The Endgame - Chapter 3 - Endgame Tesuji - by Ogawa Tomoko and James Davies

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 44

CHAPTER 3

Endgame Tesuji
The endgame has its own special brand of tesuji, mostly concerned with the edge of the board. Many of them are only one or two points better than the more obvious alternative plays, but if you go through the endgame losing one point here, two points there, and so on at every turn, your losses can quickly mount up. On the other hand, if you can outplay your opponent by just a couple of points in half a dozen places, you can overtake a ten point lead.

Defending Territory
Dia. 1. !hite has just come sliding into "lack#s upper right corner with '. $o you know the correct response% Dia. 2. &our first reaction might be this diagonal play, but !hite can jump in front of it with ' and do plenty of damage.

Dia. 3. (ne)t page* +n aggressive player might try this contact play, but it leads to an e)change, !hite living with ' to ,. The question is how much "lack can do in return to the white territory to the left. $epending on the answer, "lack could be the best move, and !hite might have to draw back to . instead of bending out at ', but the odds are that "lack has taken a loss. Dia. 4. /f there were 0a0 black stone at a, this inside contact play would be a tesuji !hite would have to reply at 0b0 and -

"lack could then play 0c0 1 but as things stand !hite can play ' and "lack#s position has worsened considerably.

Dia. 5. The correct move is frequently to confront !hite on the second line, one space away. !hite cannot get anywhere with ', because he runs into the stone marked ". Dia. 6. !hite ' here is better, but "lack can complete his defense with 2.

Problem 1. !hite to play. 3ow can he defend the largest amount of corner territory% Problem 2. !hite could capture two stones by wedging in at the . . point, but he has a better way. Problem 3. "lack to defend the corner.

'

Answer to problem 1. /f "lack 2, !hite '.


Dia. 1a. /f !hite plays - here, he lets "lack push him around with ' and 4 and comcs out about four points worse off.

Answer to problem 2. The clamp at - makes ' and 2 miai, and no doubt you have already verified that "lack 2, !hite ', ends badly for "lack. Dia. 2a. +gain, the wrong answer is four points worse.

Answer to problem 3. "lack - should be the first move that occurs to you in this shape. Dia. 3a. "lack#s territory may be the same as before, but !hite#s is two points larger.
Extensions
$uring the opening, e)tensions are generally made on the third or fourth line, but during the endgame, they are often made on the second line. 2

Dia. 1. $uring the opening, a would be the natural e)tension point for both sides in this position. Dia. 2. /f !hite e)tended to - during the endgame, however, "lack could reply immediately at ', and on the edge, at least, !hite would have gained no profit. Dia. 3. /n the endgame, the correct e)tension is likely to be the large knight#s move on the second line to -. /f "lack replies at ', !hite can defend at a for a large profit, or he can leave this as a forcing e)change and turn eleswhere. Dia. 4. /f "lack presscs at ' he can make !hite reply at 2, but this leaves his corner open to !hite a, b, etc. Problem 1. "lack to play. !hat should he do on the lower edge% Problem 2. !hite to play% 3ow should he e)tend toward "lack#s very strong corner position%

Answer to problem 1. "lack can keep on with a or b after !hite ', but even if he leaves the corner as it is, he has gained something from the e)change. Dia. 1a. 5or e)ample, suppose !hite later clamps him at -. 6eaving aside the possibility of drawing " out at 2, "iack can play ' and then 4, which threatens "lack a while preventing !hite 4. /f he had somehow played " after !hite - and 2, !hite would have answered at a, not ', and "lack 4 would not have worked.

Answer to problem 2. !hite - is the best e)tension. "lack cannot invade behind it7 "lack cr, !hite 8, for e)ample. Dia. 2a. /f !hite e)tends on the third line, "lack can invade at '9 after "lack ,, if !hite connects at a, "lack cuts at b. /f !hite plays - too conservatively at ' or 4, "lack can countere)tend to 2.

The Hitting-Under Tesu i


" the diagonal move at - is a common endgame play, but

Dia. 1. !hen two stones oppose each other like ' and

it is well to remember that about half the time, as here, there is an even better play.

