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Get Strong at Go Series, Volume 9

Get Strong at Handicap Go

by Nagahara Yoshiaki 6-dan & Richard Bozulich

Kiseido Publishing Company
Chigasaki, Japan

Buy the full book at gobooks.com

A fundamental technique that every go player must learn is how to use thickness to make territory, and the fastest way to master this technique is to study handicap go. This is because the handicap stones on the star points are influence oriented, so you must play for thickness and central influence instead of immediately going for territory. Moreover, your initial advantage as black in a handicap game makes it easy to build thickness and, since White will have weak stones, you can use your thickness to attack them while making territory.

Get Strong at Handicap Go is the book that will show you how to do this. The problems are taken from actual games and there are two to four problems for each game. In this way you can see where Black went wrong and how White took advantage of Black’s mistakes. For this reason these problems will be useful even for stronger players who want to improve their ability in giving handicaps. All the standard handicaps are covered, from nine to two stones, so whatever your strength, you will find the material in this book invaluable.

Copyright Page

Get Strong at Go Series, Volume 9
Get Strong at Handicap Go

by Nagahara Yoshiaki 6-dan & Richard Bozulich

Copyright © 1998 by Richard Bozulich and Nagahara Yoshiaki

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 by Kiseido Publishing Company.

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

ISBN of the printed version: 978–4–906574–59–9

Converted for SmartGo Books by John Mifsud.

Contents

Get Strong at Handicap Go
Get Strong at Go Series, Volume 9

Copyright Page

Preface

Some Important Terms and Concepts

Chapter One
Eight- and Nine-Stone Handicaps

Problems 1–9

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

Problems 10–19

Problems 20–29

Problems 30–38

Chapter Two
Six- and Seven-Stone Handicaps

Problems 39–49

Problems 50–59

Problems 60–69

Problems 70–79

Problems 80–90

Chapter Three
Four- and Five-Stone Handicaps

Problems 91–99

Problems 100–109

Problems 110–119

Problems 120–129

Problems 130–137

Chapter Four
Two- and Three-Stone Handicaps

Problems 138–149

Problems 150–159

Problems 160–165

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Preface

Playing and studying handicap go is the best way for the novice to learn how to use thickness to make territory. This is because the handicap stones on the star points are influence oriented, so you must play for thickness and central influence instead of immediately going for territory. Moreover, your initial advantage as black in a handicap game makes it easy to build thickness and, since White is sure to have weak stones, you can use your thickness to attack them while making territory.

The problems in this book are not meant to be solved as one would solve a tesuji or a life-and-death problem, where there is usually only one correct answer. There are probably other ‘correct’ answers to many of the problems here. Instead, they should be approached from the standpoint of providing good strategic ideas and ways to think about a handicap-go position. The wrong answers are also instructive in showing you the kind of moves that should be avoided and how White can take advantage of Black’s slack moves.

The best way to study this book is to go through a chapter and try to solve the problems there, approaching each of them as you would a position that might occur in one of your games. When you finish the chapter, go back and read the introduction to that chapter and focus on the problems referred to there. You should then go back over all the problems and dwell on each of them, comparing the correct answer to the wrong answer and to the answer that you chose.

Most of the problems in this book were taken from actual games and there are two to four problems for each game. In this way you can see where Black went wrong and how White took advantage of Black’s mistakes, so these problems will be useful even for stronger players who want to improve their ability in giving handicaps.

Nagahara Yoshiaki
Richard Bozulich
August 1998

Some Important Terms and Concepts

We first introduce some Japanese and English go terms used in this book. Most of them can be found in any beginner’s book, but we define them here for the benefit of readers who may not be familiar with them.

aji

Aji refers to 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.

Dia. 1a

In Dia. 1a the marked white stone in the corner is dead, but it still has aji. Because of its aji, White need not fear Black’s pushing through at A, so he can jump to 1, rescuing his three stones at the top.

Dia. 1b

If Black does push through and tries to confine White to the top with 1 and 3 in Dia. 1b, White ataris with 4. After Black defends with 5, the aji of the marked stone comes to life and White captures Black’s stones on the right with 6 and 8.

atari

Atari is a threat to capture a stone or a group of stones on the next move.

