A Survey of The Basic Tesujis
A Survey of The Basic Tesujis
A Survey of The Basic Tesujis
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The Road Map to Shodan, Volume 4
by Richard Bozulich
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Copyright Page
The Road Map to Shodan, Volume 4
A Survey of the Basic Tesujis
by Richard Bozulich
Published by
Kiseido Publishing Company
Kagawa 4–48–32
Chigasaki-shi, Kanagawa-ken
Japan 253–0082
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Contents
A Survey of the Basic Tesujis
The Road Map to Shodan, Volume 4
Copyright Page
Preface
A Brief Glossary of Go Terms and Concepts
1. The Hane
2. The Placement
3. The Throw-in
4. The Attachment
5. The Wedge-in (Warikomi)
6. Wedging in with a Hane (Hanekomi)
7. The Atekomi Tesuji
8. The Cut
9. The Descent
10. The Peep
11. The One-Space Jump
12. The Shoulder Hit
13. The Diagonal Move
14. The Diagonal Attachment
15. Guzumi
16. Atari
17. Capture
18. Blocking
19. Drawing Back
20. Hekomi
21. Bulging Out
22. Solid Extension
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23. Pushing
24. The Knight’s Move
25. Narabi
26. The Diagonal Connection
27. The Solid Connection
28. Bumping against the Enemy’s Stone
29. Pressing
30. The Push-in Tesuji
31. The Push-in-and-Cut Tesuji
32. The Two-Step Hane
33. Turning
34. Crawling
35. The Inside Hane
36. Attach and Cut
37. The Side Attachment
38. The Underneath Attachment
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Preface
In life-and-death situations and during the sharp skirmishes that arise in
the middle game, brute-force analysis is usually required. However,
intuition also plays a role in your ability to instantly find the key move that
turns the position in your favor. Those key moves are called tesujis. There
are about 45 different kinds of tesujis that a dan-ranked go player should
be familiar with. If a player has solved many problems that involve a
certain kind of tesuji, he or she will immediately recognize — almost
unconsciously — positions in their games where that tesuji is applicable.
This is called ‘pattern recognition’. Of course, the player must confirm that
it is indeed the required tesuji by the brute-force reading out of the
continuation after the tesuji is played.
This book presents more than 40 basic tesujis that arise in the game of
go. Although there are only 38 sections, a number of different attachment
tesuji are presented in Section 4. After an example of a tesuji is presented
and explained, three to 12 problems follow, showing the various ways that
it can be applied. In all, there are 182 problems.
If you are a high kyu-level player, your go intuition may not yet be well
developed, so it will be hard to spot the correct tesuji, but you should not
dwell too long on each problem. It is better to look at them as examples
and make a best-guess move, then immediately look at the answer. In this
way you can probably do 20 problems in an hour and get through the
entire book in about a week. Your mind will no doubt be working full
time, even while sleeping, to internalize the new knowledge that is being
crammed into your brain. But the good news is that your intuition will be
gradually developing.
After finishing the entire book, go through it once more. Your mind will
have already absorbed much of the new knowledge and you will recognize
many patterns that keep recurring. After going through this book twice at
high speed, you can then come back to it and look at the solutions in more
detail and confirm the results. By developing your intuition in this way,
you will be able to spot similar tesujis in your games.
The aim of this book is to make the high kyu-level player aware of the
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various tesujis that can arise in their games. Once this awareness is
achieved, the reader will want to test this newly acquired ability in a more
practical setting. A good follow-up book is
K54: 501 Tesuji Problems
Richard Bozulich
February 2015
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A Glossary of Go Terms Used in this Book
Aji — Aji in Japanese means ‘taste’ in the sense that ‘food tastes good.’
However, what this word really implies when used in a go context is
‘aftertaste’. It refers to the possibilities that remain in a position after a
local skirmish has been played.
Atari — When all the intersections except one directly adjacent to a stone
or a group of stones are occupied by the opponent, the stone or group is
said to be in ‘atari’.
Gote — A move that your opponent can ignore. A gote move is usually
defensive, so it will pose little or no threat to your opponent. Compare
sente.
Miai — Points in a position that are of equal value. If one player occupies
one of them, the other player takes the other.
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Shodan — 1-dan. The lowest dan ranking. The first level of an expert
player. See dan.
Light — Stones are called light when they can be sacrificed after having
served some purpose. Karui in Japanese.
Thin — A group that has trouble making two eyes is thin. Usui in
Japanese.
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1. The Hane
The hane is one of the most common tesujis, mainly because of its
effectiveness in killing groups in life-and-death positions. However, it has
a wide range of applications and is also used for escaping, linking up
stones, making shape, and attacking, to name only a few. So what is a
hane?
A hane is a diagonal move from a friendly stones that bends around an
opposing stone. Let’s look at an example to get a clearer understanding.
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6 5
4 3 1
2
Dia. 1
In Dia. 1, Black has occupied the three star points in the upper right. White
invades the corner at the 3–3 point to establish a position within this black
sphere of influence. The moves to Black 6 are a joseki. Next —
13
7
Dia. 2
White 7 in Dia. 2 is an example of a hane. It is a diagonal move from the
marked white stone that bends around the marked black stone. White 5 in
Reference Dia. 1 is also a hane, as it is a diagonal move from the stone at 3
that bends around the stone at 4. However, White 7 is a tesuji, whereas
White 5 is not. What’s the difference?
The reason 7 is a tesuji is that it enables White to give up the corner in
exchange for establishing a position at the top or on the right side. This
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gives his stones extra flexibility when they are attacked.
14
12
10
9 8 13
11
15
Dia. 3
If Black blocks at 8 in Dia. 3, White cuts with 9. White is now threatening
to play a double atari at 10, so Black defends by connecting on that point
himself. After the moves to 15, Black gets the corner while White
establishes a position on the right side.
15
15
13 11
14
10 9 8
12
Dia. 4
Instead of 10 in Dia. 3, Black might atari with 10 in Dia. 4. In that case,
White connects with 11. If Black captures with 12, White ataries with 13,
then captures with 15. White has not only established a position at the top,
he has also secured the territory in the corner. Compared with Dia. 3, this
is not a good result for Black.
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11
12
10 9 8
13 a
b
Dia. 5
After the exchange of Black 10 for White 11, Black could also defend
against the double atari with 12. White would answer by extending to 13.
If Black answers by extending to ‘a’, White will simply extend along the
third line with ‘b’. If Black continues to crawl along the second line, White
will stay on top of him by extending along the third line. Eventually, Black
will have enough liberties to capture the white stones in the corner, but by
that time White’s influence in the center will be overwhelming and
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Black’s marked stone will have been neutralized. As a general principle, it
is bad strategy to crawl along the second line.
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Problem 1
Black to play
How can Black settle his group of four stones?
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Answer 1
4
5 3 1 2
Dia. 1
Black should play the hane of 1 in Dia. 1. When White blocks with 2,
Black plays the diagonal move of 3. If White defends the corner with the
atari of 4, Black links up with 5. Next —
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12 14
6 8
7 10 13
9 11
15
Dia. 2
If White fights back with 6 in Dia. 2, Black can link up his stones with the
moves to 13. White also links up with 14, but Black has settled his stones.
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10
9
11 12
Dia. 3
Instead of 9 in Dia. 2, Black can atari with 9 and 11 in Dia. 3, but White
can set up a ko with 12. Black starts the ko by capturing at the marked
stone with 13. Black can play this way only if he has enough ko threats.
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5
3 1 2 6
4 7
8
Dia. 4
White can prevent Black from linking up by bumping against the black
stone with 4 in Dia. 4, but Black can live with the moves to 7. White
makes shape with 8. White should not play 4 at 7 — Black will play at ‘a’
and White’s three stones are heavy.
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Problem 2
Black to play
After exchanging the marked stones, how can Black break into the top?
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Answer 2
3 1
Dia. 1
If Black plays a hane with 1 in Dia. 1, White should answer with 2. Black
has broken into the top, but White is thick in the center. This is a joseki
variation.
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2 1
4
3
7 10
6 5 8
9 11
Dia. 2
If White resists by blocking with 2 in Dia. 2, Black will atari with 3, then
go after the two marked stones with 5. White might resist with 6 to 10, but
his group on the right can’t escape.