Dia. 2. !hite should hit under the opposing stone with -. 3e still keeps sente, and his result is at least two points better than in $ia. -. Dia. 3. -f "lack captures !hite -, !hite can break through with 2, ., and :, and "lack is going to lose more in the center than he has gained on the side. Problem 1. !hite to play. !hat use can he make of his two stones in the corner% Problem 2. "lack to play. !hite might make the diagonal play in this position, but "lack has a better move.

Answer to problem 1. !hite - threatens to revive the two stones in the corner, and "lack has to defend with ' and 4. Dia. 1a. /f he plays ' here, !hite lives with 2 to ;.

Answer to problem 2. "lack should clamp at -. 3e can connect at a after !hite 4, or he can leave the position unconnected. /n the latter case he has still gained, because now a would be gote for !hite instead of sente. Dia. 2a. /f !hite wants sente badly enough, to make some other big play, he can connect solidly with ', but then "lack draws back to 2. This means a big local loss for !hite. <ompare this result with "lack#s connecting at a in the correct answer, or with "lack - at 2, !hite ' at - in $ia. 'a.

!n the "irst #ine


Dia. 1. (ne)t page* "lack has an opportunity to make a four point reverse sente play in the corner. !hat should it be% :

Dia. 2. This hane is wrong. /t lets !hite make the throw in at ', which will force "lack to connect eventually at 0a0. =ote that "lack cannot play b, and that if !hite plays b, "lack cannot connect at '. Dia. 3. The correct move is to descend straight to the edge with -. Dia. 4. 6ater "lack can make this e)change in sente, so !hite#s territory is the same as it was in $ia. ', and "lack#s is from one to three points bigger. This has been one e)ample of defensive first line technique. The ne)t four problems are concerned with offensive first line technique. Problem 1. "lack to play on the left edge. /t would be wasteful of him simply to hane. Problem 2. !hite to play. Problem 3. "lack to gain three points in sente. Problem 4. !hite to play. /t takes some reading out, but he has a much better play on the left edge than the hane.

Answer to problem 1. "lack can connect either up or down the edge. Answer to problem 2. /f "lack plays ' at 2, !hite cuts at '. Answer to problem 3. This is two points better for "lack than playing - at 2. Answer to problem 4. !hite can jump all the way in to l. /f he haned with - at 2, "lack would answer at -. Dia. 4a. /f "lack wants to try to cut !hite off, he can only play ' and 4 like this, but !hite . and : trap him in a shortage of liberties.

$l%&ement Tesu i
Dia. 1. (ne)t page* /n this position !hite can hane at a in sente, but we are interested in what "lack can do if he gets a chance to play first. Dia. 2. 3e has an interesting placement tesuji at -. Dia. 3. /f !hite blocks at ', "lack comes around with the hane at 2. /f !hite tried to stop that at ., "lack would cut at 4, so !hite connects at 4 and "lack plays .. 3e need not connect at a (three points in reverse sente* after !hite ;

8. >ven after !hite a, he has still gained about four points in comparison with !hite a in $ia. -.

Dia. 4. +ctually !hite ' in this diagram is slightly better than ' in the last diagram, but "lack links up with 2 and .. Once again, even without connecting (five points in gote* after !hite 8, he has made a profit. Problem 1. !hite to play in the corner. The hane is the obvious move, but it gains in effect if preceded by a placement tesuji. Problem 2. "lack to play on the right side. Problem 3. !hite to invade "lack#s territory.

-?

Answer to problem 1. !hite - and 2 are a standard combination. "lack could reduce the damage somewhat by playing 4 at ., (followed by !hite 4, "lack 8*, but then he would end in gote. Answer to problem 2. /f !hite plays ' at ., then "lack 4, !hite 2, and "lack ' mean a disaster. Answer to problem 3. !hite - threatens !hite 0a0, which would save the three white stones and kill the three black stones in the corner. "lack has to prevent this with ', and !hite can link up with 2 and .. !hite - at ', followed by "lack a and !hite 2, would be a failure, since "lack could capture the invaders with a hane below 2.

'(uee)ing Tesu i
Dia. 1. !hite has a spectacular way to make use of the stone marked '.

