extension’, etc.

Urgent Moves

Dia. 3

＞＜

In Dia. 3, the marked stones are weak and in ‘urgent’ need of reinforcement, so Black plays 1. White defends the bottom left with 2 and Black plays 3, securing his stones and taking a bit of territory as well.

Dia. 4

＞＜

However, if Black plays a big opening move by making a corner enclosure with 1 in Dia. 4, White will go on the attack with the peep of 2, then start to stake out the territory at the bottom with 4. Black’s stones are now without a base and will have to escape into the center to make eyes. As they run away, White will harass them and, in the process, most likely be able to make territory at the bottom and on the right side.

What this proverb is actually telling us is that settling weak groups takes priority over all other moves. This also implies that if your opponent has a weak group, attacking it takes priority.

The first nine chapters of this book cover all the techniques of attacking and defending weak groups. Each chapter starts with a few examples of the technique under study, then continues with some problems, each showing how that particular technique was used in a professional game. The moves through the middle game are provided for those games so the reader can see how the games develop and to get a feel of the tenacity of professional play, how they fight back and often eke out a win from a disadvantageous position. Access to the complete games are also provided online at https://gobooks.com/k88.html.

Identifying weak groups, then attacking or defending them, is an important aspect of go strategy. Scant attention has been paid to this topic in the go literature, but, if you are to become a dan-level player, it is necessary that you become adept in the techniques presented in the following chapters.

Richard Bozulich
November, 2018

A Glossary of Go Terms Used in this Book

Aji — The latent possibilities that exist in a position. Although these possibilities may never be realized, their existence influences the course of the game and enables certain moves to be made.

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

Fuseki — The opening moves of a game.

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.

Jigo — A drawn game in which both sides have equal territory. When this arose in games without komi or when a half point was not added to the komi, White was adjudicated the winner.

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

Kikashi — A forcing move, requiring an answer, that gains an advantage.

Komi — Compensation points added to one side’s territory at the end of the game. Nowadays 6 ½ points are added to White’s territory in an even game to compensate for the disadvantage of moving second.

Moyo — A large framework of potential territory.

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.

Tesuji — A skillful tactical move that accomplishes some objective.

Introduction
Make Territory While Attacking

When beginners first learn to play go, they are taught that go is a game of territory and the player who controls more territory at the end of the game wins. In addition, the beginner is advised that it is easier to secure territory in the corner than it is to secure it in the center. These ideas, although valid in a general sense, are misleading.

Unfortunately, many players try to apply them as strategic principles, leading them to play defensively and lose the initiative by grabbing a few points in the corner or on the sides. They fail to understand that the correct way to secure territory is to do so while attacking, and the target of an attack can only be a weak group. Let’s look at an example.

Dia. 1

＞＜

In the five-stone handicap game in Dia. 1, White has managed to secure almost 40 points of territory. On the other hand, Black is thick in the center and he dominates the bottom and left side, but he has yet to secure actual territory — he has only a vast sphere of influence. There are a number of places (such as ‘a’ to ‘d’) where White can invade and secure a living group. For example, he can start with the attachment of 1. Such an attachment often confuses kyu-level players, but, if Black plays solid moves and simply aims to confine White to the side, he will emerge with an advantage.

Dia. 2

＞＜

Black should start by blocking with 2 in Dia. 2. White’s best resistance is to extend to 3. When Black connects at 4, he has secured more than 10 points of territory on the upper left side. White must now make eyes for his two stones, so he slides to 5. But Black 6 secures the territory in the lower left corner while keeping up the pressure on White’s group, which is still in danger of dying. White must keep on struggling to live.

Dia. 3

＞＜

White pushes out into the center with 9 in Dia. 3, but he must come back and defend against a cut with 11. Black extends to 12, naturally reinforcing and expanding his territory at the bottom. White continues to push out into the center with 13 and 15, so Black again expands his territory at the bottom with 16.

Dia. 4

＞＜

White fights back with the hane of 17 in Dia. 4, but, after 22, Black has more than 40 points of iron-clad territory at the bottom, more than 10 points on the upper left side, and significant potential for territory in the upper left and lower right. Moreover, White’s group still does not have two eyes.

Weak Groups and Thin Positions

To state the obvious it is useless to attack strong groups. You can only expect to profit by attacking groups that are weak; that is, groups that do not yet have two eyes.

If a group cannot make two eyes where they have their primary base, then they will have to move out into the center, where there is more space to make them, or to link up with a friendly group that already has one or two eyes.

During the middle game and even in the opening stages (fuseki), your priority should be to identify weak groups and attack them. As the besieged group is struggling to make eyes, you can secure territory and create strategic influence by threatening to kill it.

