PK hYoa, mimetypeapplication/epub+zipPK hY META-INF/PK hY? META-INF/container.xml
How does Black play so as to create an ‘oshi-tsubushi’ shape with the two white stones in the corner?
oshi-tsubushi – a shape in which you atari two or more of your opponent’s stones in such a way that he cannot defend against it without committing suicide.
Black 1 captures the two white stones in the corner. Note that White can’t connect at the 1–1 point (oshi-tsubushi), so Black lives with two eyes.
Capturing one stone with Black 1 fails. Black dies after White connects with 2.
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Kano Yoshinori was born on April 14, 1928 in Kyoto and died on May 2, 1999. He came to Tokyo at the age of nine and became a disciple of Suzuki Hideko 5-dan. He became 1-dan in 1943 and in 1968 he attained the top rank of 9-dan. In 1948 he won the Young Professional’s Championship, in 1955 he won the top section of the Oteai, and in 1961 he won the 5th Prime Minister’s Cup. He played in the 14th, 20th, 25th, and 26th Honinbo leagues. In 1975 he went to Austria and Russia, then in 1979 he led a team of high school go players to China for a goodwill match. He graduated from the Japanese Literature Department of Japan University, making him one of the few professional go players to have graduated from university. His most prominent disciple is the Taiwanese go player, O Rissei 9-dan, winner of the 2000 and 2001 Kisei titles. In 2001 he won the Judan title which he currently holds.
Richard Bozulich is the president of Kiseido Publishing Company. He learned how to play go in 1958 while a studying mathematics at the University of California, Berkeley. He came to Japan in 1967 to study go and founded The Ishi Press for the purpose of publishing go books in English. In 1982, he founded Kiseido. Invincible: The Games of Shusaku by John Power was its first publication.
PK hYqMV V OPS/prob17.xhtmlHow does Black play after White 1?
If Black connects at 1, he will eventually be able to capture the two white stones on the right.
If Black plays at 1, White cuts off one black stone with 2, so the two white stones can no longer be captured.
PK hYsHѴ OPS/glossary.xhtmlatari – a move threatening to capture on the next move.
dame — neutral points.
dan — a ranking scale running from 1-dan to 9-dan.
double atari – a move that puts two different groups of stones into atari.
eye — a point on the board that is surrounded by stones of the same color.
ko — a situation in which two opposing stones can capture and recapture each other endlessly. In a game, immediate recapture is forbidden.
kyu — a ranking scale running from 35-kyu (beginner) up to 1-kyu, the highest rank before 1-dan.
nakade — a move played inside an opposing group’s eye space that prevents the formation of two eyes.
oi-otoshi — an atari against which there is no way for the group that is in atari to escape.
oshi-tsubushi — a crushing move. An atari against which there is no way to escape except to make an illegal move.
seki — dual life. A situation in which neither of two groups of opposing stones has two eyes, but neither can attack the other without losing his stones.
snapback — an atari on an opposing group such that, if the stone making the atari is captured, the capturing stones will still be in atari.
PK hYpi OPS/prob2.xhtmlHow does Black play?
If Black ataries a white stone with 1, Black can save his three endangered stones.
If Black plays 1, White blocks the escape route with 2 and the four black stones can be captured on the next move.
PK hYPX@ @ OPS/prob6.xhtmlHow does Black play so as to capture eight white stones?
If Black plays 1, the eight white stones can be captured on the next move.
The atari of Black 1 fails. White extends to 2, leaving Black with too many defects in his position to defend properly.
PK hY\0LF F OPS/prob13.xhtmlHow does Black play so as to capture five white stones?
Throwing in a stone with Black 1, then playing an atari with 3, are the moves that capture six white stones.
If Black immediately captures two white stones with 1, White will connect at 2. The six black stones at the top are now dead.
PK hYC' OPS/prob11.xhtmlHow should Black play?
Black can save his eight endangered stones with the atari of 1. White’s two stones can’t avoid being captured.
