Download as pdf
Download as pdf
You are on page 1of 243
The Art of Go Series ‘olume 1 — Connecting Stones +--+ ---—— The Art of Go Series: Volume One Connecting Stones Wu Piao and Yu Xing Originally published by the People’s Athletic Publishing Co., China, under the title of Connecting Underneath and Connecting Stones. Editor - Mark E. Lass Associate Editor - James Bonomo Assisting Editor - Clyde Steadman Published by Yutopian Enterprises 2255 29th Street, Suite #3 Santa Monica, CA 90405 1-800-YUTOGO-3 yutopian@netcom.com, yutopian@aol.com hittp://www.webwind.go Copyright 1996 in the U.S.A. by Yutopian Enterprises All rights reserved according to international law. This book or any parts thereof may not be reproduced in any printed form, nor stored in any electronic retrieval system, nor recorded in any other medium without the written permission from the publishers, except for short excerpts as part of a written review. Translated by Dr. Sidney Yuan. Proof Assistance by Jeff Shaevel, Larry Tarof, and Jean Tantra Set ISBN: 1-889554-15-4 Volume ISBN: 1-889554-16-2 Make every effort to keep the unity of the spirit through the bond of peace From him the whole body, joined and held together by every supporting ligament, grows and builds itself up in love, as each part does its work. Ephesians 4: 3, 16 Table of Contents: Introduction: Foreword: Chapter One - Connecting at the Edge of the Board Chapter Two - Linking Up by Capturing Stones Chapter Three - Utilizing Support From Friendly Forces Chapter Four - Endgame Moves Chapter Five - Exercises and Applications 75 115 143 173 iti Introduction: Connecting seemingly separated groups of stones is an important part of go. If a player can learn to make such connections, he or she can often rescue an endangered group or attack an opponent’s group with unexpected fury. Studying the ways to fashion such connections is thus crucial for improving a player’s skill. This book consists entirely of problems requiring a connection, and their solutions. It is designed for independent study. One or two problems are presented at a time, followed by their solutions. This allows the reader to move at his or her own pace, and to check a solution immediately. Just as in a game of go, some problems require fighting a ko to connect, while others do not - the reader has to decide! The problems are grouped into five chapters. The first four each have a theme, such as connecting by capturing stones, which runs through the problems in the chapter. The fifth chapter consists of exercises, reviewing the methods developed earlier. Problems like the ones in this book occur in every game. Players who master these methods of connection can apply them in every game, and will take a big step upward in strength. They will notice, and their opponents will notice as well. Foreword: It has been my pleasure to bring this book to you. This would not have been possible without the support of my wife Susan who has helped with editing, nor without the advice of Sidney Yuan. I hope that you enjoy this book and that it helps you in your understanding of Go. Mark Editing this book has been surprisingly enjoyable. I hope that the problems interest each of you as much as they have interested me, and that the book helps you glimpse a bit more of the intricate balance that is Go. Jim This book represents the hard work of a community of people, some of whom haven’t ever met. It is a labor of love. This book will be a success if you become able to see more on the board, and come to enjoy the game even more because of it. Clyde Chapter One_- Connecting at the Edge of the Board Chapter One - Connecting at the Edge of the Board Connections from underneath take place in the corners or on the sides. In this chapter, the art of connecting along the edge is taught through exercises that increase in difficulty. EEE se Example 1- Black to play. How can he connect to the four stones on the left? + + + be Ty ¢ Example 2- Black to play. How can he connect to the corner group? @: Soore le ile. L Diagram 1a- Correct Answer. The diagonal move of black 1 is a common measure for connecting underneath. Playing at a also Diagram 1b- Failure to connect. The knight’s jump of black | does not work. White attaches with 2 and plays a clamp at 4 which cuts works. off the black group. imi im { + a ry | o/6 ry oi? af Diagram 2a- Correct Answer. The one-space jump of black 1 is the crucial move. There is no way for white to cut. Diagram 2b- Failure to connect. The two-space jump to black 1 is an overplay. White attaches with 2 and plays the clamp at 4. The black corner is dead. hapter One _- i the Edge Example 3- Black to play. How can he save the two black stones in the corner? cot = Example 4- White to play. How can he save his corner stones? 