--

Dia. 2. 3e starts with this diagonal move, which is the eye stealing tesuji with respect to both !hite ' and the coming white hane at 0a0. Dia. 3. "lack#s only answer is to give atari at '. !hite gives a counter atari at 2, squeezes with ., and connects at :. "lack loses most of his territory and may even be in eye trouble.

Dia. 4. @laying the hane at !hite - would let "lack take the key point with ', and after that !hite could not do quite the same damage as in $ia. 2. Problem 1. "lack to play. /f he uses his stranded stone to carry out a squeezing maneuver, he can reduce !hite#s territory by a huge amount. Problem 2. !hite to play. !hat can he do on the lower edge%

-'

Answer to problem 1. "lack sacrifices - in order to squeeze !hite with 2, ., and :. /f he played / at ., !hita would answer at 2. Answer to problem 2. This sequence is clearly better than playing - at 2 and letting "lack answer at -.

The *on+ey ,ump


Dia. 1. !hen !hite has "lack#s territory undermined by a stone like ' on the second line, he can reduce it by sliding in to l. This move is called the monkey jump. There are various ways to answer it, but the one thing "lack should not do is to give way and play 0a0.

Dia. 2. /n this particular position, the contact play at "lack - is his best reply. Dia. 3. The monkey jump in $ias. - ' gained nine points in sente as compared with "lack - here. /t reduced "lack#s territory by si) and, since a is "lack#s sente, increased !hite#s by three. -2

Dia. 4. !ith the position changed, "lack - no longer works, but "lack has a whole arsenal of other responses at a, b, c, d, and even ' 1 to choose from. Aee problem -. Dia. 5. 3ere is a case where if !hite draws back at 2, he ends in gote, but this is wrong. Bnless the enemy ignores it completely, the monkey jump should never lead to gote.

Dia. 6. To keep sente, !hite should jump back to - and ignore "lack ', leaving a and b as miai. 3is profit is only slightly less than in $ia. .. Dia. 7. 3e can also treat !hite ' as a forcing move and abandon it. /f "lack captures it, his profit is still two points less than1 Dia. 8. if he had been allowed to play - here. Problem 1. 3ow should "lack answer !hite#s monkey jump% Two of the five moves suggested in $ia. 4 are correct. Problem 2. !hite to answer "lack#s monkey jump. This one is harder to stop9 only one move does the job properly.

-4

Answer to problem 1. "lack - and the throw in at 2 fit this shape nicely and keep !hite under control. Dia. 1a. The order of "lack - and 2 is reversible, and !hite can save the connection at - as a sente play for later.

Answer to problem 2. !hite - halts "lack in his tracks. /f "lack ' at 2, !hite . would leave "lack with gote. Dia. 2a. "lack cannot press forward with '9 his whole group dies. "etter than the Monkey Cump The monkey jump is such a good move that it is easy to get into the habit of playing it automatically, but there are lots of times when another move is even better. Dia. 1. (ne)t page* 3ere it would definitely be a mistake. "lack bas a good reply to it at 0a0, but he can also ignore it, since !hite has no very e)citing follow up move.

-.

Dia. 2. The better play is to jump in on the second line to -. !hen possible, this one point jump is superior to the monkey jump nine times out of ten. /f "lack ignores it, !hite has a very big follow up move at 0a0. Dia. 3. 3ere is one likely continuation. >ven if "lack has enough ko threats to play 8 at a, !hite still gets a better result than with the monkey jump because he more definitely ends in sente. Dia. 4. /f !hite has enough ko threats, he can also play . this way. /f "lack descends to : with 8, !hite a catches him in a snap back. Problems. /n each a monkey jump on the first line would be possible, but there is a better move. Aee if you can find it. "lack is to play in problems -D', !hite in 2D4.

-8

Answer to problem 1. "lack can play . at a or, if he has the ko threats, at 0b0. Answer to problem 2. +dding to the effectiveness of "lack - is the fact that !hite a, "lack b, !hite 0c0, "lack d puts two vhite stones in atari. Answer to problem 3. !hite 2 at a is a possible variation. Answer to problem 4. This sequence works out to be two points better for !hite than the monkey jump.