Dia. 2a

Dia. 2b

Dia. 2c

The white stone in Dia. 2a is in atari. If White doesn’t defend by extending to A, Black may capture it with 1 in Dia. 2b. The result is shown in Dia. 2c.

gote

Gote is a move which does not require an answer; a defensive move. Compare sente.

hane

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

Dia. 3

White 1 in Dia. 3 is an example of a hane.

ko

Ko is a situation of repetitive capture.

Dia. 4a

Dia. 4b

Dia. 4c

In Dia. 4a, Black can capture a white stone, which he does with 1 in Dia. 4b. At this point you might think White could immediately recapture at A in Dia. 4c, but this would lead to an endless cycle of capture and recapture. To avoid this, there is a rule which stipulates that the player whose stone is captured must make a move elsewhere before he can come back and recapture.

miai

Miai refers to points of approximately equal value. If your opponent takes one of them, you can (and usually must) take the other.

Dia. 5

The points A and B in Dia. 5 are miai, so White is alive. If Black plays A, White can make two eyes by playing at B. Conversely, if Black B, White can make his second eye by playing at A.

moyo

A moyo is a framework of stones which map out a large area of potential territory. Some moyos are huge, while others are modest in size.

Dia. 6

In Dia. 6, the four white stones in the upper left map out a moyo. The four black stones in the upper right map out an even larger moyo from his corner enclosure along the upper right side and the top right. If Black were to play at A with his next move, he would have mapped out a huge moyo in the upper right quadrant of the board.

sabaki

Sabaki is an important concept in go. When your stones are outnumbered in one part of the board, your aim will not be to make territory; rather, you will want to make good shape, rich in eye potential, so that your stones, if attacked, can easily make eyes in the area where they are attacked or can easily escape into the center. This is called sabaki. When making sabaki, it is not unusual to sacrifice some of the stones which are under attack. Here are two related concepts.

light

Stones are referred to as ‘light’ if they can be sacrificed to help other stones make good shape. A move played in the vicinity of stones that are to be sacrificed is called a ‘light move’. Moves that make sabaki are called ‘light’.

heavy

Stones that are heavy cannot readily make eye shape, and are vulnerable. If a group ends up as heavy, it has failed to make sabaki.

Here are some diagrams which illustrate these concepts.

Dia. 7

Dia. 8

In Dia. 7, Black has mapped out a moyo at the top. If White wants to reduce this moyo, he can begin with a probe at 1. If Black blocks at 2, White will cut with 3 in Dia. 8 and play the forcing moves of 5 and 7. Next —

Dia. 9

Dia. 10

White 1 in Dia. 9 looks like an efficient move because it defends the two cutting points at A and B. In spite of this, it is bad. Black will peep with 1 and 3 in Dia. 10, and White is left with a clump of stones lacking eye-making potential after Black 5. These stones have now become ‘heavy’.

Dia. 11

Since White 1 in Dia. 9 results in a heavy shape, it has failed to make sabaki. The correct way for White to play after Black 8 in Dia. 8 is with 1 in Dia. 11, White 1 is ‘light’ because it doesn’t defend the cutting points at A and B and treats the marked stones lightly — that is, White is willing to sacrifice them for the greater good.

Dia. 12

For example, if Black does cut with 1 in Dia. 12, White can make a shape with eye-making potential with the sequence to 8. White has made sabaki.

Dia. 13

Black could also cut at 1 in Dia. 13. White would then defend at 2. Black must extend to 3 and White jumps to 4 — a wedge has been driven between the two black positions at the top. He also has at least one eye at the top and is out into the center. White has succeeded in making sabaki.

sente

A move that must be answered; an offensive move. Compare to gote.

tesuji

A skillful move which accomplishes some clear tactical objective, such as capturing a group, rescuing one of your own groups, linking up your stones, separating your opponent’s stones, or making good shape.

thick

A thick position has few or no defects, i.e., cutting points. Such positions are hard to attack. Thick positions are useful in that they can be used for attacking. Conversely, thick positions are hard to attack and it should be impossible for the opposing side to make sabaki against it.

Black’s wall facing the top left in the correct answer of Problem 4 and White’s wall facing the right wide in Problem 10 are examples of thick positions.

thin

Stones that are weak or widely separated are called thin. Unlike thick stones, these stones are easily invaded or attacked.

For example, White’s two stones in the upper right in Problem 2 are thin.