6 ® ° Diagram 3a- Correct Answer. Diagram 3b- Failure to connect. The large knight’s move of black If black makes a small knight’s 1 (from the corner) is the vital move, white attaches with 2 point. White fails to cut. before playing the clamp at 4. Black fails to connect to the two stones in the corner. eo +e Diagram 4a- Correct Answer. Diagram 4b- The white group on the side is annihilated. The two-space jump on the White plays the attachment at 1 second line is the only move. followed by the descent to 3. Black cannot cut. Although the corner is alive, the group on the side is annihilated. 10 Lo A 1 Example 5- Black to play. How can he save the corner group? OtTH Example 6- Black to play. How can he save the three black stones on the lower right? 11 tins Diagram 5a- Correct Answer. The descent to black 1 is an excellent move. If white hanes at a, black cuts at b. The corner is saved. VY Diagram 5b- Failure to connect. Black plays a bending move with 1. This is a crude move. When white ataris at 2, black is eventually annihilated. i Heseg iat Diagram 6a- Correct Answer. The clamp at black 1 is crucial. From then on, black either connects from underneath or captures a white stone. Thus, the three black stones are saved. 12 ogre Black has been Diagram 6b- separated. If black jumps to 1, white easily cuts the three black stones off with white 2 and 4. - Conns re of O ro + lole® a 1} } | Example 7- White to play. How can he save his three stones? 4 { : I | Example 8- White to play. How can he rescue the five white stones? 13 od @ Diagram 7a- Correct Answer. The clamp at white 1 is the vital point. If black ataris at 2, white descends to 3. Black cannot cut. roteed ‘ercoser yt Tee ose" t T Diagram 8a- Correct Answer. When white wedges at 1, black can only atari from the outside. After white 5, black fails to separate white. 14 Diagram 8b- Failure to connect. If white plays a clamp first, black calmly connects at 2, After 4, white has been cut apart. t {yt Tr 4 | HC Example 9- Black to play. How can he make a connection to the black corner stones? aa + H Ly { Example 10- Black to play. How can he rescue the middle black group? 15 Diagram 9a- Correct Answer. Black 1 is vital. When white thrusts to 2, black cuts at 3. Black ataris at 5 and connects with 7. ote ‘@ Diagram 9c- Failure to connect. If black plays a clamp at 1, white connects at 2. After the atari at 4, black is cut off. Diagram 9b- Variation. White thrusts from the other side. Black cuts at 3 and still connects at 5. From an endgame point of view, the previous diagram is better for black. 2 -0o Diagram 10a- Correct Answer. The clamp at 1 is the correct move. White ataris at 2. Black connects underneath. 4 Diagram 10b- Variation. If white connects at 2, Black can cut white apart with 3. 16 Diagram 10c- Failure to connect. Black attaches underneath with black 1. This is the wrong order. White hanes at 2. When black finally plays at 3, white makes life with 4 and 6. Fens a (? | [ Coo T 1 rp { Example 11- White to play. How can he save the white stones in the corner? : 4 + + _| Example 12- Black to play. How can he save his stones in the corner? “hapter One_- Connecting at the Edge of the Board ___ 17 ° T Diagram 11a- Correct Answer. White plays at 1 before attaching underneath at 3. The sequence is excellent. Black fails to block. Diagram 11b- Variation. If black connects at 2, white seals off with 3. After 7, black loses the capturing race. Diagram 12a- Correct Answer. The jump to black 1 is correct. If white plays a wedge move at 2, black ataris at 3 and connects with 5. 18 Diagram 12b- Failure to connect. The descent to black 1 is crude. White jumps to 2 and blocks with 4. Black cannot connect because of a shortage of liberties. __Chapter One - Connecting at the Edge of the Board + + + TJ Example 13- Black to play. How can he rescue the surrounded black group? EEE: Example 14- Black to play. How can he rescue the three black stones on the upper edge? 19 __Art of Connecting Stones ___ w Diagram 13a- Correct Answer. Black ataris at 1 before extending to 3. Since the two white eyes are fake, white fails to connect after white 4 and black 5. Ore COe 6 Diagram 13b- A double ko. a The jump to Black | is quite crude. White leaps to 2 and connects at 4. After 13, a double ko is formed. Black fails to connect. a a fede Diagram 14a- Correct Answer. The hane at black | is vital for the connection. Diagram 14c- Not tricked. White plays the mysterious play of white 2. Black is not tricked and plays 3. White has no choice but to let black connect. 