PK eYoa, mimetypeapplication/epub+zipPK eY META-INF/PK eY? META-INF/container.xml
The tactic in the previous problem also applies in this case. Try to take White all the way to the brink of disaster.
The placement at Black 1 is also a clever play that exploits the weak point in White’s position. White has no choice but to respond with 2 and 4, and after 8, the white territory has been trimmed down to two points.
At first glance this Black 1 looks good, but this is a false tesuji. There is a full four point difference between this result and the correct answer.
PK eY723 23 OPS/prob6.xhtmlWhite’s shape is a bit thin, but an immediate cut at A simply gets caught in a ladder. Work on this motif.
Black 1 is an attachment tesuji. This is a tesuji that commonly occurs in the corner and on the side. After Black 3, White’s territory is greatly reduced.
If White blocks Black 1 with this 2, Black breaks through in the center with the sequence starting with Black 3.
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The average game of go takes about 230 moves to complete. This can be divided into three parts: scattering stones around (fuseki) in the opening, fighting in the middle game, and “yose” in the endgame. The opening can be splendid, but lasts about 30 moves at most, and middle game fighting, though lively, rarely continues beyond 100 moves. So the endgame usually takes up more than half of the game.
Think of this in terms of golf. A booming first drive extends broadly across the fairway just like the fuseki of a game of go, while the lively shot-making leading up to the green is like the middle game. But what separates winners from losers is play on the green. Strokes over the course of a few meters, or centimeters, can make up half or more than half of the strokes in a round. The person who putts better will usually win a game of golf and likewise in go, if you play better in the endgame you will usually win.
Yose is all about fighting. Although the Japanese word “yose” is usually spelled out in the Japanese syllabary, it’s also possible to use two Chinese characters that mean “invade” and “divide” respectively. In other words, you invade the areas that seem like they might become your opponent’s territory and after fierce fighting resolve the borders that divide the area in a way that’s favorable for you. The Chinese use the word kanzu to include both yose (settling the limits of territory) and life and death; the Kanzu Fu is a famous collection of problems including examples of both yose and life and death.
It’s said that the biggest difference between pros and strong amateurs is their technique at yose, and it’s true. Even dan ranked amateurs who otherwise play very precisely are no exception. You could reason that at least your fellow amateurs have the same weaknesses as you. But perhaps it’s better to think that if you become a bit stronger at yose you’ll gain an edge on your usual opponents, and soon be forcing them to take a handicap.
This book covers a range from simple tesuji through more involved problems. Every effort has been made to focus on tesuji and judgment of relative values. Japanese counting is used in assessing positions. Please — “read” on!
Shirae Haruhiko
I am pleased to see that my Poketto Yose 200 has been translated into English.
Go has been described as “hand talk”, a conversation in which the moves of the game tell all. Even so, nothing could be better than explanations of those moves in a language you understand. And now the Internet enables people around the world to play each other, and to think together about life and death problems and yose problems.
I hope this English translation can help bring together go fans from around the world, widen the circle of those who enjoy the game and help them improve their game.
Good luck!
PK eY|3 3 OPS/prob4.xhtmlThis is similar to the previous problem, but this position seems to invite a cut.
As in the previous problem, attaching at Black 1 is a tesuji to shrink White’s territory. If White defends with 2, Black crosses under with 3 and threatens both the extension at A and the capture at B.
Cutting directly with this Black 1 is unreasonable.
PK eY OPS/js/PK eY9q 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 += "This is a position that occurs in actual play. Find the flaw in White’s setup and steal some points.
The attachment at Black 1 takes advantage of the shortage of liberties in White’s position, and is a standard yose tesuji. After Black 3, White has three possibilities: block at A, connect at B, or play elsewhere.
This Black 1 is a weak yose.
PK eYgrBb. b. OPS/prob1.xhtmlLet’s start with a simple problem. There is a move that shrinks White’s corner territory to the bare minimum two points.
The attachment at Black 1 is a tesuji that exploits the weak point in White’s position. If White replies incorrectly, it’s possible for White to die. White 2 and 4 form a calm response that avoids disaster.
After this Black 1, White replies at 2. White has gained four points compared to the correct solution.
PK eY3+ + OPS/prob10.xhtmlIf it were White’s move, White’s corner would be worth six points. But Black has a move to reduce the corner to zero. In some circumstances, this might even become a matter of life and death.
The attachment at Black 1 is a forthright move and a strong tesuji. After Black 3, White will generally play elsewhere. However, since the white group does not have eyes, White must attend to its safety. So Black 1 is a bigger move than it first appears.
If White resists with this White 2, the damage is great.
PK eY4++m# m# OPS/prob5.xhtmlYose is a close cousin to life and death. Defend against White’s yose while also ensuring life.
Black 1 defends with good shape. Now Black’s group is alive even if it gets sealed in. What’s more this is a profitable defensive move. If White makes a play at Black 1, Black’s corner territory is reduced to zero.
Black 1 doesn’t really add any territory, and Black needs to worry about White A or B, which are potential killing moves.
PK eYJ< OPS/coverPage.xhtml© 2003 Slate & Shell
Shirae Haruhiko 7 Dan
Originally published in Japanese by the Nihon Ki-in in 1995 as part of its “Pocket Series”
Translated by Steve Bretherick
Buy the full book at gobooks.com
PK eY0 0 OPS/prob7.xhtmlWhen the game has reached the level of three and four point moves, how should Black take advantage of , which has descended all the way to the edge?
The attachment at Black 1 is a tesuji to shrink White’s territory. The sequence through Black 5 is forced. The result is fully four points different than if White had played first and blocked at Black 5.
This Black 1 and 3 are sente, but earn only one point.
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