If your opponent does not seem to have a weak group, your strategy should be to find a way to create one. This can often be achieved by cuts or splitting attacks or by invading thin positions.

If there are no weak groups or thin positions on either side, then the strategic part of the game is probably over and the endgame stage has arrived. Your aim now is to find the most profitable moves. The middle-game fighting is over and the endgame has begun.

1. Invading Spheres of Influence

Dia. 1. White’s options

Black has a thick wall in the upper right and a strong, tight corner enclosure in the lower right corner. If Black is allowed to reinforce this sphere of influence, it could turn into large secure territory. Therefore, White will want to establish a position within this area. There are three points worthy of consideration, ‘a’, ‘b’, and ‘c’. However, at whichever point White decides to invade, he will end up with a weak group. Therefore, if Black is to realize the value of his thick positions, he must attack the invading stone.

Dia. 2. Inferior

＞＜

White’s first instinct might be to play under the star point at 1. But this is too close to Black’s thickness above. (The proverb advises us not to play close to thickness.)

Dia. 3. Black attacks.

＞＜

Black attacks White’s stone by extending from his enclosure with 2. White is forced to extend to 3 and Black continues to attack with 4, expanding his influence in the lower right. In the meantime, White’s two stones are under a severe attack. Perhaps they can survive, but, as they struggle to live, Black’s sphere of influence will be turning into iron-clad territory.

White 1 in Dia. 2 did not produce a good result. What about ‘b’ in Dia. 1?

Dia. 4. Best for White

＞＜

If White invades at 1, Black will again drive White towards his thickness above with the pincer/extension of 2. This time White can make a two-space extension to 3, so his stones are not as cramped as in Dia. 3. However, they are still vulnerable and under attack so White must find a way to settle them.

Dia. 5. Bad for Black

＞＜

Black must not answer White 1 by extending to 2. This move is too close to his thickness above, leaving his position overconcentrated. One must not play close to thickness whether it is one’s own or the opponent’s. White’s two stones at 1 and 3 are now facing a relatively thin enclosure instead of an overwhelming thick wall as in Dia. 4, so he has more room to maneuver.

Dia. 6. Bad for White

＞＜

If White invades with 1 (‘c’ in Dia. 1), then extending to 2 is the perfect distance from Black’s thickness above. White can only make a one-space extension to 3 and Black goes on the attack with 4, expanding his sphere of influence in the upper right.

In summary, White 1 in Dia. 4 is probably White’s best option if he wants to establish a foothold within Black’s sphere of influence. After White 5, Black can play the sequence ‘a’–White ‘b’–Black ‘c’, robbing White of a base for his stones.

Dia. 7. Black to play

This diagram is similar to Dia. 1 except that it is Black’s turn to play and he has a stone on the star point instead of an enclosure in the lower right corner. Which is the better move, Black ‘a’ or Black ‘b’?

Dia. 8. The ideal point

＞＜

Black 1 is the perfect point. It is not too close to Black’s thick wall above and it is relatively close to Black’s 4–4-point stone below. If White approaches with 2, the stones at 3 and 1 make a tight defense of Black’s territory on the lower right side.

Dia. 9. White is heavy.

＞＜

If White approaches on the inside with 2, Black exchanges 3 for White 4, then defends the bottom with 5. Black 1 is now on the perfect point for attacking the two white stones.

Dia. 10. White’s sabaki

＞＜

With respect to the thick black wall on the right, Black 1 is also a good point, but, with respect to the stone on the 4–4 point, it is a bit loose. If White approaches on the inside with 2, White can extend to 6. Admittedly, White’s position is a bit cramped, but it is better than the result White got in Dia. 9. White has moves at ‘a’, ‘b’, or ‘c’ to settle his stones.

Dia. 11. Black is thin.

＞＜

If White approaches from the outside with 2, Black 3 is the natural response. Compared with Dia. 8, however, Black’s stones are much thinner in this diagram, as White has the invasion points of ‘a’ and ‘b’ to aim at.

Dia. 12. A common opening pattern

＞＜

The opening from 1 to 5 is often seen in professional games. White has many ways to split up the right side, but White 6, precisely in the middle of Black’s two positions, is the most logical. If Black makes a checking extension at ‘a’, White can make a two-space extension to ‘b’; if Black ‘c’, White plays a two-space extension to ‘d’. White could also play 6 one line above or below. For example —

Dia. 13. Counterattack

＞＜

Suppose White plays 6. If Black plays a checking extension with 7, White will extend to 8. Black now attacks with 9, but White can counterattack the marked small knight’s enclosure with 10.