Chapter One
Eight- and Nine-Stone Handicaps

An important concept in go is thickness. A thick position is one with few or no defects, i.e., cutting points. Thick positions are very useful in that they can be effectively used for attacking. Conversely, a thick position is hard to attack and, if your weak stones are caught in the vicinity of one, it should be impossible for them to make sabaki against it. Thickness is so important that there are a number of go proverbs about it, the most important of which is ‘Don’t play near thickness!’

The study of eight- or nine-stone handicap games is an excellent way for a novice to learn how to make thick positions and how to use them to effectively attack weak groups, thereby securing territory. Actually, with such a large handicap, Black is already thick and, with every move, is becoming thicker and thicker. White, on the other hand, will usually find himself with weak stones somewhere. Therefore, since you are starting out with thick positions, you are faced only with the task of finding the best way to attack White’s weak stones.

Another important principle that the novice can learn from handicap games is the importance of keeping stones from being cut off from the center. White often employs a capping strategy (see Problems 1, 9, 13, 28, 34, and 35) in high handicap games; then, when Black gets into trouble and finds it hard to escape, Black often resorts to trying to live in a small space on the side. In these cases, it will be White who develops thick positions while attacking Black’s endangered stones. An example of this can be found in the continuation of the game in Problem 19. Therefore, as these examples show, Black must always be resolute in his intention to escape, so that his stones don’t get into trouble.

Another way for Black to maintain his advantage in high-handicap games is to keep his handicap stones connected and to force White’s stones into a low position, while maintaining a high profile towards the center. An example can be found in Problem 4. A high profile in the center is often synonymous with thickness, while a low position on the third or second line may be secure, but it lacks strategic influence, so it cannot be equated to thickness.

Keeping White’s stones separated by jumping out into the center is a good way to ensure that they remain weak and end up with little territory. Playing this way also ensures that there will always be weak groups to attack, enabling you to build more thickness and secure territory while attacking them. Moreover, it will make it difficult for White to trap your stones. Examples of this can be found in the correct answers of Problems 42, 49, 69, and 70 in Chapter Two.

Handicap Go from White’s Point of View

In a high-handicap game, White is faced with a formidable task of overcoming the handicap. If the handicap is reasonable, White shouldn’t expect a quick win; rather, he should be prepared for a long protracted game in which he slowly overcomes the handicap and catches up territorially with Black.

For the player with White, patience is the virtue to cultivate. Before attacking, White should build a strong, secure position, then use it as a base from which to attack. This is better than jumping around the board, trying fruitlessly to get the lead in the development, leaving weak positions everywhere. White 4 in the continuation of the game in Problem 1 is an example of first strengthening your position, then waiting for a chance to attack. It is rare that your opponent will play the severest moves; rather, his slack moves should give you the chance to catch up in the development as in the continuation of the game in Problem 5. White doesn’t merely link up after Black 3; instead, he stabilizes his position at the top with 6, then takes the initiative in the center by taking the strategic point of 8. Black’s stones are a shapeless string without eye potential. Although White’s two stones on the left still lack strategic coherence, it is not hard to imagine how these black stones can later come under attack. Still, White must not be in a hurry to attack them; a premature attack can be disastrous. Another priority for White is to remove any bad aji as soon as possible. It cannot be emphasized enough just how important capturing the black stone with White 1 in the correct answer of Problem 44 is, even though Black will be able to take two big points in succession.

A common predicament that White often faces in handicap games is that Black will omit an important move and play in another part of the board, threatening to take a big lead there. An example of this can be seen in the continuation of the game in Problem 4. Black attaches at 1 omitting an important move on the upper right side. You might feel an urge to answer Black 1 to prevent Black from getting an overwhelming advantage in the lower left, but whatever White does he can’t expect a good result because Black is strong around there. However, turning at 2 is a strong move and this is where White should play. The principle is to always play where your prospects are best.

White 2 in Problem 7 is another example of White applying this principle. Anything White does in the lower left will lead to a bad result for him, so it is better to do nothing. When White plays 2, the black stones at the top are outnumbered and this whole area will suddenly erupt into fierce fighting that could spill over into the lower right, changing the prospects for White in this area.

Problem 1

Black to play

White seems to be staking out a large territory at the top by capping with his marked stone. Black must run out into the center, but on which side: the right or the left?

Answer 1

Correct Answer

Playing towards the left with the diagonal move of Black 1 is in the correct direction. If White jumps to 2, Black pushes out with 3. If White tries to block Black’s march into the center with 4, Black will cut with 5. If White 6 next, Black catches a stone with 7. The two white stones at the top right are now in trouble.