Defending the Edge -./


Dia. 1. 3ow should "lack answer !hite#s hane at '% 3e would like to give atari at a, but !hite would then give a counter atari at b and the result would be disastrous. "lack is suffering from an empty triangle compounded by a shortage of liberties, so he must be prepared to retreat a little.

-:

Dia. 2. The ne)t move to consider is drawing back at -, but this makes horrible shape without really stopping !hite, who can jump out to '. "lack has to answer !hite ' at 0a0. !hite ' is not the worst he has to fear, however, for !hite may play a instead of ' and use that to attack his eye shape or mount an invasion of his entire upper side. Dia. 3. The correct move is the diagonal connection, which makes e)cellent shape. =ow "lack is ready to block at 0a0, if !hite lets him.

Dia. 4. /f !hite can do so in sente, he will carry on with ' and 49 barring the unlikely case of his being able to play 2 at 4 and win the ko, "lack cannot help giving up this much territory. +t least he has kept his position strong and avoided getting into more serious trouble. Problem 1. !hite to play. <ounting a prisoner at the ' 4 point, he should be able to keep fifteen points of territory. Problem 2. !hite to play. This time his goal is to keep twelve points of territory.

-,

Answer to problem 1. !hite - at ' is impossible 1 "lack cuts at - 1 and !hite - at . would let "lack play 2 and cause an unnecessary two point loss. Answer to problem 2. !hite - is the only way to stop "lack. +fter "lack 0a0 and !hite 0b0, !hite has twelve points left, counting a prisoner at the ' 4 point.

Defending the Edge -../


Dia. 1. Once again the question is how to answer a white hane on the edge. "lack cannot help giving way, but if he plays correctly, he can stop !hite from following up his hane in sente.

Dia. 2. This "lack - is a mistake, since !hite can play ' and 4 in sente. Dia. 3. The right move is this "lack l, the eye protecting tesuji. -;

Dia. 4. True, !hite can jump to ' and reduce "lack#s territory by one more point than in $ia. ', but !hite ' and 4 are gote. Dia. 5. More than likely !hite will not take gote to play as in $ia. 4, and "lack will be able to block at - in sente. =ow his corner is two points bigger than in $ia. '. Problem 1. "lack to play and defend thirteen points of territory in sente. (3e has captured one prisoner.* Problem 2. !hite to play. Eecall what "lack#s move would be in this position. Problem 3. !hite to play. The obvious blocking move lets "lack hane and connect in sente, so look for an alternative.

'?

defense. /t is also the point to which !hite would e)tend if "lack failed to defend. Dia. 1a. Fiving atari at - and then playing elsewhere is the same as making no defense at all. Answer to problem 2. !hite -, taking the same point that "lack would take, is the correct dcfense, although !hite a would be about equally good. Dia. 2a. !hite - here is a mistake 1 !hite cannot connect after 4 because of "lack a and !hite - at ' would be unthinkable.

Answer to problem 1. "lack -, threatening 4, is the right

Answer to problem 3. +fter !hite 2, "lack a would be gote.


Dia. 3a. Thus !hite gets to play - and 2 in sente. Dia. 3b. /f !hite plays - here, "lack ' and 4 are sente. '-

The 0ext *o1e Dia. 1. There are times when you have to hold yourself

to a smaller than possible immediate profit in order to prepare for a large ne)t move. That is the case with !hite in this position. Dia. 2. /f he descends at -, "lack descends beside him at ', then at 4, both times threatening to wedge in at . and capture.

Dia. 3. 3e can do better if he holds himself to this !hite initially. /f "lack connects at a after 2, !hite has sente. Dia. 4. /f "lack does not connect, !hite can make this capture, which threatens a further move at a or b. The initial play in $ia. 2 was small, but the bonus it made possible in $ia. 4 is huge. Problem 1. "lack to play. /f he restrains himself, he has a nice reverse sente play on the lower edge. Problem 2. !hite to play. 3ow should be handle the lower side 1 with a large knight#s move, a small knight#s move, or a diagonal move%

''

preparing for the tesuji at 2. Dia. 1a. /f he hanes with -, he has no ne)t move, and !hite#s territory is two points larger.