20 Diagram 14b- White Fails If white blocks at 2, black thrusts to 3 and cuts at 5. OQ +@ Tt Diagram 14d- Failure to connect. The other hane for black | fails. White descends to 2. After white 6, black is captured instead. __________Chapter One _~. Comnecting:at the Edge of the Board _____ if “Example 15- Black to play." How can he connect his groups? wv Art of Connecting Stones S| Diagram 15a- Correct Answer. The block of black | is important. There are various responses for white. rot Diagram 15b- Black connects by hane. If white butts up at 2, Black can play a hane at 3. 5 Diagram 15c- Thrust and cut. If white descends to 2, black thrusts to 3 and cuts at 5. The white stones are captured. 4 | Diagram 15e- Failure to connect. The thrust to black 1 is useless. White blocks with 2. After white A, black is cut off and captured. 22 Diagram 15d- A squeeze play. If white plays the diagonal move at 2, black ataris at 3 and connects. Chapter 2 ‘ing at the 1 { Ra Example 16- White to play. How can white connect his groups? 23 _Art of Connecting Stones Diagram 16a- Correct Answer. The hane at white 1 is the vital point. There are various responses for black. zs tHe o Diagram 16c- Black is still captured. If black descends, White thrusts to 3 before cutting at 5. The black group on the side is still captured, as the black group above cannot live 24 Hoek 7 Hot o2] : of Sieg: HES z 2 2 Diagram 16b- White sneaks by. If black butts against white with 2, white sneaks through with 3. YH Diagram 16d- Failure to connect. If instead white thrusts to 1, then black can block at 2. After the diagonal move at 4, the white group on the side is dead. Chapter One - Connecting at the Edge of the Board e t ¢; OF t torre Example 17- White to play. How can white rescue the four white stones? ie Example 18- Black to play. How can he connect his groups? 25 Art of Connecting Stones Ore Diagram 17a- Correct Answer. The hane at white 1 is again the vital point. When black jumps to 2, the second hane at 3 is calm and collected. From this point, black will fail to capture the four white stones on the side. Either white will connect or a seki will result. Diagram 17b- A double cut. A white jump to 1 looks like a good move, but it is not. Black attaches at 2 and plays a clamp at 4. After black 12, white cannot connect. 26 Chapter One - Connecting at the Edge of the Board aed Diagram 18a- Correct Answer. The diagonal move at black | is quite conservative. White is forced to allow black to connect. ¢ 2 Diagram 18b- Black jumps and connects. If white reduces black’s liberties with 2, black can jump lightly to 3 and connect. 27 _...Art of Connecting Stones ___ Diagram 18c- White is captured. If white hanes at 2, and then plays a hanging connection at 4, black cuts at 5. White ends up being killed in the capturing race. HEH te Diagram 18d- White still fails. If white connects at 4, the extension to black 5 is excellent. If white tries to block at 6, black cuts at 7 and captures the white stones. 28 Diagram 18e- Black is captured. The hane at black | is crude. White thrusts to 2 and connects at 4. The four black stones will be captured. Chapter One - Connecting at the Edge of the Board Lo te e Example 19- Black to play. How can he save the five stones in the lower left? Example 20- White to play. How can white rescue his stones in the lower right? 29 Lod Lo! ° Diagram 19a- Correct Answer. The diagonal move at black 1 is the correct move to connect from underneath. Ke e Diagram 19b- Black connects. If white hanes at 2, black attaches from underneath at 3, and connects at 5. Diagram 19c- Black connects. White extends to 2. Black 3 also extends. After 9, black connects. 30 Chapter One - Connecting at the Edge of the Board Diagram 19d- Black is cut off and captured. The jump to black 1 is an overplay. White attaches at 2. After 6, black is captured. Diagram 19e- Black is still annihilated. The jump to black 1 is also not good. From the jump to white 2 through the cut at 10, black ends up being annihilated. 31 Diagram 20a- Correct Answer. The turning move at white 1 is exquisite despite the bad shape. If black hanes at 2 to block, white ataris at 3. After forming an eye with 5, white squeezes with the atari at 7, and connects with sente. Black 2 in the diagram is better than playing 2 at 6, allowing white to connect. If black plays 6 at 7, then white plays 6, and black dies. + - + @- ry Diagram 20b- Failure to connect. The diagonal move at 1 seems okay, but it is not. Black hanes at 2 to reduce white’s liberties. White fails to connect. Black could also have played a descent to 2 instead. 32 Example 21- Black to play. How can he connect his groups? HE Reset Example 22- Black to play. How can he link up his two stones on the lower side? 33 TSB ee! 9 Diagram 21a- Correct Answer. The knight’s move to black 1 is crucial. White cannot cut. Diagram 21b- Failure to connect. Playing an atari at black 1 allows white to hane at 2 and thrust to 4. After black blocks with 5, white will either get the corner or a ko. White has many ways to exploit this position. eT eey Diagram 22a- Correct Answer. The knight’s move to black 1 is essential for linking up the corner and the side. When white ataris at 2, black connects at 3. After white reinforces at 4, black connects from underneath with 5. 