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When I first decided that I wanted to play the Sanrensei opening, I started by studying hundreds of professional games. After learning how other professionals played, I devised my own game plan. This is the patterns, a set of Sanrensei openings for Black.
Since the theme of this book is the Sanrensei, I chose not to include openings in which White tries to disrupt the pattern, maybe by playing an unusual move with White 4. In the patterns I am showing the openings that Black wants to play, with White mostly playing what I consider to be normal moves.
PK fY;, , OPS/ch0.xhtml© 2011 by Michael Redmond
Michael Redmond 9 dan
Buy the full book at gobooks.com
Surrounding a large moyo is a lot of fun, and the Sanrensei opening is perfectly suited to do it. “Patterns of the Sanrensei” is a complete study of Sanrensei opening strategies that Michael Redmond used successfully in professional tournament games. In section 1 the reader will find the six Patterns, Black’s six basic game plans for the Sanrensei. Section 2 is collection of twenty of Michael Redmond’s games, in which the Sanrensei Patterns are shown in actual play. Throughout the book Redmond gives a detailed analysis, making clear the meaning behind his tactics.
Michael Redmond is the only Western Go professional to reach 9 dan. Written directly in English and specifically designed for SmartGo Books, this book is a treasure for every player interested in the Sanrensei opening, whether you want to play it or defend against it.
PK fY ` OPS/pa1.xhtmlThe Sanrensei is an opening that aims to control the sides and center quickly creating a large moyo (territorial framework). This is possible because Black controls each corner with only one stone, and can immediately expand. The trade-off is that the 3–3 points are open, and White can often take an advantage in territory. Any opening will have it’s strong and weak aspects. It is important to follow up with moves that make use of the strong points.
It is natural for White to approach from the outside of Black’s Sanrensei. Black can now answer at A, play a pincer such as B, or play elsewhere. Before we continue, let’s take a look at what happens if White jumps inside the Sanrensei with 6.
Jumping inside with White 1 is not advised. Black can attack immediately with 2, and White 5 is a cramped extension. Black continues the attack and strengthens both sides. Meanwhile, White has just created a weak group.
In this pattern Black extends on the lower side. With this move the center of Black’s moyo shifts from the right side to the lower right area.
It seems natural for White to continue in the upper right corner. In pattern 2 White will play this move at A.
Black covers on this side to expand the right side. The Go proverb says “Block from the wider side”, but does not apply in this case because Black has no stone on the upper side.
Playing this joseki when there is no Black stone on the upper side is not considered to be good. After White 8, 9 and 12 are miai (exchangable points). After White 12 it is difficult for Black to use this thickness to expand the moyo.
Black’s moyo is already beginning to expand into the center. White invades the Black moyo with 14. If White plays elsewhere with 14, Black will make a large moyo, as seen in the next diagram.
If White takes the large point at 1 Black will have a chance to strengthen the moyo with 4. Black 4 is a key point that makes it difficult for White to find a good invasion point on the side. After 6, White will have to invade after all, and a fight within Black’s sphere of influence can be expected.
Black 15 is the standard attacking joseki that is played when White plays a kakari inside the Sanrensei. This is better for Black than the previous diagram.
Black might be tempted to play at 1, but I would not choose this variation. White 14 threatens an invasion at A next, and Black’s territory on the right side does not seem as big as White’s advantage on the rest of the board.
With 19 Black has a choice of two josekis.
If Black plays the attachment at 1, White 2 is the correct shape. 9 and 10 are miai. Up to 10 the result is similar to the main variation.
With an early invasion White has avoided a large Black moyo. In return Black has territory on the right side, and still has some potential to attack the White right side group later. This is an even result.
The opening is almost finished, and next a White move at A or B seems likely. The game is even at this point. I will now diverge from the expected continuation to show a joseki that often occurs in star point games.
White’s invasion is premature as White has alternative invasion points at A and B, and Black cannot protect the whole side with one move. I will now take the opportunity to show some variations in this joseki.
Black should cut White off with 29. See the next diagram for a common mistake that gives Black a bad result.
Covering at 1 is too defensive, and the result is bad for Black. The sequence to 7 strengthens White’s group, and after 8 Black is still left with weaknesses at A and B.
White’s peep is better than sliding as in the next diagram.
Sliding at 1 is not good in this case. Black 2 is the key point, and White must pull back at 3, making a painfully small life in the corner. Black attacks with 6, and has an advantage now.
With 32 White could choose another joseki variation shown in the next diagram.
White 1 is a joseki variation, and the sequence to 5 should give an even result. However, the marked stone was a premature invasion, and the overall position is bad for White. Black can attack at 6 to gain an advantage.
Black pushes through at 35 to create cutting points in White’s shape.
The double hane at 1 with 35 is one move too early. White will sacrifice the corner stone and erase Black’s side. The sequence to 8 gives White a good result.