The atari of Black 1 fails. After White connects with 2, the nine black stones are dead.
PK hYrw OPS/preface.xhtmlThis volume is a continuation of the first volume of Graded Go Problems For Beginners and is aimed at the 20-kyu to 25-kyu player.
The problems presented here will require a bit of thought, but none of them is so difficult that a player who understands the rules and has studied the first volume wouldn’t be able to solve them in less than a minute.
Since the main aim of this series is to present as many examples of go technique as possible, I have avoided giving a lot of different variations of possible answers. The reader is advised to attempt to ‘refute’ the correct answer until he knows beyond doubt that the correct answer works. By pondering each problem in this way, the reader will develop an instinct for finding the winning move in his games.
Kano Yoshinori 9-dan
September, 1985
How does Black play so as to capture four white stones?
First of all, Black ataries with 1 and 3. Now, with the atari of 5, it becomes a ladder and White can’t escape.
Connecting with Black 1 lets White off the hook. After White connects at 2, his stones can’t be captured.
PK hY# OPS/prob16.xhtmlHow does Black play so as to capture four white stones by creating an oshi-tsubushi shape?
Black 1 creates an oshi-tsubushi shape, so the four white stones in atari will be captured.
If Black captures two stones with 1, White recaptures with 2. Black is dead because he will eventually be reduced to one eye.
PK hYĢ OPS/prob3.xhtmlHow does Black play?
The atari of Black 1 is the correct answer. If White connects at 2, Black ataries again with 3 and White can’t escape.
If Black plays 1, White 2 puts seven black stones into atari. Black has failed.
PK hY1P OPS/prob1.xhtmlHow does Black play?
By playing at 1, Black rescues his four endangered stones. Now the three white stones on the right are doomed.
Capturing a stone with 1 fails. After the ataris with 2 and 4, White will capture seven black stones.
PK hYtͼ OPS/prob14.xhtmlHow does Black play so as to capture four white stones?
After Black 1 and 3, there is no way for the four white stones that are in atari to escape capture.
Black 1 fails. After White capture with 2, the best Black can hope for is a ko.
PK hYC OPS/prob10.xhtmlHow should Black play?
The atari of Black 1 is the correct answer. White’s attempt to save his stones with 2 and 4 is futile: after Black 5, ten white stones will be captured.
Defending with Black 1 is wrong. White defends his position with 2. The white stones are now safe.
PK hYLW=) ) OPS/prob5.xhtmlHow does Black play so as to capture nine white stones?
If Black plays 1 and 3, the ten white stones can’t avoid capture.
Playing at 1 allows White to capture a black stone with 2 and thereby escape.
PK hY@_$$ $ OPS/coverPage.xhtml© 1985 by Kano Yoshinori
English Translation © 1985 Richard Bozulich
Volume Two
Elementary Problems
Kano Yoshinori 9-dan
Translated by Richard Bozulich
Buy the full book at gobooks.com
Graded Go Problems For Beginners are the ideal books for players who have just learned the rules of Go, bridging the gap between a beginner’s book and some of the more ‘advanced’ elementary books.
The almost 1,500 problems these four volumes contain thoroughly drill the reader in the fundamentals of the game. Once you have finished studying these four books, you will have mastered the elements of capturing and defending stones, life and death of groups, elementary tactics, the opening, and the endgame, thus laying a solid foundation for his future progress.
Volume Two contains 327 elementary level problems. (25-kyu to 20-kyu)
PK hYL~W OPS/ch1.xhtmlHow does Black play so as to capture three white stones?
If Black casts a net with 1, the three white stones in the center can’t escape.
If White tries to escape with 1 and 3, Black blocks with 2 and 4, so there is no way to avoid capture.
PK hYs OPS/prob12.xhtmlHow does Black play so that his stones on the edge will not be captured?
Black 1 is the right move. The black stones on the edge can no longer be captured.
Connecting with Black 1 fails. Becouse of a shortage of liberties, Black can’t defend his two stones that are in atari.
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