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2
Dia. 3
The exchange of 1 for White 2 in Dia. 3 is bad for Black, as his two stones
in the center have become heavy.
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Problem 3
Black to play
How can Black settle his five stones?
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Answer 3
a 3 1 b
2 4
5
6
7
Dia. 1
Black should play a hane with 1 in Dia. 1, threatening to capture a stone.
White exchanges 2 for 3, before defending with 4. Black now plays 5, and
White can’t play at ‘a’ or ‘b’. White is forced to defend with 6, so Black
gets his stones out into the center by jumping to 7.
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a
1
Dia. 2
Defending the marked stone with 1 is too slow. Black lives when he
capture at ‘a’, but White confines him to the top with 2.
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Problem 4
Black to play
How can Black secure the territory in the corner?
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Answer 4
2 1 b
a 3
Dia. 1
Black should first play a hane with 1 in Dia. 1. If White blocks with 2,
Black extends to 3. White still has to defend against the cut at ‘a’ by
capturing at ‘b’, so Black ends in sente.
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2 1 3
4
5
Dia. 2
Answering White 2 in Dia. 2 by connecting with 3 is a mistake. After
White defends with 4, Black has to capture with 5, so he ends in gote.
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3
1
2
c
b d a
Dia. 3
If Black omits playing at 1 in Dia. 1, White will play 1 and 3 in Dia. 3 and
Black’s group is dead. Even if Black plays at ‘a’, White ‘b’–Black ‘c’–
White ‘d’ kills him.
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Problem 5
Black to play
How can Black link up his stones at the top to their allies on the right?
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Answer 5
3 a 1
c
2 b
Dia. 1
Black should play the hane of 1 in Dia. 1. If White tries to cut him off with
2, Black ataries with 3. If White captures with ‘a’, Black recaptures the
two marked stones in a snapback by playing on the marked black stone. If
White ‘b’ next, Black can link up with ‘c’.
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4 1 2
a
5 3
Dia. 2
Answering Black 1 with White 2 fails to cut Black off. Black ataries with
3. If White captures with 4, Black links up with 5. If White plays 4 at 5,
Black captures at ‘a’.
37
Problem 6
Black to play
How can Black link up his stones in the corner to their allies below?
38
Answer 6
4 1
2 3 5
Dia. 1
If Black plays a hane with 1 in Dia. 1, White has no choice by to answer
with 2. Black can now link up with 3 and 5.
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3 2
4
Dia. 2
Drawing back to Black 1 in Dia. 2 fails. White 2 and 4 capture the black
stones in the corner.
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3
1
Dia. 3
Black can live in the corner by playing 1 and 3 in Dia. 3. However, White
becomes thick and the two marked stone below are cut off and in danger.
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4
2
3 1
Dia. 4
Black 1 in Dia. 4 is another mistake. White answers by descending to 2. If
White now connects with 3, White 4 captures the black stones in the
corner.
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2. The Placement
Along with the hane, the placement (oki in Japanese) is another common
tesuji. In fact, it is often used in combination with the hane when killing a
group. Many examples of this tesuji combination were shown in The
Basics of Life and Death, Volume 3 of this series. Besides life-and-death
situations, the placement has a wide range of applications. Let’s look at an
example when used as a tesuji.
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Dia. 1
In Dia. 1, Black can’t kill the white group, but he can reduce the size of its
potential territory while increasing the size of his own territory in the
corner. What is Black’s tesuji for doing this?
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3 1
2 b
Dia. 2
Black 1 in Dia. 2 is an example of the placement tesuji. White has no
choice but to connect with 2. After Black draws back with 3, White must
make eyes with 4. The points ‘a’ and ‘b’ are now miai, so White’s group is
alive.
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4
2 1 7
3
5
6
Dia. 3
Trying to capture the black stone at 1 by blocking with 2 in Dia. 3 is
dangerous. Black will cut with 3. When White plays a hane with 4, Black
ataries with 5, then sets up a ko with 7. Next —
46
10
Dia. 4
White starts the ko with 8 and 10. Compared with Reference Dia. 2, this is
not a good result for White, as he risks losing all his stones in the corner.
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8 10
11
Dia. 5
Instead of 8 in Dia. 4, White must not start a capturing race with 8 in Dia.
5. After Black connects with 11, White can capture Black’s five stones,
but his group is left with a five-space eye, so it is dead.
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2
13 1
6 7
4 3
5 11
8 9
12 10
Dia. 6
The position in Dia. 1 arose when White invaded the corner with 1 in Dia.
6 and played the moves to 13. Instead of 11, White could have cut at 12,
but he would still have to come back and connect at 11 if he wants to
rescue his group in the corner.
49
Problem 7
Black to play
How can Black defend against a cut at White ‘a’ in sente?
50
Answer 7
1 4
2 3
Dia. 1
The placement of Black 1 in Dia. 1 is the tesuji. If White connects with 2,
Black 3 defends against the cut and threatens to link up to his stone at 1.
White has to block with 4, so Black has defended his cutting point in sente.
51
1 2
4
3
Dia. 2
If White answers Black 1 by blocking with 2 in Dia. 2, Black will play 3,
threatening to push through with 4, and trap two white stones. White has to
connect with 4, so Black has again defended against a cut in sente.
52
Problem 8
Black to play
How can Black link up his stones on the left with their allies in the corner?
53
Answer 8
5
2 1 4
3
Dia. 1
If Black makes the placement of 1 in Dia. 1, he can link up all of his
stones. If White blocks with 2 and pushes in with 4, Black links up his
three stones with 5. Next —
54
8 7 9
Dia. 2
White cuts with 6 in Dia. 2 and ataries with 8, but Black links up with 7
and 9. The position is now a capturing race, but Black has too many
liberties, so White can’t save his four stones.
55
b
3 1 a
2
Dia. 3
If White answers Black 1 by connecting with 2 in Dia. 3, Black will draw
back with 3. If White ‘a’ next, Black links up with ‘b’.
56
5 2 4 c
1
3 a b
Dia. 4
Black can live on the left by playing 1 to 5 in Dia. 4, but this is inferior to
Dia. 1. Black ends up with less territory and White can reduce the size of
Black’s corner with the moves ‘a’–Black ‘b’–White ‘c’.
57
Problem 9
Black to play
How can Black gouge out White’s base?
58
Answer 9
2 1 3 4
5
Dia. 1
Black should make a placement with 1 in Dia. 1. If White blocks with 2,
Black attaches with 3. If White blocks again with 4, Black cuts with 5 and
White’s position collapses.
59
a 2 1 4 3 5
6
Dia. 2
When Black attaches with 3, White must wedge in with 4 in Dia. 2. After
the exchange of Black 5 for 6, White’s group is left with only one eye.
Black can continue his attack with ‘a’.
60
3 1 2
Dia. 3
White might answer Black 1 with the diagonal attachment of 2 in Dia. 3.
After Black draws back to 3, White’s group at the top doesn’t have eye
shape, so he has to run away into the center with 4.
61
Problem 10
Black to play
How can Black attack the white stones in the corner?
62
Answer 10
3 1
2
Dia. 1
When Back makes a placement at 1 in Dia. 1, White can connect with 2,
so Black will link up to his marked stone. White’s group is now in danger.
Next —
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4 6
5
Dia. 2
White has to make eye shape for his stones with 4 and 6. Black has
reduced the size of White’s corner and increased his own territory at the
top. In addition, White ends in gote.
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6 10
2 1 7 8
3
5 4
9
Dia. 3
White could also answer Black 1 by blocking with 2 in Dia. 3. After White
ataries with 10 —
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16
13 12
14
15 11
Dia. 4
Black connects with 11 in Dia. 4 and White lives with the moves to 16.
White’s territory at the top is bigger than in Dia. 2, but Black increases his
thickness, which affects the center.
66
Problem 11
Black to play
How can Black gouge out White’s base in the corner?
67
Answer 11
2 1 a b
4 5
3
Dia. 1
If Black makes a placement with 1 in Dia. 1, Black can reduce White’s
territory in the corner with 3 and 5. If White ‘a’, Black ataries at ‘b’ and
White’s group is left with only one eye.
