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How can White save his five endangered stones?
If White connects with 1, his six stones can’t be captured.
If White ataries with 1, Black throws in a stone with 2. After Black 4, White can’t rescue his four stones.
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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 qY/L_C C OPS/prob17.xhtmlBlack has a move that will create a ko for the life of the white stones on the left.
Black can get an advantageous ko by throwing in a stone at 1. After White 2, Black starts the ko with 3.
If Black connects with 1, White gets two eyes by playing at 2.
PK qYsHѴ 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 qY_ OPS/prob2.xhtmlBlack should play so as to prevent the capture of his two stones on the second line.
Black saves his two stones by extending to 1. If White A, Black blocks at B and Black can’t be captured.
If Black blocks at 1, White catches two black stones when he ataries with 2.
PK qYoo o OPS/prob6.xhtmlThe first thing Black should do is make sure that his two stones at the bottom can’t be captured.
First of all, Black plays 1, threatening to capture two stones with 2. When White defends with 2, Black extends to 3.
If Black connects with 1, Black’s stones are in a pinch after White 2. If Black plays 1 at 2, White plays at 1, and the two black stones on the left can’t escape.
PK qYz OPS/prob13.xhtmlHow should Black play so as to capture seven white stones?
After Black 1, White can’t atari the two black stones, so the seven white ones can be captured.
Black 1 and 3 lead to a seki. However, if Black plays 1 at 3, White plays 2 at 1 and it is Black who will be captured.
PK qYJ` ` OPS/prob11.xhtmlHow should Black play so as to capture the seven white stones at the top?
Black 1 is a surprising move. If White 2, Black plays 3; the white group above is cut off and will die.
Black 1 is a crude move. Up to 4, White links up to his stones on the outside.
PK qY%C C OPS/preface.xhtmlThis volume is a continuation of the second volume of Graded Go Problems For Beginners and is aimed at the 15-kyu to 8-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, has had some experience playing games, and has studied the first and second volumes would not 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
March, 1987
What is Black’s best move?
Descending to Black 1, followed by 3, catches the three white stones in the corner.
Capturing a stone with 1 allows White to link up his stones on the left to the ones on the right.
PK qY*2) ) OPS/prob16.xhtmlHow can White capture six black stones?
White 1 ensures that the six black stones at the bottom will be captured.
If White ataries with 1, Black 2 will capture five white stones.
PK qYQUK K OPS/prob3.xhtmlHow can White play so as to escape with his two stones in the center?
White can escape if he ataries with 1. If Black 2, White captures two stones with 3. If Black 2 at 3, White 3 at 2.
Directly playing an atari with 1 is crude. After the sequence to 4, White’s four stones are lost.
PK qYW^ ^ OPS/prob1.xhtmlHow should Black play so as to completely surround the white stones?
Pressing from the outside with 1 and 3 is severe. White is confined to the side and must play 4 to live.
Extending to Black 1 is slack; White expands along the side with 2 and 4. This is a failure for Black.
PK qY } OPS/prob14.xhtmlHow should White play so as to link up his three stones on the right to the ones on the left?
White can link up his three stones by playing 1.
White 1 fails. After Black 2 and 4, White’s stones can’t escape atari.
PK qYlN( ( OPS/prob10.xhtmlHow should Black respond to White 1?
Black 1 is the best move in this position. Next —
If White attacks at 2, Black makes two eyes in the corner with 3.
If Black connects with 1, White kills Black with 2 and 4. If Black A next, White B.
Black 1 is unreasonable. When White cuts at 2, Black loses three stones.
PK qY=4 OPS/prob5.xhtmlHow should Black play?
If Black places a stone at 1, Black wins the capturing race by one move. If White 2 at 3, Black plays 3 at 2.
Pushing through with 1 only helps White to link up his stones. The four black stones on the left are now dead.
PK qY٥g g OPS/coverPage.xhtmlCopyright © 1987 by Kano Yoshinori
English Translation © 1987 Richard Bozulich
Volume Three
Intermediate 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 your future progress.
Volume Three contains 421 intermediate level problems (15-kyu to 8-kyu).
PK qYap6 OPS/ch1.xhtmlHow should Black play so as to capture the eight white stones on the right?
Black 1 sets up a throw-in at 3 which captures two stones. If White 2 at 3, Black cuts at A, capturing two white stones.
Throwing in first at Black 1 is premature. The lone black stone on the left will be captured before the white stones on the right.
PK qY|//' ' OPS/prob12.xhtmlHow should Black play so as to capture the two marked white stones?
Cutting with Black 1 is the correct move. White will now lose at least two stones.
If White ataries with 2, Black 3 will capture the two stones in atari.
If White ataries from the outside with 2, Black 3 also captures two stones.
Directly playing an atari against the two white stones without first cutting fails, as this diagrams shows.
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