Answer to problem 1. "lack should descend to -,

!hite played 2 first, "lack could capture it by playing -. Dia. 2a. /f !hite makes this small knight#s move, he ends in gote with about five points less than in the correct answer.

Answer to problem 2. !hite - must precede !hite 2. /f

Tesu i to T%+e 'ente


Dia. 1. /f "lack neglects the left edge, !hite will hane at 0a0. "lack would like to prevent that, and if he plays correctly, he may be able to do so in sente. <an you see how% '2

Dia. 2. Food for you if you spotted the descent to "lack -, which is better than the hane at a because it gives "lack the following jump to 2. /f !hite wedges in between - and 2 at a, "lack b starts a big ko. The only trouble with this is that if !hite simply ignores "lack, both - and 2 are gote. Dia. 3. "lack#s tesuji is to play - first. /f !hite ignores that, "lack can play 2 in sente. Dia. 4. +ccordingly, !hite will be more likely than in $ia. ' to answer "lack -, allowing "lack to descend to 2 in sente. /f !hite tries to play ' at 2, he runs afoul of the ko again. Problem 1. !hite to defend the left edge in sente. Problem 2. "lack to defend the corner in sente. Problem 3. !hite to play. 3e gets his largest profit by capturing the black stone, but that is gote. There is a way for him to handle the left edge in sente instead.

'4

+nswer to problem -. !hite - and 2 are hard for "lack to ignore, and they make the descent to . an atari. /f "lack plays 4 at 0a0, !hite can turn elsewhere and "lack cannot hane at .. !hite - at . would threaten -, but "lack could ignore it, and then both !hite . and - would be gote. Answer to problem 2. !hite 4 at 8, followed by "lack 4 and !hite l, is a possible variation. "lack - at 2, followed by !hite - and "lack 0a0, would give "lack more profit, but in gote.

less than capturing at ' would do, so when sente is worth more than three points, it is correct. Dia. 3a. /f "lack ignores !hite -, !hite will not capture his stone but leap into the corner with 2. This is much bigger9 ne)t !hite can play 0a0.

Answer to problem 3. !hite - yields only three points

'%&rifi&e Tesu i
/n the previous section we saw three e)amples of sacrifices made in order to take sente. /n this section we shall see some sacrifices that actually yield profits as well as sente. Dia. 1. (ne)t page* !hite has to save two of his stones from being cut off. '.

Dia. 2. The obvious way to do this is to connect at -. "lack draws straight back with ', instead of playing on the third line, so as to be able to hane at a in sente. "y allowing this, !hite has not done his best. Dia. 3. !hite#s tesuji is to sacrifice -, so that after 4 "lack can no longer hane at 0a0. That makes !hite#s corner two points bigger than in $ia. ', but the surprising thing is that "lack#s territory is also one point smaller. "lack has been given one prisoner, but he has to play twice inside his own territory 1 at 4 and, later, 0b0 1 to capture it. Problem 1. "lack to play on the right edge. Problem 2. !hite to play on the right edge. Problem 3. "lack to play. Problem 4. !hite to play. /f he starts with a hane on the right edge, he loses one point.

'8

+nswer to problem -. "lack - is a profitable sacrifice. Dia. 1a. /f !hite is allowed to connect at ', then a becomes his sente and his territory is two points larger.

Answer to problem 2. !hite begins by playing - so that "lack will have to capture two stones instead of just one. Dia. 2a. /f he blocks with -, then since a is "lack#s sente, the corner is the same size as before, and "lack#s territory is two points larger. Answer to problem 3. "lack - at :, !hite - would mean a two point loss for "lack.

Answer to problem 4. "lack 4 at a, !hite b would be a bad ko, and if "lack omits 4 1 Dia. 4a. !hite - and 2 gain three points in sente. Dia. 4b. Aince a is his sente, "lack#s territory is one point larger than in the correct answer.
':

2edging Tesu i
The sacrifice tesuji of the previous section worked by forcing the enemy into a shortage of liberties. The tesujis of this section work in the same way.