34 Diagram 22b- Failure to connect. If black hanes at 1, white ataris at 2, followed by the atari at 4 and the thrust to 6. The black groups are cut apart. Chapter One - Connecting at the Edge of the Board _ O eects Example 23- White to play. How can he connect his groups? Peg ee A | Example 24- Black to play. How can he link up his groups? 35 eo, ' Diagram 23a- Correct Answer. White cuts with 1 and jumps to 3 lightly. Black dares not block forcefully. White connects. ToL Hote sasnes ¢ 1 Diagram 23c- Failure to connect. If white starts with the knight’s move, black jumps to 2. After that, black is going to get either a or b. The white groups are separated. Diagram 23b- A ko fight. If white hanes at 1, black also hanes at 2. After 8, white is forced to form a ko. Here, this is a failure for white. ole SoBe td 1 T Diagram 24a- Correct Answer. The knight’s move at black 1 is vital. White blocks at 2 followed by black’s extension. Black clamps at 5 and connects. 36 T Diagram 24b- Failure to connect. When white draws back to 4, black must not cut at 5, or white plays the turning move at 6 and separates black. Chapter One - Connecting at the Edge of the Board | | t o are $6 | Example 25- Black to play. How can he save his two stones? “ee { + Example 26- Black to play. How can he link up his groups? 37 ees age Diagram 25a- Correct Answer. Black plays the two-step hane of 1 and 3. When white cuts at 4, black 5 forms a ko. Black will now either connect or gain through a ko threat. 7 Diagram 26a- Correct Answer. Attaching underneath at black 1 and the hane at 3 are crucial moves. When white plays the atari at 4, black 5 forms a ko. Black plays the ko to connect. 38 OR OL eet “Ei fSecte Diagram 25b- Black _ fails completely Black’s hane at 1 and connection at 3 are terrible moves. When white connects at 4, black is dead. Diagram 26b- Failure to connect. If black cuts at 3, white simply ataris at 4 and captures a stone. The black groups are separated. Chapter One - Connecting at the Edge of the Board Oeld ee Example 27- White to play. How can he link up his groups? ere Example 28- Black to play. How can he save the two stones on the lower edge? 39 re +e Diagram 27a- Correct Answer. The hane at white 1 and 3, and the connection of 5 are finesse (tesuji) moves in connecting from undemeath. Black has to give in. Diagram 27b- A ko. The thrust to white 3 is a slack move. When black cuts and ataris at 4, white can only form a ko with 5. eu LO lole 2 Diagram 28a- Correct Answer. The attachment of black 1 underneath is a common measure. Black is determined to rescue the two stones. it Diagram 28c- Failure to connect. Black plays the other atari with 5. However, the choice is wrong. White connects with 6 and black has wasted all his efforts. 2 40 e Diagram 28b- The ko. If white hanes at 2, black cuts at 3. After 7, black forms a connecting shape. Although it is a ko, it is very profitable for black if he wins. White has no choice but to fight the ko. Chapter One - Connecting at the Edge of the Board Sagi I se suveeeeenes! Example 29- White to play. How should white respond to the hane of the marked black stone, and link up his stones? Art of Connecting Stones Diagram 29a- "Correct Answer. The thrust to white | is the key. When black ataris at 2, white counter-ataris at 3. White cuts at 5 and connects his groups by sacrificing two stones. Diagram 29b- Same result. If black blocks at 2, white cuts at 3 before he draws back to 5. This way, white still connects and the end result is the same as the previous diagram. sISsgit te Diagram) 29e- | White stil connects If black ataris and hanes at 2, white connects and counter- ataris. This way, white still connects. ee Diagram 29e- White is still cut apart If white draws back, black simply connects at 2, and cuts white apart. 42 Diagram 29d- White is cut apart If white 1 cuts, black ataris at 2 before connecting at 4. The white groups have been cut apart. Chapter One - Connecting at the Edge of the Board 7 Example 30- White to play. How can he save the three surrounded stones? Example 31- Black to play. How can he rescue his four stones? __Art of Connecting Stones_ Diagram 30a- Correct Answer. The atari at white 1 does the trick. White then leisurely descends to 3. When black blocks at 4, white cuts at 5 and connects, Diagram 30b- Failure to connect. Immediately descending to white 1 is too hasty. Black hanes at 2 before thrusting at 4 and connecting at 6. The white stones end up being captured. Le! Diagram 31a- Correct Answer. The clamp at black 1 is the key. When white connects at 2, black also connects at 3, rescuing the four stones. 