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Test Your Go Strength

By Naoki Miyamoto 9-dan
Translated by Richard Bozulich

Kiseido Publishing Company
Chigasaki, Japan

Buy the full book at gobooks.com

How strong are you? Here is a book that will test your perceptiveness in the opening, middle game, and endgame.

Miyamoto has selected 50 situations that might arise in typical games. In each he poses the challenge to find the best of 5 points. Will your answer be the best play or the worst? Regardless, you will find a clear explanation of the strengths and weaknesses of the move. As you work your way through this book, you will discover the strengths and weaknesses of your own game, and you will gain an understanding of how to increase your playing strength.

You will gain an indication of what your rating may be, but, more important, you will exercise your Go judgment, so that you can avoid bad moves and find powerful plays in your own games.

Copyright Page

Test Your Go Strength

by Naoki Miyamoto 9-dan

Copyright © 1975, 1991 by Ishi Press, 2021 by Kiseido Publishing

All rights reserved according to international law. No part of this book 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 Kiseido Publishing Company.

First printed in December 1975 under the title What’s Your Rating?

Published by
Kiseido Publishing Company
Kagawa 4–48–32
Chigasaki-shi, Kanagawa-ken
Japan 253–0082

Cover: Go-board Tadanobu fights off his attackers by wielding a Go board. Taken from an ukiyo-e by Kuniteru, 1886. (From the Kiseido collection.)

Converted for SmartGo Books by John Mifsud.

Contents

Test Your Go Strength

Copyright Page

Preface

Part 1 Fuseki Problems

Problem 1

Problem 2

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

Problem 3

Problem 4

Problem 5

Problem 6

Problem 7

Problem 8

Problem 9

Problem 10

Problem 11

Problem 12

Problem 13

Problem 14

Problem 15

Problem 16

Problem 17

Problem 18

Problem 19

Problem 20

Part 2 Middle Game Problems

Problem 21

Problem 22

Problem 23

Problem 24

Problem 25

Problem 26

Problem 27

Problem 28

Problem 29

Problem 30

Problem 31

Problem 32

Problem 33

Problem 34

Problem 35

Problem 36

Problem 37

Problem 38

Problem 39

Problem 40

Part 3 Endgame Problems

Problem 41

Problem 42

Problem 43

Problem 44

Problem 45

Problem 46

Problem 47

Problem 48

Problem 49

Problem 50

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About SmartGo Books

Preface

This book is the first volume of a collection of problems from the popular series which has been appearing in the magazine ‘Igo Shincho’ over the last number of years. It is a unique series in that by solving these problems and recording your score you can get some idea of your actual go strength.

The problems are divided into three parts; the first part consists of 20 problems on the fuseki, the second part 20 problems on the middle game, and the third part 10 problems on the endgame. In each problem you have a choice of five moves. Each move is given 10, 8, 6, 4, or 2 points depending on how good or how bad it is. At the beginning of each section there is a sheet on which to keep your score as you go along with a rating for the number of points scored in each section. [We hope to provide automatic scoring in a future version of Go Books; for now, please keep track of your scores manually.]

If you approach these problems as if they occurred in one of your own games, I’m sure that this book will both be interesting and increase your strength by one stone.

Naoki Miyamoto, 9-dan

Part 1
Fuseki Problems

Equivalent rating for total score in this section:

64 points or less 6-kyu or under

66–78 points 5-kyu

80–92 points 4-kyu

94–104 points 3-kyu

106–118 points 2-kyu

120–132 points 1-kyu

134–144 points 1-dan

146–158 points 2-dan

160–172 points 3-dan

174–182 points 4-dan

184–190 points 5-dan

192–198 points 6-dan

200 points 7-dan

Problem 1

Black to play

There are so many big points to play that a player who did not become confused would be quite strong.

Answer 1

Answer E: Correct
10 Points

Ref. Dia. 1

Ref. Dia. 2

Always remember that the biggest extensions are the ones which, rather than simply being big points along the side, contain a threat of attack. Compare the difference if White is allowed to play 1 in Ref. Dia. 1. On the other hand, after Black plays 1 in Answer E, he can play a capping move at 1 in Ref. Dia. 2, eclipsing any prospects White might have had on the right side.