Dia. 2. /t would be rather thoughtless of him to treat this as a one point in sente situation and push up with -. Dia. 3. /nstead, he should wedge in at -. "lack would be putting himself in atari if he played ' at 2, so he has to give way with ' and !hite gains three points in sente. Problem 1. "lack to play. 5ind his tesuji and !hite#s best answer to it. Problem 2. "lack to play and defend his corner. Problem 3. !hite to play. Problem 4. !hite to play and reduce "lack#s territory by two points.

Dia. 1. !hite to play.

',

+nswer to problem -. !hite should answer at ', not a, so as to end in sente. Dia. 1a. /f !hite cuts "lack off with ', he risks a big loss in a ko.

Answer to problem 2. "lack . at a (ko* is worth considering, but even if "lack has to give way with . and on through the ne)t diagram, !hite is still haunted by a shortage of liberties. Dia. 2a. 3e could not connect against "lack 0a0, for e)ample. Answer to problem .3. !hite - and 2 gain two points in sente. /f "lack does not connect at 4, !hite has a throw in. Dia. 3a. !hite - gains another two to four points. Dia. 3b. This !hite - would gain only one point.

have to connect at a later.

Answer to problem 4. !hite - threatens a. "lack will


';

3%pturing

Dia. 1. 3ow should "lack capture the three white stones so as to get the greatest profit% Dia. 2. This way gives him only seven points of territory7 three prisoners plus the point marked ). Dia. 3. "lack - and 2 are the right combination. They may be played in either order. Dia. 4. +fter both sides have connected "lack need make no further moves, so he has two points more than before. Problem 1. "lack to capture the two white stones. Problem 2. "lack to play. /f he leaves this position alone, !hite can start a multi step ko. Problem 3. !hat is "lack#s best way to capture% Problem 4. !hite to play and make seven points of territory by capturing three stones.

2?

any more liberties. Dia. 1a. This hane gives him one or three points less profit, depending on whether !hite lets him capture ' or not. Answer to problem 2. +fter -, if !hite opens the ko, "lack makes an eye with 2. "lack - also prepares for "lack 0a0.

Answer to problem 1. +fter 2, "lack will not have to fill

descends to 0a0, "lack 0b0 holds him in check. Dia. 3a. This sequence loses "lack four points. Answer to problem 4. !hite - confronts "lack with the choice of being captured at ' or having !hite descend to 2, which makes !hite a destructive. Dia. 4a. This hane gives !hite one less point of territory, and !hite 0a0 loses some of its force. 2-

Answer to problem 3. "lack#s eye is safe. /f !hite

Du%l-$urpose *o1es

!hite is threatening both a and, more seriously, b? Dia. 2. /f he plays the obvious -, !hite can later capture with ' and 4. =e)t !hite a is possible. Dia. 3. The right move is this dual purpose diagonal connection, which defends against both threats. The linkage between it and "lack " is unbreakable7 !hite 0a0, "lack 0b0, for e)ample. Problem 1. !hite to play on the left side. Problem 2. "lack to defend the left edge. Problem 3. "lack to play. 3ow should he connect% Problem 4. !hite to play on the left edge.

Dia. 1. 3ow should "lack defend the left side, where

2'

enables !hite to play 2 to : in sente. Answer to problem 2. "lack - is two points better than "lack 0a0, one point because he can push out at b in sente and one point because he has not filled his territory unnecessarily at 0a0. Answer to problem 3. +fter !hite a and "lack b, "lack will be in just the right place, giving "lack the ma)imum amount of territory. Answer to problem 4. !hite - threatens ' while protecting !hite ' from capture. /f "lack connects at ', !hite can hane at 2 in sente.

Answer to problem 1. !hite - links across to ' and

.n1%sions
Dia. 1. (ne)t page* Occasionally the enemy makes a mistake and gives you the chance to reduce one of his territories more than just slightly. This diagram shows a good e)ample. "lack is trying both to guard the cutting point at a and keep !hite from playing b in sente, and "lack - would be an e)cellent dual purpose move if it worked, but it does not. Dia. 2. "lack has seen that if !hite drives him down the edge, even the jumping ahead tesuji at . cannot stop him from linking up with 8. 22

Dia. 3. "ut he has forgotten about the throw in at :. /f he catches himself in time, he will answer !hite - in $ia. ' at the point between 2 and ., but he still loses nearly half his territory. Problem 1. !hite to invade "lack#s corner. The sequence involves a ko. Problem 2. "lack to invade !hite#s corner another ko. Problem 3. "lack to invade !hite#s corner. <an !hite live% Problem 4. !hite to play 1 a sort of one two cut.