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3 1
2
Dia. 2
White can also answer Black 1 by playing the diagonal move of 2 in Dia.
2. This time Black can link up to his stones on the left by drawing back to
3. Again, White’s group in the corner is left without eye shape.
69
Problem 12
Black to play
How can Black rescue his stones in the corner?
70
Answer 12
1 5
2 3
4
Dia. 1
Black should make a placement at 1 in Dia. 1. If White connects with 2,
Black ataries with 3. White connects at 4 and Black connects with 5,
trapping two stones. If White plays 4 at 5, Black captures two stones by
playing at 4. Either way, Black’s group is alive.
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5
1 7 4
3 2
6
Dia. 2
If White answers Black 1 with 2 in Dia. 2, Black pushes in with 3. White
now plays 4 and 6, setting up a capturing race, but the four-space eye in
the corner gives Black enough liberties to win this race by one move.
72
3. The Throw-in
The throw-in (horikomi in Japanese) tesuji is a sacrifice tactic that has a
number of applications. It is often used in life-and-death situations to
create a false eye. It is also effective in creating a shortage of liberties in
your opponent’s stones, as the following example illustrates.
Dia. 1
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Black 1 in Dia. 1 is an example of a throw-in tesuji. It is the only move
that enables Black to capture all of White’s stones, as it puts all of the
white stones in atari.
Dia. 2
One way White can resist is to capture with 2 in Dia. 2.
74
Dia. 3
Dia. 3 shows the result of this capture. White’s marked stones are in atari,
Next —
75
3
Dia. 4
Black captures them with 3 in Dia. 4 and White’s position collapses.
76
1
2
Dia. 5
White could also capture with 2 in Dia. 5, but now —
77
a
Dia. 6
The marked stones are in atari, so Black can capture at ‘a’ in Dia. 6.
78
Problem 13
Black to play
How can Black make eyes for his group?
79
Answer 13
1 2
Dia. 1
If Black throws in a stone with 1 in Dia. 1, White has to capture with 2.
Black now descends to 3 and his group is alive. Next —
80
6 4
9 8 5
7
Dia. 2
If White resists by connecting with 4 and 6 in Dia. 2, Black can play the
moves to 9 and capture White.
81
6 7
4 5
Dia. 3
If White fixes the defect in his position at the top with the diagonal move
of 4 in Dia. 3, Black can capture two stones with 5 and 7.
82
2
4 1
3
Dia. 4
Black 1 in Dia. 4 is a simplistic move. White connects with 2, then, after
Black 3, defends the top with 4. Black’s group is dead. If Black plays 1 at
3 first, White again connects at 2.
83
Problem 14
Black to play
How can Black make eyes for his group?
84
Answer 14
2 1
3
Dia. 1
Black should throw in a stone at 1 in Dia. 1. White captures with 2 and
Black ataries with 3. Next —
85
7 4
6 5
Dia. 2
If White connects with 4 in Dia. 2, Black must cut with 5, forcing White to
atari with 6. Black now captures four stones with 7, putting five white
stones into atari. Next —
86
a 8 9
Dia. 3
White has no choice but to get out of atari by capturing with 8 (or at ‘a’) in
Dia. 3, so Black can make two eyes for his group with 9.
87
5 4
Dia. 4
After White connects with 4, if Black omits playing 5 in Dia. 2 and
immediately captures four stones with 5 in Dia. 4 —
88
8 6
7
Dia. 5
White will make a placement at 6 in Dia. 5. If Black now cuts with 7,
White captures a stone with 8. Next —
89
9 a
10
Dia. 6
Black’s group is dead. If he tries to start a capturing race by descending to
9, White plays 10 and Black can’t atari at ‘a’ because he is short of
liberties.
90
Problem 15
Black to play
If Black can stop White from making a second eye, he will win the
capturing race.
91
Answer 15
2
1
3
Dia. 1
Throwing in a stone with Black 1 in Dia. 1 is the only way to stop White
from making a second eye. If White captures with 2, Black 3 makes
White’s potential eye a false one.
92
5 3 4
1
2
Dia. 2
White might answer Black 1 by connecting at 2 in Dia. 2. However, Black
3 and 5 also turn the point at 1 into a false eye.
93
3
2
1
4
6 5
Dia. 3
Black 1 in Dia. 3 looks like a key point, but, after White 2, Black must
play 3 to stop White from making a second eye. This gives White the
chance to cut through with 4 and 6. Black’s stones on the right will now
lose the capturing race.
94
10 11 12
13 6
5
9 7
4 8
Dia. 4
After Black 3 in Dia. 1, Dia. 4 shows how the capturing race continues. It
ends in an approach-move ko, but White has to win this ko four times
before it becomes a direct ko.
95
Problem 16
Black to play
How can Black make a thick position in the center?
96
Answer 16
3 1
2
Dia. 1
If Black sacrifices a stone with 1 in Dia. 1, White must capture three
stones with 2. This gives Black the chance to capture with 3, building a
wall that projects influence into the center.
97
1 2
3
Dia. 2
If White answers Black 1 by capturing with 2 in Dia. 2, Black ataries with
3. Next —
98
5 4
6 7
Dia. 3
White connects with 4 in Dia. 3, and Black ataries again with 5 and 7.
Next —
99
9 8
Dia. 4
After White connects with 8 in Dia. 4, Black ataries with 9 and White’s
stones are caught in a ladder.
100
Problem 17
Black to play
How can Black link up his marked stones with their allies in the corner?
101
Answer 17
2 1
5
4 3
Dia. 1
Black should start by throwing in a stone with 1 in Dia. 1, then cut with 3
after White captures with 2. White cuts with 4 and Black ataries with 5.
Next —
102
a 7
Dia. 2
White captures with 6 in Dia. 2, but the two marked white stones can’t
avoid capture after Black 7. If White answers at ‘a’, Black captures four
stones by playing at the marked black stone.
103
5 3
4
2 1
Dia. 3
Black could reverse the order of moves in Dia. 1 and start with the cut of 1
in Dia. 3. After the moves to 5, Black links up, but he has suffered a loss
of five points compared with Dia. 2.
104
4 5
3
2 1
6
Dia. 4
Instead of throwing in a stone at 3 in Dia. 3, Black 3 in Dia. 4 is a mistake.
After White captures with 6, there is no way that Black can link up his
stones.
105
Problem 18
Black to play
How can Black rescue his marked stones?
106
Answer 18
5
3
4 7
2
1
Dia. 1
Black starts by throwing in a stone with 1 in Dia. 1. After White captures
with 2, Black attaches with 3, setting up a capturing race. White connects
with 4, then defends at 6, but, after Black ataries with 7, White can’t get
out of atari because his stones are short of liberties.
107
5
3
4 7
9
2
1
8
6
Dia. 2
The throw-in of Black 1 in Dia. 10:
2 isconnects
played on the wrong side. This gives
White an extra liberty. After the moves to Black 9, White 10 connects at 1
and his stones are now secure, but there is no escape for the six stranded
black stones.
108
4. The Attachment
The attachment (tsuke in Japanese) tesuji has a wide range of applications
and is especially useful in making sabaki (settling a weak group). This
tesuji comes in a wide variety of forms, each of which is an important
tesuji in its own right. There is the clamp (hasamitsuke), the belly
attachment (haratsuke), the diagonal attachment (kosumitsuke), the nose
attachment (hanatsuke), the attachment across the knight’s moves
(tsukekoshi), to name the most important ones. Each will be discussed in
this section. But first let’s look at an example of the basic attachment
tesuji.
109
1
Dia. 1
Black 1 in Dia. 1 attaches against the marked stone. This move is a
powerful tesuji because it sets in motion a sequence that will capture some
stones and destroy most of White’s territory at the top.
110
3 4
Dia. 2
Answering Black 1 in Dia. 1 with the atari of White 2 in Dia. 2 is the
prudent move. Black descends to 3. White might resist with 4, but —
111
5 7
6
Dia. 3
Black ataries with 5 in Dia. 3, then captures six white stones with 7.
112
a
5 6
Dia. 4
Answering Black 5 with 6 in Dia. 4 is out of the question. Black can
capture nine stones by playing at ‘a’ on the next move.