44 Diagram 31b- Variation. If white ataris at 2, black also ataris at 3. Black then either connects or captures without any problem. LC + * + 1 + + + cc ore Example 32- White to play. How can he rescue his four stones? e. Qa Example 33- White to play. How can he save his stones in the corner? 45 Art of Connecting Stones __ BOOTH Diagram 32a- Correct Answer. The descent to white 1 is crucial. Black is forced to capture with 2, allowing white to connect at 3. rot) 96:2609 Diagram 32b- Variation. If black plays the wedge at 2, white ataris at 3. Black is forced to capture with 4. White then connects with the hane at 5. KOTOR $ T Diagram 33a- Correct Answer. White 1 is the key here. tT Diagram 33b- White connects underneath. If black draws back to 2, white extends to 3. After 7, white is successful in connecting. $ ¢) LOLOo- } Diagram 33c-White still connects. If black descends to 2 trying to form a ko, white still manages to connect after the atari at 3, and the hane at 5. 46 T Diagram 33d- Failure to connect. If white starts with a tum to 1, black simply connects at 2 and prevents white from connecting. Chapter One - Connecting at the Edge of the Board {I t t co Example 34- Black to play. How can he save his group on the right? 47 Art of Connecting Stone: WT T Diagram 34a- Correct Answer. Black 1 is the vital point. White is forced to atari at 2. When black hanes at 3, white’s best resistance is 4, but black safely connects with 5. I I T T Diagram 34c- White fails. If white extends to 2, black draws back to 3. With white 4 and black 5, both play a hane. The entire white group on the upper right is captured. Diagram 34b- Variation. If white blocks at 4, black extends to 5 and winds up capturing 2 stones. 48 Diagram 34d- Failure to connect If black plays a clamp, white 2 connects and prevent black from linking. Chapter One - Connecting at the Edge | ofthe Board SI KS - —* ‘e e YY Example 35- Black to play. How can he save the two stones on the left? O- Example 36- White to play. How can he link up his four stones on the left? 49 oH ry Diagram 35a- Correct Answer. Black thrusts and cuts with 1 and 3, creating the exquisite move of 5. After 7, black connects from underneath. If white 6 is played at a, black cuts at b. White ends up being captured. 1e C 2 Diagram 36a- Correct Answer. The hit of white 1 is the key. When black draws back to 2, white hits again at 3, not giving black a chance to relax. Black has no choice but to capture the white stones in the center with 4 and 6, allowing white to connect easily. 50 6 Diagram 35b- Failure to connect. If black blocks at 5, white descends to 6. Black fails to connect from undemeath. o Diagram 36b- An overplay for black. When white hits at 3, the descent to black 4 is an overplay. After white 7, black ends up being captured. Chapter One - Connecting at the Edge ofthe Board - + * ‘ “elle } atte Example 37- Black to play. How can he link up his group in the corner? PAS it + Example 38- White to play. Are the four white stones on the left alive? 31 ._firt.of Connecting Stones Diagram 37a- Correct Answer. The block at black 1 and the descent to 3 are excellent moves that can easily be overlooked. The diagonal move at white 4 is a good move, but when black leasurely ataris at 9, white is not able to connect. Diagram 38a- Correct Answer. The diagonal move at white 1 is exquisite. When black attaches at 2, white ataris at 3. Black dares not connect. If he did, white would cut and capture at a. 52 Diagram 37b- Failure to connect. If black connects at 3, white ataris at 4 and throws in at 6 killing the corner. Diagram 38b- Variation. Tf black connects at 2, white cuts with an atari at 3 before extending to 5. The four black stones on the left are captured. 5] Example 39- White to play. How can he save his two stones? 28, ? LH Example 40- Black to play. How can he link up his four stones on the left? 53 + +@ Diagram 39a- Correct Answer. The cut at white 1 is the key. Black is forced to atari at 2. The hane at 3 is brilliant. After black 4 captures, white connects undemeath with 5. Art of Connecting Stones au +@ Diagram 39b- Failure to connect. If white hanes on the other side, he fails. Black descends to 4 and blocks at 6. The white group is captured. ET HC LH Diagram 40a- Correct Answer. The cut at black 1 is the key. When white thrusts to 2, black blocks at 3 and connects with the hane at 5. 54 Diagram 40b- Failure to connect. Black jumps to 1. It looks like a good move, but it is not. White jumps to 2. After 6, the black stones in the corner are captured. Chapter One - Connecting at the Edge of the Board * + © Example 41- Black to play. Linking up his groups will force white to reinforce in the comer. sy Example 42- White to play. How can he save his stones on the side? 55

You might also like