Answer C
8 Points

Extending from the corner enclosure in the lower right with 1 is the usual move in the opening stages, but then White would be able to get breathing room on the right side by playing 2.

Answer B
6 Points

Black could also jump into the middle of White’s position on the left side; no matter from which direction White attacked, Black could secure a base by extending to either ‘a’ or ‘b’. Should Black play this move, White would be unable to make a large area on the left side, but such a move is too conservative and lacks the power of Answer E.

Answer D
4 Points

Attacking the white stone with 1 in the upper right is also a good move, but again, White can extend to 2 and the outcome is not as interesting as you might have expected.

Answer A
2 Points

Black 1 is off target. If White attacks with 2, you have almost no room to maneuver. If you want to invade the left side, play Black 1 in Answer B because there you can make an ideal extension in either direction.

Problem 2

Black to play

When trying to find the best move, it is often helpful to look at the position from your opponent’s point of view.

Answer 2

Answer B: Correct
10 Points

Black 1 is the most important point on the board. White is almost forced to defend with 2, after which Black can take up position on the right side with 3.

In place of Black 1, to play at 2 first would be in the wrong direction. White would simply respond at 1 and, depending on Black’s next move, either play at ‘b’ or invade at ‘c’.

Ref. Dia. 1

If Black neglects to play B, White can turn at 1 in this diagram and his potential for constructing a large territory on the left side is greatly increased compared to Answer B.

Answer E
8 Points

Black 1 is the ideal point on the right side. However, after White 2, White’s territorial potential on the left is increasing. It is necessary to limit the size of the left side by first playing 1 in Answer B.

Answer A
6 Points

The kakari at Black 1 is certainly a big move, but it misses the most important point. Moreover, compared to the move on the right side, it is not as big.

Answer C
4 Points

Since the white stones in the upper right are alive, it is pointless to contain them with Black 1. This gives White the chance to jump into the right side with 2.

Answer D
2 Points

Moves as restrained as Black 1 should never be made. Black 1 in Answer E is the correct way to play on the right side.

Problem 21

Black to play

Black has a beautiful move.

Answer 21

Answer E: Correct
10 Points

1 and 3 check White’s advance and leave Black with a vast area on the lower side.

Ref. Dia. 1

On the other hand, if White gets to play at 1 in Ref. Dia. 1, after the exchange of 2 for 3, the Black stones on the right will be vulnerable to attack and the Black area on the lower side will not be as large.

Answer B
8 Points

Black 1 seems to be a good move which maps out a large territory, but after 2, White’s progress into the center cannot be stopped.

Answer C
6 Points

This is a solid move which prevents the lone white stone on the left from causing trouble, but White 2 is the crucial point.

Answer A
4 Points

Black can live in the upper left corner with 1 and 3, but White’s position there will become strong and this will have an effect on Black’s large area on the lower side.

Answer D
2 Points

This move is unnecessary. You are placing a stone where you are already strong. Those kinds of moves are over-cautious.

Problem 41

White to play

Not very many stones have been played, but the game has already gotten to the large endgame stage. The situation in the upper left is a seki. There’s a big move here that is hard to see.

Answer 41

Answer B: Correct
10 Points

White 1 is the biggest endgame move. Black 4 is forced, and then White can take a big profit on the upper side with 5. Instead of 4 —

Ref. Dia. 1

If Black fights back with 1 in Ref. Dia. 1, White will counterattack with 2 and 4, and the white upper left corner will fall to him.

Answer E
8 Points

Black 1 is a really big move, but in the endgame, you should always try to find moves like White 1 in Answer B.

Answer D
6 Points

White 1 is also a rather good move—you can imagine how big it really is if you consider Black’s playing ‘a’ first—but Answer B is still bigger, because after the sequence to 5 there, Black must worry about his stones on the upper side.

Answer C
4 Points

It is usually a good idea to correct the defects in your position, but Black 2 is a big move and White is left feeling a bit dissatisfied.

Answer A
2 Points

White 1 is not a very interesting move. White need not worry about Black’s playing at 1, because he would be able to cut him off by playing at ‘a’.