113
3 5
a
2 4 b
Dia. 5
After Black 3, connecting with 4 in Dia. 5 is White’s best response. Black
will answer with the atari of 5. White can’t connect at ‘a’ because Black
will capture at ‘b’.
114
9 2 11
7 4 1
8 3 5 6
10
Dia. 6
Instead of 2 in Dia. 2, White 2 in Dia. 6 is the strongest resistance. The
sequence to Black 11 will follow, ending in a ko. This is a flower-viewing
ko in which Black risks nothing, but White will suffer a huge loss if he
loses the ko. The sequence in Dia. 5 is the prudent way to play.
115
Problem 19
White to play
How can White make shape for his stones?
116
Answer 19
2
1
4 3
5
Dia. 1
The attachment of White 1 in Dia. 1 is the key point. Black must capture a
stone with 2, so White can make shape by linking up with 3 and 5.
117
2 7
4 1
6 3
5
Dia. 2
If Black answers White 3 by connecting with 4 in Dia. 2, White again
makes shape with 5 and 7.
118
5
4 1
3
2
Dia. 3
Black must not answer White 1 by bulging out with 2 in Dia. 3. White
sacrifices a stone by throwing in at 3. After White ataries with 5 —
119
9 7
6 8
Dia. 4
Black connects with 6 in Dia. 4 and White extends to 7. After Black
blocks with 8, White attacks the two black stones at the top with 9. This is
terrible result for Black.
120
Problem 20
White to play
How can White make Black’s stones heavy?
121
Answer 20
2
1 4
3
5
Dia. 1
White should start by attaching with 1 in Dia. 1. If Black draws back to 2,
White peeps with 3, then jumps to 5. Black is left with a heavy group
without eye shape that is under attack.
122
3
1
2
Dia. 2
Instead of 2 in Dia. 1, Black might extend to 2 in Dia. 2. In that case,
White will answer with 3, separating Black’s stones into two eyeless
groups.
123
3
5 1 2
4
Dia. 3
The peep of White 1 in Dia. 3 is a mistake. Black plays 2 and 4, willing to
sacrifice his three marked stones. After White 5, Black goes on the
offensive against the marked stone with 6, leaving his group with good
shape. Black still has the option of rescuing his marked stones, so this is a
good result for him.
124
Problem 21
Black to play
How can Black kill the white group at the top?
125
Answer 21
1 5 2
3 4
Dia. 1
Black 1 in Dia. 1 is an example of the nose attachment (hanatsuke) tesuji.
If White answers with 2, Black will squeeze with 3 and 5. Next —
126
9
10 8
6 7
11
Dia. 2
White connects with 6 in Dia. 2 and Black plays a hane with 7. After 8 to
Black 11, White’s group is dead, but —
127
23 22
21
20
13 19
12 14 16 17
15 18
Dia. 3
White might fight back with the ataris of 12 and 14 in Dia. 3. After 16,
Black makes an eye with 17 and 19. White 20 prevents Black from making
a second eye, but to no avail. After 23, Black wins the capturing race, as
Black has an eye and White doesn’t. If White plays 16 at 17, Black hanes
at 21 and wins the capturing race.
128
7 6 1 a 8 11 12
4 10 9
5
2
3
Dia. 4
13:4 takes
The ataris of White 2 and 4 in Dia. are the strongest resistance to Black
1. The moves to 10 can be expected. Black now ataries with 11 and White
must fight a ko by playing 12. Black starts the ko by capturing the marked
stone. If White 8 at ‘a’, Black 11 kills White unconditionally.
129
Problem 22
b
a
Black to play
How can Black defend against a white cut at ‘a’ or ‘b’?
130
Answer 22
2 3
1
4 5
Dia. 1
Black should attach with 1 in Dia. 1. If White 2, Black connects with 3; if
White 4 next, Black connects at 5. Black’s stones on the right are all linked
up.
131
4
3 2
1 6
5
Dia. 2
If White answers Black 1 with 2 in Dia. 2, Black will block with 3. White
cuts with 4, putting three stones into atari. Black answers by connecting at
5, letting White capture three stones with 6. Next —
132
a 7
9
8
Dia. 3
Black connects with 7 in Dia. 3, aiming to push in at 9 or connect at 8. If
White cuts with 8, Black will push in with 9. White’s position on the left is
in disarray. If White plays 8 at 9, Black will push in at ‘a’.
133
b
2
a
1
Dia. 4
Black 1 in Dia. 4 is a mistake. After White 2, White can cut off the black
stones at the top by playing at ‘a’ or ‘b’.
134
Problem 23
Black to play
How can Black’s stones in the corner escape into the open?
135
Answer 23
1 7
5 4
6
2
3
Dia. 1
Black should attach across the knight’s move (tsukekoshi) of the two
marked stones with 1 in Dia. 1. After White ataries with 2 and 4, Black
squeezes with 5 and 7. Next —
136
9
11
8
10
Dia. 2
After White connects with 8 in Dia. 2, Black secures a large territory at the
top with 9 and 11. In addition, his stones are out into the open.
137
7
6 5
3 1
4 2
Dia. 3
The ataris of Black 1 and 3 in Dia. 3 lack finesse. After the moves to
White 8, Black’s group is confined to the corner and White’s group
projects influence towards the center.
138
Problem 24
Black to play
How can Black link up his stones in the corner to their allies on the left?
139
Answer 24
7
5
3 6
2 1 4
Dia. 1
If Black attaches with 1 in Dia. 1, he can link up his stones. If White
resists with 2, Black forces with 3 and 5, then links up with 7.
140
7 5
6 3
4 1 2
Dia. 2
If White blocks from the other side with 2 in Dia. 2, Black cuts with 3,
then ataries with 5. After Black draws back to 7, his two groups are linked
up.
141
Problem 25
Black to play
How can Black capture the two marked stones?
142
Answer 25
b 5
1 4
a 2
3
Dia. 1
Black 1 in Dia. 1 is an example of the belly attachment (haratsuke) tesuji.
It is also an example of the clamp (hasamitsuke) tesuji. (It clamps the
white circled stone against the circled black one.) After the moves to Black
5, White’s stones in the corner can’t escape. If White cuts at ‘a’, Black
ataries at ‘b’. If White plays 2 at 3, Black cuts at 2.
143
b
5
a 6
4
7
Dia. 2
Instead of 4 in Dia. 1, White might play the hane of 4 in Dia. 2. Black will
answer by peeping with 5, then extending to 7. If White cuts at ‘a’, Black
ataries at ‘b’.
144
2
4 1
Dia. 3
Black 1 and 3 in Dia. 3 are crude moves. They do keep White separated
into two groups, but White captures the two marked stones when he cuts
with 4.
145
1
2
Dia. 4
Connecting with 1 in Dia. 4 is also a bad move. White links up his two
stones in the corner with 2, leaving Black with a heavy, eyeless group.
146
Problem 26
Black to play
How can Black defend against a cut at ‘a’ and live in the corner?
147
Answer 26
1 4 5
2
3
Dia. 1
Black 1 in Dia. 1 is another example of the belly-attachment tesuji. White
must capture with 2, so Black can connect with 3. White must now block
with 4 and Black makes two eyes with the atari of 5.
148
1 3 2
4
5
Dia. 2
Trying to link up with 2 in Dia. 2 is unreasonable. Black responds with the
atari of 3, forcing White to capture with 4. Black now connects with 5 and
his group at the top is alive.
149
Problem 27
Black to play
How can Black capture the two marked stones?
150
Answer 27
2
1
3
Dia. 1
Black 1 in Dia. 1 is the key point. If White connects with 2, Black plays a
hane with 3. White’s stones are lost. Next —
151
a b
8 9
4 6
5 7
Dia. 2
If White tries to escape with 4 and 6 in Dia. 2, Black chases him with 5
and 7. White 8 aims to throw in a stone at ‘a’ or to cut at ‘b’, but Black 9
counters both of these threats. White’s stones are trapped.
152
Problem 28
White to play
How can White capture the four marked stones?