The cut at 37 is a joseki in which Black takes the corner and allows White to live on the side. The next diagram shows another joseki variation.
Black 1 is good shape, and in many cases would be the correct move. The drawback is that Black ends in gote, and in this case White can protect the weak side group with 4. Up to 6, the result is even.
White 46 is played to avoid the diagram variation. For Black’s next move, the strongest attack is at A, but Black can be satisfied with the shown sequence.
If White descends to 1, Black will force with 2 and 4 and attack with 6. Black has a thick position.
With this move White protects both side groups.
Black has a favorable position.
Patterns 2 to 6 are only included in the full book.
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display: block; } .group::after { content: ""; clear: both; display: table; } button { margin: 0; } .box { background-color: #E8E6E2; border: 1.5px solid #4F4C4A; padding: 0 1em 0 1em; page-break-inside: avoid; margin-top: 1em; margin-bottom: 1em; } .hint svg { float: left; margin-left: 0; margin-right: 0.5em; padding: 0 0 0.5em 0; width: 32px; } .hint p { visibility: hidden; } .videoWrapper { position: relative; padding-bottom: 56.25%; /* 16:9 */ padding-top: 25px; height: 0; } .videoWrapper iframe { position: relative; top: 0; left: 0; width: 100%; height: 100%; } PK fYW OPS/ch2.xhtmlBorn May 25, 1963 in California.
Living in Japan since 1977.
Professional 1 dan in 1981, 9 dan in 2000.
1984 Winner of Oteai.
1985 Winner of Ryusei Cup.
1989 Winner of Oteai.
2009 Achieved 500 professional wins.
International tournaments: Fujitsu Cup 6 times, LG Cup 3 times, Chunran Cup 3 times, Ing Cup 3 times, Tongyang Securities Cup once.
Challenger (final section) tournaments in Japan: Judan 6 times, Tengen 7 times, Gosei 5 times, Oza twice, IBM Cup once, Agon-Kiriyama Cup once.
Books in English: The ABC’s of Attack and Defense (Slate and Shell, 2002)
Patterns of the Sanrensei (Slate and Shell, 2011)
Modern Masters: Redmond on Pro Games (Slate and Shell, 2012)
PK fY`[S S OPS/buy.xhtmlBuy the full book at gobooks.com
© 2011 by Michael Redmond
This edition includes both the English and Japanese text.
PK fY OPS/js/PK fY55i i OPS/js/gobooks.js// Replay diagrams in Go books – https://gobooks.com // Copyright © 2019 Smart Go, Inc. All rights reserved. var runEPubScripts = function() { var ePubCheck = document.getElementById('epub-check'); if (!ePubCheck) { return; } var ePubInfo = "This EPUB reader supports JavaScript, but not the full EPUB reading system. Interactive diagrams may work."; ePubCheck.innerHTML = ePubInfo; var rso = navigator.epubReadingSystem; if (!rso) { return; } ePubInfo = ""; var name = rso.name; if (name) { ePubInfo += name; } var version = rso.version; if (version) { ePubInfo += " " + version; } var hasDomManipulation = rso.hasFeature("dom-manipulation"); var hasMouseEvents = rso.hasFeature("mouse-events"); var hasTouchEvents = rso.hasFeature("touch-events") if (!hasDomManipulation || !(hasMouseEvents || hasTouchEvents)) { if (!hasDomManipulation) { ePubInfo += "To define the Sanrensei, I would like to start with a description of the star point. Compared to the 3–4 point or the 3–3 point, the star point is farther from the edge of the board, making it relatively strong when attacked from above, and weak when attacked from below. The star point controls the corner area with one move, but puts little emphasis on the corner territory. In fact, it can be said that the star point doesn’t surround any territory at all, as the opponent can jump into the 3–3 point and take away the corner. Quite often the next move in the area is an extension towards the side, not a shimari as is often the case with the 3–4 point. This ability to control the sides with relative speed is a strength of the star point. When playing the Sanrensei opening, Black creates a strong framework on the right side of the board, and if White invades the right side he will be in a cramped position. In this way the Sanrensei makes full use of the star point’s strength towards the sides. The Sanrensei opening magnifies the outward pointing strength of the star point, and can quickly grow into a moyo that stretches out into the center. The potential speed and large scale of the Sanrensei is what makes it one of the most exciting openings.
This book is meant to be a textbook for the Sanrensei as well as a collection of my games. I will start with 6 basic patterns in the first section. These patterns are Black’s basic game plan when playing the Sanrensei. The second section analyzes 20 of my games. In these games the reader will see how the patterns work in actual professional games.
Michael Redmond, May 2011
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© 2011 by Michael Redmond
All rights reserved according to international law. This book and parts thereof may not be reproduced in any form without written permission from the publisher.
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