© 2019 Board N’Stones

Black to Play!

Train the Basics of Go
5 KYU – 1 KYU

Gunnar Dickfeld

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Copyright Page

Black to Play!
Train the Basics of Go
5 KYU – 1 KYU

Gunnar Dickfeld

© 2019 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: 978–3–940563–77–4

Converted for SmartGo Books by John Mifsud.

Preface

This book is the last in the series “Black to Play”, which will accompany you on the way to Shodan, the first master rank. The level of difficulty of the problems is accordingly challenging. In addition, there is now a larger proportion of problems that involve the entire board of the game. Hence you do not train solving local problems only, but also apply various topics such as life, capturing races etc. in exemplary game situations.

With the exception of the first chapter, all exercises do not provide a help in the form of a problem text. The name of the book says it all: Black is always to play and asked to find the best solution.

With the breakthrough of Artificial Intelligence (AI) in the board game Go, some aspects of the Go game and training have changed. In the opening theory in particular, a change has taken place which makes it necessary to review the previous evaluation of opening positions as well as the appropriate recommendations of moves. It is not seldom, that an AI proposes new variations and options that deviate from the traditional way of playing. These aspects have not only been played a role within the chapter “Opening”, but they have also influenced the tasks and solutions in the chapter “Middlegame”.

Once you have worked through the book, flip it over and do a second pass to repeat and deepen! See if you can solve the same problems from the new perspective as well! This method supports you in the learning process and helps you not only to recognize the specific problem, but to internalize the underlying technique.

Good luck and enjoy!

Gunnar Dickfeld

Contents

Black to Play!
Train the Basics of Go

Copyright Page

Preface

Opening

Life and Death

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

Shape

Middlegame

Reading

Tesuji

19 × 19

Endgame

Glossary

More Books at Board N’Stones (in German)

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About SmartGo Books

Opening

In the opening the player is spoiled for the number of choices because it offers so many options and possibilities. In the problems there is only one move, sometimes several options for a good continuation.

Black to Play in each problem!

Problem 1

Kano Yoshinori 7p (W) vs. Okubo Yukio 7p (B), Honinbo, 1958
Black to play

＞＜ ▶︎

White has just attached at the shimari.

Answer 1

Correct

＞＜ ▶︎

There is only one move here. Black should push with 1 and after White 2 cut at 3. The following fight is good for Black because of its strength all around.

Variation

＞＜ ▶︎

White would have better attached on this side of the keima to avoid being separated into two groups.

After Black 4, White can now get a base with A or B in the black sphere of influence, or run out with C.

Problem 2

Cho Hunhyun 9p (W) vs. Nie Weiping 9p (B), Mingyue, 2017
Black to play

＞＜ ▶︎

Only a few stones are played here. Which are the options for Black?

Answer 2

Correct A

＞＜ ▶︎

In this game, Black continues with a simple joseki. White gets the wide extension to 6, which is also an attack against the corner above.

The outside attachment A is also playable, it was chosen by Go Seigen 1956 in the ten game match against Takagawa Shukaku for example.

Correct B

＞＜ ▶︎

The pincer at 1 is also a good choice. After Black 3, White will play its own pincer on A or B.

Otake Hideo, among others, opted for this variation against Kato Masao in the final of the NHK Cup 1994.

Instead of 1, C is also a good option for Black.

Correct C

＞＜ ▶︎

Since 2018 AI’s recommend invading the upper-left corner directly at the 3–3 point because White does not yet have a proper extension to decide whether to block on one side or the other.

Black wants to complete the invasion in sente to forestall a white extension at the top.

Problem 3

Takagi Shoichi 9p (W) vs. Otake Hideo 9p (B), Meijin League, 1985
Black to play

＞＜ ▶︎

Playing on the left side is big now, but where?

Answer 3

Correct

＞＜ ▶︎

An approach to the upper left corner is generally considered correct.

In the game, White played a pincer with 2, which Black counters after exchanging 3 for 4 first with an own pincer at 5. This continuation is balanced.

Variation

＞＜ ▶︎

While the human players consider a pincer around A, B or C as response to the black approach move, the AIs suggest pushing with White 2 here. This continuation is also considered balanced.

Variation

＞＜ ▶︎

The high approach is also playable and the AI expects the sequence to 8. Black now has as a big follow up the points A and B to choose from.

Black usually chooses the low approach instead of 1 because he fears that White will finish the joseki on C instead of 6 and takes sente after 7.

Problem 4

Iyama Yuta 9p (W) vs. Cho U 9p (B), Meijin Final, 2018
Black to play

＞＜ ▶︎

White has just invaded the top right corner.

Answer 4

Die Partie

＞＜ ▶︎

In the game Black decided to block the upper side.

After 13, White may consider running out with A and fight immediately, or choose another continuation on the board. Black will respond to A at B.

Variation

＞＜ ▶︎

The rule of thumb is that you should block on that side where a black stone is already in place. This is followed by numerous professional players and they block here at 1.

After White 6 the kakari 7 is preferred for a fast development.

Now it is very big to play around A. White has to weigh whether to play there himself or to respond to the kakari.

Variation

＞＜ ▶︎

With the rising of AI, some new and complicated joseki variations have emerged, such as the one shown here.

After Black 5 White can play 6 and after Black 7 cut with 8 and 10. The continuation leads into a fight.

Problem 5

Lee Sedol 9p (W) vs. Gu Li 9p (B), Chunlan Cup, 2014
Black to play

＞＜ ▶︎

Which are the options for Black?

Answer 5

The game

＞＜ ▶︎

In the game Black played a second kakari at the bottom and then completed the sanrensei formation on the right.

Black leaves now the next move to White, for example an own corner approach with A or B, or a wide pincer on C or D.

Variation

＞＜ ▶︎

In a typical continuation Black finishes the joseki building a solid base. White has now the choice how to progress with the flow of the game by choosing between points A to D.

As just one example may be seen the game of the 1995 Kuksu Final between Lee Changho 7p (W) and Cho Hunhyeon 9p (B).

Variation

＞＜ ▶︎

The AIs have a preference for going straight into the corner. After the new joseki sequence White leaves the position as it is to take a big point.

If Black wants to play on the right side instead of the 3–3 invasion and the second corner approach, then A is a good and solid point.

Life and Death

Life and death is the most basic and important element that needs to be considered for strategic considerations and is therefore crucial to the course and outcome of a match.

Problem 16

Black to play

＞＜ ▶︎

Answer 16

Correct

＞＜ ▶︎

The atari 1 prevents two eyes, because Black can jump into the corner at 3.

Variation

＞＜ ▶︎

If White defends with 2, Black kills with 3 and 5.

Problem 17

Black to play

＞＜ ▶︎

Answer 17

Correct

＞＜ ▶︎

Black makes an eye and prevents that White can approach.

Failure

＞＜ ▶︎

Every other move, such as 1, fails because White can fill the supposedly larger eye from the inside.

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© 2019 Board N’Stones

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