153
Answer 28
5 3 4 1
Dia. 1
White must first play the belly attachment of 1 in Dia. 1. If Black answers
by linking up with 2, White throws in a stone at 3. After Black captures
with 4, White ataries four stones with 5. Black can’t connect at 3 because
he is short of liberties, so White can capture four stones and rescue his four
stones at the top.
154
2 1 4
5
Dia. 2
If Black answers White 1 by connecting with 2 in Dia. 2, White will
connect with 3. Black must now start a ko by throwing in a stone with 4.
Fighting this ko is a huge risk for Black, so playing 2 in Dia. 1 is more
prudent.
155
3 1 2
Dia. 3
Throwing in a stone with White 1 in Dia. 3 might be a player’s first
instinct, but —
156
4 5
Dia. 4
Black connects with 4 in Dia. 4. If White now robs Black of eyes with 5,
Black links up with 6. If White plays 5 at 6, Black makes two eyes by
playing at 5.
157
Problem 29
Black to play
How can Black capture the five marked stones?
158
Answer 29
4 5 1
6
3 2
Dia. 1
The belly attachment of Black 1 in Dia. 1 is the tesuji. If White tries to link
up with 2 and 4, Black cuts with 5, sacrificing two stones. After White
captures with 6 —
159
7 8
Dia. 2
Black throws in a stone with 7 in Dia. 2. Even if White captures with 8, his
stones are still in atari.
160
2 4 3
6
1 5
Dia. 3
If Black reverses the order of moves by first connecting at 1 in Dia. 3 and
then attaching with 3, White can link up his stones with 4 and 6. Black’s
group is dead.
If Black plays 1 at 2 in Dia. 1, White makes an eye with 1, and Black has
no follow-up.
161
Problem 30
Black to play
Black’s stones are split into two eyeless groups. How can Black settle his
stones?
162
Answer 30
Dia. 1
Black 1 in Dia. 1 is another example of the nose-attachment (hanatsuke)
tesuji. Next —
163
6
5 4
3 2
7 c b
a
Dia. 2
White can capture the two stones in the corner with 2 to 6 in Dia. 2. Black
ends the skirmish by drawing back to 7, thereby rescuing his marked
stones. If White tries to capture them by playing at ‘a’, Black pushes in at
‘b’ and White can’t cut at ‘c’, as he is short of liberties.
164
2 3
5 1
4 6
7
Dia. 3
White might answer Black 1 with the hane of 2 in Dia. 3. Black responds
by cutting with 3 and White ataries with 4 and connects with 6. After
Black casts a net with 7 —
165
15
11
10
13 9 8
12 14
Dia. 4
White pushes in with 8 in Dia. 4 and ataries with 10 to 14 in order to break
out into the center. After Black captures with 15, he has lost some stones,
but has taken a sizable territory at the top.
166
5. The Wedge-in (Warikomi)
The wedge-in (warikomi in Japanese) is a move played between a one-
space jump that has no allied stones adjacent to it. There is a proverb that
tells us that the one-space jump is never a bad move. However, in contrast
to a solid extension or a diagonal move, a one-space jump does not make a
perfect connection and the two stones that make up this shape can be
easily separated. The wedge-in is a tesuji that aims to exploit this
weakness.
167
Dia. 1
In Dia. 1, a capturing race is taking place between the three marked black
stones and the five white ones above.
168
1
Dia. 2
The only way Black can win this capturing race is to wedge in between the
two marked stones with 1 in Dia. 2.
169
7 6
3 1
2 4 5
Dia. 3
If White answers Black 1 by connecting with 2 in Dia. 3, Black plays the
moves to 7. Next —
170
8 9
Dia. 4
White resists by connecting with 8 in Dia. 4, but, after Black 9, there is no
way that White can save his stones from being captured.
171
6 3 4
1
2 5
Dia. 5
White might answer Black 1 with the atari of 2 in Dia. 5. Black descends
to 3, sacrificing two stones. After White captures with 6 —
172
a
9 7
8
Dia. 6
Black throws in a stone with 7 in Dia. 6 and White connects with 8. Black
now fills a liberty with 9 and there is no way that White can save his
stones. If White plays 8 at ‘a’, Black will atari at 8.
173
5
4
1 2 3
Dia. 7
Black 1 and 3 in Dia. 7 are brute force moves that fail. White connects
with 2 and 4, but, after Black plays a hane with 5, White wins the
capturing race with the attachment of 6, as White has three liberties to
Black’s two.
174
5 4
2 1 3
Dia. 8
The atari of Black 1 in Dia. 8 is another crude attempt to capture White.
After the moves to 5, White attaches with 6 and Black again loses the
capturing race.
175
Problem 31
Black to play
How can Black separate the marked stones from their allies in the corner?
176
Answer 31
2 1
Dia. 1
Black should first wedge in with 1 in Dia. 1, then attach with 3. Next —
177
7 4
5
6
Dia. 2
White tries to link up with 4 in Dia. 2, but Black ataries with 5, then
extends to 7. White is now split into two groups.
178
8 6
4 1 3
5 2
7 9
Dia. 3
Attaching first with Black 1 in Dia. 3 is a mistake. White can cut off the
stone at 1 with the moves to 8 and take a sizable territory at the top while
ending in sente. This is a good result for White.
179
Problem 32
Black to play
How can Black link up all of his stones?
180
Answer 32
2 1 4
3 5
Dia. 1
Black should wedge in with 1 in Dia. 1. If White tries to break out by
pushing in with 2, Black ataries with 3. White captures with 4 and Black
ataries again with 5. Next —
181
6
Dia. 2
White can’t get out of atari. If he connects with 6 in Dia. 2, he is still in
atari, so Black captures with 7, linking up all of his stones. If White plays
6 at 7, Black captures at 6.
182
a 1 2
b 3
Dia. 3
Answering Black 1 by making an atari from the other side with White 2 in
Dia. 3 also fails. Black ataries with 3. If White captures at ‘a’, Black ‘b’
traps the white stones.
183
Problem 33
Black to play
How can Black settle his marked stones?
184
Answer 33
4 2
1
3 5
Dia. 1
Black should wedge in with 1 in Dia. 1. After White 2 and 4, Black can’t
link up his stones, but he can push in with 5, separating the marked white
stone from its allies above. Black’s position facing down the right side is
now quite thick, so he should have no trouble settling these stones. If
White plays 4 at 5, Black will cut at 4.
185
3 4
1
5 2
Dia. 2
If White ataries from the other side with 2 in Dia. 2, Black will draw back
to 3. If White connects with 4, Black will play 5, cutting off the two
marked stones. If White plays 4 at 5, Black will answer at 4, breaking into
White’s territory.
186
Problem 34
Black to play
Black’s group can’t get two eyes, so it must escape. How can Black do
this?
187
Answer 34
5
3
1
2 4
Dia. 1
Black must first wedge in with 1 in Dia. 1. After White ataries with 2
Black draws back to 3. White has no choice but to defend his position on
the right by connecting with 4. Black now jumps to 5. Next —
188
6
8 7
9
Dia. 2
If White tries to confine Black with 6 in Dia. 2, Black cuts through with 7
and 9. The latter move is a double atari, so Black will have escaped when
he captures one of White’s stones.
189
4 3
7 5 2
1
6
Dia. 3
If White ataries from the other side with 2 in Dia. 3, Black easily escapes
with 3 to 7.
190
Problem 35
Black to play
How can Black settle his marked stones?
191
Answer 35
3
1
2 5
Dia. 1
Black should wedge in with 1 in Dia. 1. If White ataries with 2, Black
draws back to 3. White’s stones above are in danger of being fenced in, so
he must turn with 4. Black now cuts with 5: he has secured his group and
taken some territory as well.
192
8 4
7 3
6 2 9
1
5
Dia. 2
If White ataries from the other side with 2 in Dia. 2, Black escapes into the
center with 3 to 7. White is forced to get his own stones out into the center
with 8. After Black cuts with 9 —
193
14 12
13 11 10
15 16
17
Dia. 3
White resists with 10 in Dia. 3. Black will respond by forcing with 11 and
13, then blocking with 15. If White plays a hane with 16 Black blocks
again with 17. Next —
194
28 23 29 25
30 22 27
31 24
20
19 26
18
21
Dia. 4
White ataries with 18 in Dia. 4, then connects with 20. Black defends with
21 and White makes an eye with the moves to 26. Because of 25, Black
can prevent White from making a second eye or linking up to his stones
above. Black now plays 27 and White starts a capturing race with 28.