24

+nswer to problem -. /f "lack connects with 8, !hite : makes a living group. "y playing 8 at 0a0, "lack can get a ko, but what he should have done befere all this started was to draw back with " at 2. Answer to problem 2. The ko is direct9 "lack can win it by connecting.

should play ' at 4, followed by "lack ' and !hite 2 or .9 then at least he can live. Answer to problem 4. /f "lack plays ' at 2 or ., !hite e)tends to ', gaining three liberties, then captures the two corner stones and kills the whole group. =ote that !hite at 2 would fail, "lack answering at ..

Answer to problem 3. "lack 2 at . works, too. !hite

2.

Tesu i th%t Att%&+ Eye 'h%pe

Dia. 1. >ven when an enemy group cannot be killed, it may be possible to earn a large profit by attacking it in the right way. That is certainly the case here. !hat should !hite do% /t would be a bad mistake for him to give atari at 0a0. Dia. 2. 3e should steal the eye at ' with - and 2. "lack can still live, but !hite trims him down to three points of territory in sente. Dia. 3. &ou can get an idea of the size of the moves in the previous diagram by comparing it with this one. =ow "lack has eight points of territory, and !hite has the cutting point at a to worry about. Problem 1. "lack to play. "y threatening the group in the corner, he can make a tremendous invasion of the area to the left. Problem 2. !hite to play. /f he attacks the group on the lower side in the right way he can capture part of it in sente.

28

Answer to problem 1. "lack - threatens ' and a ko9 if !hite connects at ', "lack can jump all the way in to 2. Answer to problem 2. /f "lack plays ' at 2, !hite a, "lack 4, and !hite ' kill him, and "lack ' at 0a0, !hite 2 would mean a life or death ko. !hite - at 0a0, "lack 4, !hite ', "lack -, and !hite a is another possibility, but it ends in !hite#s gote.
*is&ell%neous Tesu i
There are many, many other positions in which the right tesuji will yield a little e)tra profit. 3ere are a few of them.

squeeze "lack in sente. 3ow should he start% Dia. 2. /f he turns in at -, "lack can block with ', then answer !hite 2 by descending to 4. 6ater, as !hite connects, he will capture with a and b. Dia. 3. !hite can get a bigger share of the corner if he starts with - in this diagram. +fter 4 "lack#s territory is one point smaller than in $ia. ' and !hite#s is, if we average !hite a and "lack a, two ( * points larger. 2:

Dia. 1. !hite has lost two stones, but he can use them to

Problem 1. "lack to play. <onnecting above or pushing under the white stone on the ' 4 point is not good enough. Problem 2. !hite to play. This shape resembles the e)ample of $ias. - to 2. Problem 3. !hite to play. Cust turning at the 4 . point would be sente, but there is a better sente play. Problem 4. "lack to play and reduce !hite#s territory in the diagram to ten points while making a little territory for himself. Problem 5. !hite to play. 3ow should he defend his holdings in the center% Problem 6. "lack to play. + mere hane on the lower edge would be far too kind to !hite.

2,

Answer to problem 1. "lack - (four points in gote*, is better than - at . (one point in sente*. Answer to problem 2. /f "lack plays ' at 2, !hite 2 at a makes a big, one sided ko. Answer to problem 3. "lack cannot fight this one sided ko, so he may as well connect at 4. "lack ' at 2, !hite ' would lose him the corner. Answer to problem 4. "lack - threatens "lack ', so !hite has to connect there and let "lack earn the ma)imum.

stone marked '. /f "lack answers at a, !hite can give atari at b, then turn elsewhere. Answer to problem 6. "#ack -, the eye stealing tesuji, cannot be captured 1 !hite ' at 0a0, "lack 2, for e)ample, or !hite 4 at ., "lack 0b0, !hite a, "lack 4 1 so !hite#s best course is to connect at ' and 4 and make "lack link up in gote with 2 and .. 2;