Variation

If White draws back with 6, Black ataris with 7 and connects at 9. White’s two stones on the left are now in trouble. If White 10, Black plays 11, leaving the points A and B as miai.

How the game continued

Black 1 was in the wrong direction. White jumped to 2, forcing Black to jump to 3. White then made a base for his stones with 4. Even though Black’s stones have escaped into the center, they are thin and White will look for a chance to attack them. This is a good strategy for White in a handicap game: first strengthen your position, then wait for a chance to attack.

Problem 2

Black to play

Jumping out into the center with the marked white stone is a bold move, but it is really an overplay because White’s position is too thin. How can Black seize the initiative?

Answer 2

Correct Answer
10: connects

Black should separate the two white stones by jumping between them with 1. If White tries to link up by attaching with 2, Black plays 3 and 5. Against the double atari of White 6, extending to 7 is the key move. White captures with 8, but Black secures the corner with 9 and 11; White’s stones at the top are nearly dead.

How the game continued

Jumping to Black 1 cannot be called a bad move. It certainly keeps the weak white stones above and below separated. However, by not attacking directly, Black gave White the chance to play another move at the top with 2. Fierce fighting later ensued through which White settled his stones at the top and gained some profit.

Problem 3

Black to play

How should Black respond to the marked white stone?

Answer 3

Correct Answer

The two-step hane of Black 1 is an effective move in this position because of the cutting points in White’s group. If White goes after the black stone in the corner with 2 and 4, Black cuts with 5. If White captures with 6, Black extends to 7 and gets massive thickness in the center. If White plays 4 at A, then capturing a stone with the atari of B is big for Black.

How the game continued

Being afraid of the cut at A, Black descended to 1. This was a passive move. Depending on later developments, White B might be a strong move, so Black’s position on the right cannot be considered thick. In the meantime, White played 2 and 4 on the left side leaving the cut at A as aji.

Problem 4

Black to play

How should Black respond after White extends with the marked stone?

Answer 4

Correct Answer

Two ways to maintain your advantage in high-handicap games are to keep your handicap stones connected and to force White’s stones into a low position, while maintaining a high profile towards the center with your own stones. Black 1 achieves both these objectives.

Continuation

The hane of White 2 is unreasonable. Black plays 3 to create defects in White’s position, then cuts with 5. If White extends to 6, Black forces with 7 and 9, then settles the lower right side with 11. White’s two stones in the center are floating without a base and they will become a good target for Black to attack.

How the game continued

Black attached at 1 in the lower left. Since Black was strong around there, White didn’t have a good move locally. A good strategy for White in handicap games is to play where his prospects are best. Since turning at 2 was a strong move, this is where he played. White’s position on the right was now thick and the marked stone, being too close to this thickness, lost much of its power.

Problem 5

Black to play

This is a continuation of Problem 1. How should Black respond to the marked stone?

Answer 5

Correct Answer

Black can make shape by bumping against the white stone with 1. After exchanging 2 for 3, White must defend with 4. Next, Black makes a thick shape with 5. White is thin on both the left and the right, so at least one of these groups will come under attack. If White pushes in with A instead of 4, Black blocks with B. If White cuts at 5, Black hanes with C. This will be an easy fight for Black.

How the game continued

Black 1 made bad shape. White moved out into the center with 2 and 4. Black 3 threatened to cut off the stone at 2, but White settled his stones a the top by sliding to 6, then reinforced the ones in the center by jumping to 8. Note how White didn’t merely link up after Black 3; instead he took the initiative by expanding his positions with 6 and 8.

Problem 6

Black to play

After White played the marked stone in Problem 2, Black attached with 1. How should he answer White 2?

Answer 6

Correct Answer

Blocking with Black 1 secures the corner. White has no choice but to atari with 2, then connect with 4. Black strengthens his position with 5 on the right side, preventing White from making a base there and forcing him to make eyes in the center. Next, Black is threatening to split White in two with the sequence Black A—White B—Black C—White D—Black E.

How the game continued

The extension of Black 1 enabled White to make a wall with the sequence to 6. Whereas White’s stones were previously thin, they were now thick. Moreover, Black ended this skirmish with bad aji at A. See Problem 10 for the continuation.