However, Black starts a ko with 29 and captures the ko with 31. This is an
approach-move ko in which White has to ignore two ko threats, so Black
has the advantage.
195
Problem 36
Black to play
How can Black demolish White’s territory on the right?
196
Answer 36
2
1
3
Dia. 1
Wedging in with Black in Dia. 1 is the tesuji. Responding with White 2 is
the only move. After 3, Black has made inroads into White’s territory.
197
a 5
c b
2 1 3
4 d
Dia. 2
If White answers Black 1 with the atari of 2 in Dia. 2, Black descends to 3.
If White now defends with 4, Black ataries with 5 and White’s position
collapses. If White connects at ‘a’, Black plays the sequence ‘b’–White
’c’–Black ‘d’.
198
6. Wedging in with a Hane (Hanekomi)
Whereas the wedge-in (warikomi) tesuji in the previous section was played
without any back-up stones, the wedge tesuji in this section is played with
a hane from an adjacent stone. This tesuji is known as hanekomi in
Japanese. Just like the warikomi tesuji, the hanekomi tesuji plays between
the opponent’s one-space jump with the aim of separating the two stones
that make up this shape.
199
2 5 1
6 4
3
Dia. 1
Dia. 1 shows a joseki variation in which the hanekomi tesuji is applicable.
After Black extends to 6 —
200
3 b
5 1
4 2 a
Dia. 2
White 1 in Dia. 2 in combination with the marked stone is an example of
the hanekomi tesuji. In this position it is the strongest move. After White
connects with 5, Black is left with a cutting point at ‘a’. If he defends this
point, White can settle his stones by turning at ‘b’.
201
2
1
Dia. 3
Instead of 1 in Dia. 2, connecting with White 1 in Dia. 3 is a bad move.
Black settles his stones by blocking with 2 and staking out territory in the
corner. In contrast, White is left with a heavy group.
202
Problem 37
Black to play
White has just attached with the marked stone. How should Black
respond?
203
Answer 37
a
2 1 3
b
Dia. 1
Black should wedge in with the hane of 1 in Dia. 1. After White ataries
with 2, Black connects with 3 and White is left with two cutting points at
‘a’ and ‘b’.
204
5 7
4
3 1 2 6
Dia. 2
If White ataries from the right with 2 in Dia. 2, Black extends to 3. After
the moves to 7, Black has secured the territory at the top while White’s
stones have yet to make eye shape.
205
2 1
3
a 4
b
Dia. 3
Connecting with Black 1 in Dia. 3 is a crude move. White answers by
connecting with 2. If Black tries to break out into the center with 3, White
blocks with 4, confining Black’s group to the top. If Black cuts with ‘a’,
White extends to ‘b’.
206
Problem 38
White to play
How can White link up his stones?
207
Answer 38
7
9 4 3
6 5
1
8 2
Dia. 1
Wedging in with the hane of White 1 in Dia. 1 is the tesuji. After Black
connects with 2, White slides to 3. Attaching across the knight’s move
with 4 looks like a tesuji, but, thanks to the stone at 1, White can link up
with the moves to 9.
208
2 1 b
4 3 a
Dia. 2
If White omits playing 1 in Dia. 1, Black 2 in Dia. 2 is now a tesuji. If
White falls back to 3, Black 4 keeps the white stones separated. After 4,
Black is threatening to play ‘a’ to take away White’s eye shape. If White
plays 3 at 4, Black plays at ‘b’ and White’s group in the corner is dead.
209
Problem 39
Black to play
How can Black settle his marked stone?
210
Answer 39
2 1 3
5
6
7
Dia. 1
Black should wedge in with the hane of 1 in Dia. 1. The moves to Black 7
are a middle-game joseki. Black has settled his stones.
211
5
7 6
3 1 2
4
Dia. 2
Instead of 2 in Dia. 1, White might cut with 2 in Dia. 2. Black answers by
extending to 3, then capturing a stone with 5 and 7. This is also a middle-
game joseki.
212
Problem 40
Black to play
Can Black rescue his stones on the side by capturing some of White’s?
213
Answer 40
4
1 5
3 2
Dia. 1
Black should wedge in with 1 in Dia. 1. After White captures a stone with
2 and 4, Black ataries with 5. Next —
214
9 15
13 12 8
14 7 6
10
11
Dia. 2
If White connects with 6 in Dia. 2, then, after the atari of 7, Black casts a
net with 9. White ataries with 10, then tries to break out into the center
with 12, but Black squeezes with 13 and 15. Next —
215
17 16
19 18
Dia. 3
White connects with 16 in Dia. 3, but Black ataries with 17 and 19,
catching the white stones in a ladder.
216
13 14
9 12 10 a
15 11
Dia. 4
16: connects
Instead of 12 in Dia. 2, White might try to break out from the other side
with 12 in Dia. 4. Black would then squeeze with 13 and 15. After White
connects with 16 (at the marked stone), White is again trapped in a ladder
after Black ‘a’.
217
7. The Atekomi Tesuji
Atekomi is another kind of wedge that threatens to separate two stones that
are connected diagonally.
Dia. 1
In Dia. 1, White has just played the marked stone, threatening to cut off
the two black stones at the top.
218
2
1
3
4
Dia. 2
Black can counter this threat by playing 1 in Dia. 2. Black 1 is an example
of atekomi when played as a tesuji. It threatens to cut the diagonally
connected marked stones by playing at 2. Defending with White 2 is the
natural response. Black now plays another atekomi with 3, threatening to
cut the other marked stones by playing at 4, so White connects with 4.
Finally, Black jumps to 5 and his stones are out into the center with good
shape.
219
1
2 3 5
4
Dia. 3
White might ignore the threat of Black 1 and cut through with 2 and 4 in
Dia. 3. In that case, Black will push in with 5 and take a large territory in
the corner. In addition, White’s group of three stones are now heavy and
vulnerable.
220
1
Dia. 4
Black 1 in Dia. 4 is submissive. It is now Black’s stones that are heavy, so
White goes on the attack with 2.
221
Problem 41
White to play
How can White secure his stones?
222
Answer 41
3
1 2
4 7
a
5
Dia. 1
The atekomi of White 1 in Dia. 1 is the tesuji. After the moves to White 5,
Black has a choice: he can capture a stone with 6 or he can play at ‘a’.
White would then play 6, capturing two stones and securing his group.
After White 7 —
223
14
a 21 20 18 13 17 11 12
22 19 15 16 10
23
b 8
9
Dia. 2
Black ataries with 8 in Dia. 2, then crawls to 14. White reinforces his
stones with 15 and 17. If Black ataries with 18, the sequence to 23 is
forced. If Black now ataries at ‘a’, White will atari at ‘b’ and capture five
stones. If Black extends to ‘b’, White will extend to ‘a’. Either way, White
will capture Black’s stones in the corner and live with his own stones.
224
2 4
6 1 3
5 9
7
8
Dia. 3
The result in Dia. 2 is not so good for Black. It is better for him to atari
with 2 in Dia. 3 and secure the corner with 4 and 6. After the moves to
Black 8, White’s group can easily make two eyes.
225
Problem 42
White to play
How can White escape with his marked stones?
226
Answer 42
3 2
4 1
5
Dia. 1
The atekomi of White 1 in Dia. 1 is the tesuji that enables White to rescue
his five stones on the right. If Black answers by capturing with 2 and 4,
White squeezes with 5. Next —
227
12
a 10
7 6
11 8
9
13
Dia. 2
Black connects with 6 in Dia. 2 14:
andconnects
White ataries with 7. After Black
connects with 8, White plays the nose-attachment (hanatsuke) tesuji of 9.
If Black answers with the atari of 10, White continues to squeeze with 11.
Black captures with 12 and White continues to squeeze with 13. Black 14
connects at the marked stone and White ‘a’ captures Black in a ladder,
thereby rescuing his six stones on the right.
228
b
1
3 a
Dia. 3
If Black answers the atekomi of White 1 by connecting with 2 in Dia. 3,
White ataries with 3. Black can’t connect at ‘a’ because White will capture
at ‘b’.