Answer to problem 5. !hite - takes advantage of the

3ut4 3l%mp4 or H%ne5

" is unprotected by any direct form of connection, there

Dia. 1. $uring the endgame, when a stone like "lack

are generally three moves for !hite to consider. Dia. 2. /f nothing else works, !hite can always hane at - and "lack will have to give way at '. /f he blocks at 0a0, !hite can cut at ' and start a dangerous (for "lack* ko. Dia. 3. Much more effective is the clamping tesuji. /f "lack descends to a, !hite must be ready with a counter move at, for e)ample, b, c, or 0d0. Dia. 4. Most effective of all, when it cannot be captured, is the direct cut. Problems. /n each the question is whether to cut, clamp, or hane, e)cept that in problem 2 0push out# replaces 0cut#. !hite to play in - D 4, "lack to play in ' D 2

4?

Answer to problem 1. "lack connects solidly at ' so as to give himself the option of taking sente after 2. !hite - at ' would not work, because "lack would give atari at 0a0. Answer to problem 2. /f !hite plays ' at ., "lack 4 leaves the whole side dead. Answer to problem 3. <lamping at - gives "lack the most profit. /f he played at ' or 2 instead, !hite would reply at -. Dia. 3a. !hite can preserve some of his territory in sente, but at the loss of a stone. Answer to problem 4. !hite can only hane at -. Dia. 4a. /f he clamps, he ends up trading his corner for a small gain on the side.

H%ne or Des&ent5
Dia. 1. (ne)t page* /n this type of position, whether to hane or descend on the right side can be a difficult problem. 4-

Dia. 2. The hane gives more profit, but tends to be gote, unless !hite can follow it with a cut or clamp. Dia. 3. The descent gives a smaller profit than the hane if answered, but a larger profit if "lack ignores it and lets !hite jump in to 0a0.

Dia. 4. +nother possibility is to play the hane as a forcing move, as !hite is doing here, and not connect immediately at a. /f "lack cuts at 0a0, !hite has a good defense at 0b0. Dia. 5. /f "lack hanes at - first, !hite has to defend at ', not a, and after 2 "lack can hane again at 0a0, forcing !hite to give way to 0b0. Problem 1. "lack to play7 hane or descent% One of the two is automatically correct in this position. Problem 2. !hite to play7 ditto. Problem .3. "lack to play7 ditto. Problem 4. !hite to play7 ditto.

4'

Answer to problem 1. "lack descends in sente to i. !hite#s best answer is to connect solidly at '. 6ater, he will have to connect again at 0a0. Dia. 1a. /f "lack hanes, he gets only about one point more of profit than before, and in gote instead of sente.

Answer to problem 2. 5irst of all, !hite should hane at -. <onnecting at 2 gives him a to play ne)t, but it would also be good for him to play just the l ' e)change as a forcing maneuver to keep "lack from descending to - in sente. Dia. 2a. Auppose !hite descends with -. /f he does not continue at 2, a black atari at 2 gives him a slightly worse result than if he had let "lack play first if "lack descended to ', !hite would not answer at - 1 but !hite 2 is gote, since "lack 4 threatens to capture four stones with 0a0. That is also the reason !hite cannot play 2 at 4. /f he is going to end in gote anyway, the correct answer gives him more profit.

42

Answer to problem 3. /n this position the correct move for either side is to descend. "lack 2 and . are sente. Dia. 3a. Auppose "lack hanes. /f !hite omits 4, "lack is stuck with gote, while if !hite plays 4, "lack gets only the same profit as before, (assume !hite a, "lack b . That means that the hane may be worse than descending and cannot be better.

Answer to problem 4. /f "lack answers !hite -, then ' is the proper point, (although a jump down to the first line would probably come to the same thing*. /f "lack does not answer, then !hite will jump forward to ' himself. Dia. 4a. =ow !hite has gote, and !hite 0a0, "lack b etc. will yield him less than !hite -, "lack elsewhere, !hite ' would in the correct answer diagram. /f !hite wanted the result in $ia. 4a, he could get it by continuing from the correct answer. That in itself is enough to remove the hane at - from serious consideration.

44

You might also like