Dia. 14. No counterattack

＞＜

When Black has the marked one-space enclosure, the situation is a bit different. Since this enclosure is strong toward the center, White has no good counterattack, so he must meekly run away into the center with ‘a’. White ‘b’ and ‘c’ are alternative moves.

Dia. 15

＞＜

When Black has the one-space enclosure, White 6 is sometimes played. If Black extends to 7, White extends to 8 and, since he still has room between his stone at 8 and the black enclosure, he can consider his stones settled.

Dia. 16. The logical move

＞＜

Making a checking extension from his enclosure with Black 7 is the logical move, but White has no need to worry. Black’s stone on the 4–4 point is weak, so, when White extends to 8, White must defend with 9 and 11. White now jumps to 12 and his stones are secure.

Dia. 17. Black to play

＞＜

White 6 splits up the right side. After Black 7, White should settle his stones with an extension to ‘a’. If White makes an enclosure with 8, Black plays a pincer with 9. After White 10, how should Black continue?

Dia. 18. The capping move

＞＜

Black may want to refrain from attacking the marked white stone and take a big opening point with the approach of ‘a’. Eventually, however, if the opportunity still exists, he will want to secure the territory on the right side and eliminate any aji that the marked white stone may have.

The cap of Black 1 is the correct move in this position. White has two avenues of escape: the diagonal moves of ‘b’ and ‘c’. Escaping with ‘b’ is not viable because of Black’s strong corner enclosure below, so White will run away at ‘c’.

Dia. 19. Good for Black

＞＜

After White 2, Black attacks with the knight’s move of 3. The cap at 1 together with 3 is a standard attacking combination. White struggles to get out into the center with 4 to 8, but this also induces Black to secure the territory in the upper right corner with 5 and 7. Black now plays a hane with 9, then drives the white stones towards the top with 13 and 15. Whether or not White can live will depend on the relative strengths of the players, but in any case, White has gained zero territory with his moves. As for Black, besides having secured the territory on the right side, he has built a wall facing the center. If Black had first exchanged ‘a’ for White ‘b’, he would have the beginnings of a large-scale moyo.

Dia. 20. Black 3: the wrong direction

＞＜

After the exchange of Black 1 for White 2, pushing up with 3 is strategically inconsistent with the aim of Black 1. After 6, White’s stones are out into the center and the stone at 1 has become a wasted move. White can now aim to invade the upper right corner with ‘a’.

Dia. 21. Lacking in severity

＞＜

The diagonal move of Black 1 is not severe enough. White pushes up with 2. If Black plays a hane with 3, White will attach with 4, then bulge out with 6. After Black extends to 7, White 8 moves out into the center with good momentum. Other than reinforcing his stones on the lower right side with 5, Black has made little progress and he is still vulnerable to a white invasion at the 3–3 point in the upper right corner.

Dia. 22. Lee Sedol (black) vs. Chang Hao

＞＜

Here is an example from a professional game. After White makes a large-knight’s enclosure with 6, Black splits up White’s sphere of influence with 7. White makes a checking extension to 8 and White responds with a two-space extension to 9. White now defends the corner with 10 while pressing Black’s two stones. Since Black is being attacked from above by 8 and below with 10, both moves of which are one space away, his stones are in danger, so Black defends them by jumping to 11.

Dia. 23 (12–26)

＞＜

White now switches to the top right with the approach of 12; the joseki to Black 23 ensues. Black now has a thick position at the top and a thick enclosure in the lower right corner that combine into a large sphere of influence. White plays 24 so as to split the two black positions. Black 25 is a tight extension that limits White’s eye-making potential on the lower right side, so he moves out into the center with the diagonal move of 26. Next —

Dia. 24 (27–39)

＞＜

Black now goes on the attack by capping with 27. White runs away with 30 to 36, trying to get eye shape at the bottom, but Black keeps him hemmed in with 31 to 37. White has failed to make eyes for his group, but Black has reinforced his territory in the corner while building influence facing the left with 31, 33, and 37. White now plays 38, hoping to be more successful in getting eyes for his group on the upper right side. Black caps with 39 expanding his influence in the center.

Dia. 25 (40–84)

＞＜

White’s group is in trouble and he must find a way to make two eyes on the left side. White manages to do this with the moves from 40 to 84, but he ends in gote and Black comes out of this struggle with a thick position in the center, which will be crucial in sealing his victory.

For a commentary on this game, see Kisedo’s publication, Fight Like a Pro — The Secrets of Kiai.

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The 21st Century Dictionary of Basic Joseki by Takao Shinji

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