229
Problem 43
Black to play
Black’s group at the top doesn’t have eye shape. How can it escape into
the center?
230
Answer 43
3 a
4 5 2
6 7 1
Dia. 1
The atekomi of Black 1 in Dia. 1 enables Black to escape. If White
connects with 2, Black pushes through with 3 and 5. After White 6, Black
connects with 7 and his stones have escaped. If White 2 at 5, Black cuts at
2, threatening to atari at 4 or push through with ‘a’.
231
4 a
3 5 b
2 1
Dia. 2
If White ataries the stone at 1 with 2 in Dia. 2, Black ataries with 3 and 5.
Because of the stone at 1, White can’t connect at ‘a’, as Black will capture
at ‘b’.
232
1
2 3
4
Dia. 3
Black must not omit Black 1 in Dia. 1. If Black bluntly tries to break out
with 1 and 3 in Dia. 3, White will confine his group to the top by blocking
with 4. Black’s group is dead.
233
Problem 44
Black to play
How can Black link up his marked stones to their allies above?
234
Answer 44
6 10
1 3 7
2 5 4 8
9
Dia. 1
Black should play the atekomi of Black 1 in Dia. 1, forcing White to
defend against a cut with 2. Black now plays a hane with 3, then cuts with
5. After White ataries with 6, Black sacrifices two stones by descending to
7 and White captures them with 8 and 10. Next —
235
11 12
13 15
Dia. 2
Black throws in a stone with 11 14: connects
in Dia. 2, then squeezes with 13. After
Black 15, the white stones cannot escape capture.
236
1 a
2
3
Dia. 3
If White defends against the cut with 2 in Dia. 3, Black plays a double
peep with 3. If White 2 at 3, Black plays a hane at ‘a’ and his stones are
linked up.
237
8. The Cut
Cutting your opponent’s stones is an effective tesuji because it can
separate them into one or even two weak groups. Even if your cutting
stone is captured, it can be used as a sacrifice to gain an advantage, as the
following example illustrates.
Dia. 1
238
In Dia. 1, Black’s stones are split into two weak groups. It is urgent for
Black to find a way to establish a stable position, even if he has to sacrifice
some of these stones. In other words, Black has to make sabaki.
Dia. 2
The best way to do this is to cut the two marked stones with 1 in Dia. 2.
239
6
5 4
3 2
7
Dia. 3
After White extends to 2 in Dia. 3, there are two ways for Black to
continue. Sacrificing the cutting stone with the ataris of 3 and 5 is Black’s
strongest option. White secures the corner after he captures with 6, but
Black quells the marked stone with 7. He has established a stable position
at the top.
240
5
4 3
Dia. 4
Black could also secure the corner with 3 and 5 in Dia. 4, but White 6
secures the right side. White now dominates the center and Black’s marked
stones are heavy.
241
3 2 4
1
Dia. 5
Omitting the cut and playing the atari of Black 1 in Dia. 5 is a mistake.
White secures the corner with 4 and his marked stone makes Black’s
stones heavy.
242
Problem 45
Black to play
How can Black link up his group at the top with his group below?
243
Answer 45
1 b a
2 3
Dia. 1
Black should cut with 1 in Dia. 1, then atari with 3. White can’t stop Black
from linking up. If he pushes in at ‘a’ Black captures at ‘b’; if White
connects at ‘b’, Black captures three stones with ‘a’.
244
a 2 b
1
Dia. 2
The atari of Black 1 in Dia. 2 is a crude move. After White connects with
2, the points ‘a’ and ‘b’ are miai. That is, if Black cuts at ‘a’ White
connects at ‘b’; if Black ‘b’, White ‘a’.
245
Problem 46
Black to play
How can Black capture some stones?
246
Answer 46
5 3 4 2
1
Dia. 1
Black should start with the cut of 1 in Dia. 1, then throw in a stone with 3.
After White captures with 4, Black ataries with 5. Next —
247
6 7 a
b
Dia. 2
If White connects with 6, Black throws in a stone with 7 and White’s
group is dead. If White captures with ‘a’, Black captures three stones by
playing at 7. If White captures at ‘b’, Black recaptures in a snapback.
Therefore, instead of connecting at 6 White must capture at ‘b’ and let
Black capture four stones.
248
1 2 4
3
Dia. 3
Black must not start with 1 in Dia. 3. After Black 3, White gets two eyes
with 4.
249
Problem 47
Black to play
How can Black separate White into two groups?
250
Answer 47
4
3 1 2
5
Dia. 1
Black should first cut with 1 in Dia. 1. If White ataries with 2, Black cuts
off the two white stones on the left with 3 and 5.
251
1 5
2 3
4 a
Dia. 2
White might answer Black 1 with the atari of 2 in Dia. 2. In that case,
Black will atari with 3. After White captures with 4, Black ataries again
with 5. If White connects at the marked stone, Black will play at ‘a’. Again
White’s stones have been separated.
252
2 4
1
3
Dia. 3
Wedging in (hanekomi) with Black 1 in Dia. 3 is not a tesuji in this
position. White answers by connecting at 2. If Black rescues his stone at 1
with 3, White can link up with 4. Black 3 at 4 is unreasonable: White cuts
at 3 and captures the two stones.
253
Problem 48
Black to play
What is Black’s strongest move?
254
Answer 48
4
3 1 2
5
Dia. 1
The cut of Black 1 in Dia. 1 is a very effective move. If White defends
with 2, Black plays a hane with 3, threatening to capture two stones by
descending to 4. Therefore, White has to capture with 4. Black now plays
the diagonal connection of 5, confining White’s group to the corner and
building influence along the top.
255
2
1 4
3 5
Dia. 2
If White answers Black 1 with 2 in Dia. 2, Black ataries with 3 and breaks
into White’s territory with 5.
256
Problem 49
Black to play
How can Black live in the corner?
257
Answer 49
a 3
4 1 5
Dia. 1
The only way Black can live is to cut with 1 in Dia. 1. If White captures
with 2, Black descends to 3. White now ataries with 4 and Black gets a
straight four-space eye with 5, so his group is alive. Later, Black can
rescue his stone at 1 by descending to ‘a’.
258
5
4
Dia. 2
Instead of 4 in Dia. 1, If White tries to destroy Black’s eye space with 4 in
Dia. 2, Black descends to 5 and his group is connected to the marked
stone.
259
5 1
4 3 2
6
Dia. 3
The order of moves is important. If Black first descends to 1, White plays
the hane of 2. If Black now cuts with 3, White confines his group to the
corner with 4 and 6. Black is dead.
260
Problem 50
Black to play
How can Black secure his stones?
261
Answer 50
6
5 4 3 2
7 1
Dia. 1
Black should first cut with 1 and 3 in Dia. 1. If White continues with 4,
Black squeezes with 5, then establishes a position at the top with 7.
262
a 5 3 2
1 4
Dia. 2
Instead of 4 in Dia. 1, White might capture immediately with 4 in Dia. 2.
Black answers with the atari of 5. If White responds by connecting at 1,
Black makes shape with ‘a’.
263
Problem 51
Black to play
White invaded with the marked stone with the intention of splitting
Black’s position into two. How can Black keep his stones linked up?
264
Answer 51
3 4
1 2
5 8
6
7
Dia. 1
Black should cut with 1 in Dia. 1. The moves to Black 7 can be expected.
After White captures with 8, Black bumps up against the white stone with
9 and his stones are linked up.
265
8
b 5 6
3 4
7
a
1
Dia. 2
Simply descending to Black 1 in Dia. 2 is too slow. White answers by
bumping up against the black stone with 2. If Black now cuts with 3,
White can secure the corner with 4 to 8. If Black next captures with ‘a’,
White links up with ‘b’.
266
Problem 52
Black to play
How can Black rescue his group of four stones on the right side?
267
Answer 52
1 a
3 b 2
c
Dia. 1
Black should cut with 1 in Dia. 1. If White captures that stone with 2,
Black 3 kills the white group above. If White continues with the sequence
‘a’–Black ‘b’–White 1, Black’s stones are safe after Black connects at ‘c’
and White’s stones are dead.
268
2
3 1 4
Dia. 2
Wedging in with Black 1 in Dia. 2 is not a tesuji in this position. White
answers by simply connecting with 2. The points 3 and 4 are now miai. If
Black connects at 3, White cuts at 4 and Black loses the capturing race.
269
Problem 53
White to play
How can White capture the four black stones on the center right?
270
Answer 53
1 2
3 6
4
7 5
Dia. 1
Cutting with White 1 in Dia. 1 is the tesuji. After Black defends with 2,
White squeezes with 3 and 5, then connects with 7. Black’s four stones
below are cut off and can’t escape.
271
4
1
3 2
Dia. 2
Black could try to link up by starting a ko with 1 and 3 in Dia. 2. White
takes the ko with 4. This will be a hard ko for Black to win because White
can resolve it by capturing three stones, which threatens to kill the
remaining stones in the corner. It is unlikely that Black can find enough ko
threats that are big enough.
272
2 1
Dia. 3
Descending to White 1 in Dia. 3 is unreasonable. After Black cuts with 2,
White’s two stones on the right side can’t win the capturing race.
273
9. The Descent
Making a solid extension toward the edge of the board can be an effective
tesuji to increase a group’s liberties in a capturing race.
Dia. 1
In Dia. 1, for example, the marked black and white stones are caught up in
a capturing race. Black has only two liberties, but he can get another one
274
by capturing a stone at ‘a’. How can Black win this capturing race?
Dia. 2
The only move that can win the capturing race is the descent to Black 1 in
Dia. 2.
275
3 5
4
2
Dia. 3
White has no choice but to connect with 2 in Dia. 3, but Black now starts
to fill liberties with 3 and puts White into atari with 5, winning the
capturing race.
276
3
2 a
1
Dia. 4
The double atari of Black 1 in Dia. 4 is too slow. White will not connect at
‘a’; instead, he will connect at 2, fighting a capturing race with the marked
stones on the left. Black tries to increase the liberties of these stones by
connecting with 3. Next —
277
6
4
5
Dia. 5
White ataries with 4 and Black captures two stones with 5, but White
captures a stone with 6, putting five black stones into atari.
278
2
1
Dia. 6
Black might be able to save his stones on the left by capturing a stone with
1 in Dia. 6, but White secures the corner and traps Black’s group of four
stones when he cuts with 2.
279
Problem 54
White to play
How can White rescue his marked stones?
280
Answer 54
1 2
3
Dia. 1
White should descend to 1 in Dia. 1, threatening to kill Black’s group in
the corner. Black must capture with 2, so White can link up his three
stones with 3.
281
4 1 5 3
2
Dia. 2
If Black tries to start a capturing race by filling liberties with 2 and 4 in
Dia. 2, White can atari with 5. Black’s stones in the corner will be
captured.
282
Problem 55
Black to play
If Black connects at ‘a’, he won’t be able to live in the corner and his
marked group will die. What should Black do?
283
Answer 55
6 1 7
2
4 3
Dia. 1
Black must first descend to 1 in Dia. 1. White will force with 2, then
connect with 4. Black can now connect at 5 and White has to atari with 6.
Finally, Black descends to 7 and his string of six stones in a row on the
second line is alive.
284
4 6
Dia. 2
Instead of connecting at 4 in Dia. 1, White must not atari with 4 in Dia. 2.
Black will throw in a stone with 5, forcing White to capture with 6. Next
—
285
8 11
12 7
13
Dia. 3
10: connects
Black ataries with 7 in Dia. 3, then ataries again with 9. White connects
with 10. Black 11 threatens the white group at the top, so White must
defend with 12. Black now connects with 13 and has enough space to
make two eyes.
286
3
1
4
Dia. 4
Instead of descending to 1 in Dia. 1, the atari of Black 1 in Dia. 4 is a
mistake. White will cut with 2. Black captures with 3 and lives in the
corner, but, after White connects with 4, Black’s group of six stones in the
center is dead.
287
4
2
3
Dia. 5
Immediately connecting with Black 1 in Dia. 5 is also a mistake. White
ataries with 2, then plays a hane with 4. Black’s group is not long enough
to make two eyes.
288
Problem 56
Black to play
How can Black live in the corner with his three stones?
289
Answer 56
8 3
6 4
7 5
1
Dia. 1
If Black descends to 1 in Dia. 1, White has to defend with 2. Black now
extends to 3 and his group is alive. White is forced to play the moves to 8
in order to save his stones at the top.
290
2
1
7
5 4 3 6
Dia. 2
After Black 1, attacking with the wedge-in (hanekomi) of 2 in Dia. 2
doesn’t work. Black answers with his own wedge-in at 3 and captures
White’s stones on the outside with the moves to 7. If White connects at 3,
Black ataries at ‘a’.
291
Problem 57
Black to play
How can Black kill the white group in the corner?
292
Answer 57
4 3 6
1 2
Dia. 1
Black should start with the cut of 1 in Dia. 1, followed by the descent of 3.
After White ataries with 4, Black ataries with 5 and White captures with 6.
Next —
293
8
7
Dia. 2
Black throws in a stone with 7 in Dia. 2, forcing White to capture with 8.
After Black connects with 9, White has no way to save his stones.
294
6
5
a
7
9
8 10
Dia. 3
Instead of 5 in Dia. 1, Black must not play 5 in Dia. 3. After White
captures with 6, the hane of Black 7 does not work. White fills a liberty
with 8. After the exchange of 9 for White 10, Black loses the capturing
race, as he can’t atari at ‘a’.
295
Problem 58
White to play
How can White utilize the aji of his marked stones to reduce Black’s
territory?
296
Answer 58
4 3 1 2
6 5
9 8
7
Dia. 1
White should descend to 1 in Dia. 1. Black has to defend with 2. White
now turns with 3 and cuts with 5. Black resists with 6 and captures a stone
with 8. After White 9 —
297
a
12
10
11
Dia. 2
Black extends to 10 in Dia. 2, securing the territory at the top, but White
now plays 11, forcing Black 12. White will eventually have to play a move
at ‘a’. If Black omits 12, White 12 becomes a big endgame move. Black
will have to play two moves to capture the marked stones.
298
15 8 6 5 3 1 2
13 11 7 4
12 10 14
9
Dia. 3
Instead of 4 in Dia. 1, Black must not resist by turning with 4 in Dia. 3.
The moves to Black 14 are a one-way street. White now turns with 15 and
takes all the territory at the top.
299
Problem 59
Black to play
How can Black make a living group in the corner?
300
Answer 59
1
2
4
3 5
Dia. 1
Black should descend with 1 in Dia. 1. If White resists by defending with
2, Black secures the corner and the territory at the top with 3 and 5.
301
1
3
2
Dia. 2
After Black 1, White should establish a position on the right side with 2 in
Dia. 2. Black turns with 3, securing the territory at the top, but White ends
in sente.
302
11 12
7 6 13 10 8 9
5 3 14
2
1 4
Dia. 3
Black 1 and 3 in Dia. 3 are crude moves. White turns with 4 and Black
turns with 5, but White secures a large territory in the corner with the
moves to 14. Black gets some territory at the top, but his stones are
overconcentrated.
303
Problem 60
Black to play
How can Black kill the white group at the top?
304
Answer 60
5 2 4 3 1
Dia. 1
If Black descends to 1 in Dia. 1, White has no way to win the capturing
race. If he makes an eye with 2, Black 3 and 5 kill the white group.
305
5 4 3 1
Dia. 2
If White answers Black 1 with the hane of 2 in Dia. 2, Black turns with 3.
White 4 is futile: Black ataries with 5 and there is no way that White can
get out of atari.
306
4 a 1 2 3
Dia. 3
The hane of Black 1 in Dia. 3 is a mistake. White throws in a stone with 2,
then makes an eye with 4. Black also makes an eye with 5 and the position
becomes a seki. If White plays 4 at ‘a’, the position becomes a ko.
Likewise after Black 5.
307
Problem 61
White to play
How can White rescue his group in the center?
308
Answer 61
7 8 5
2 6
1 3
4
Dia. 1
White should descend to 1 and 3 in Dia. 1. After Black 4, the placement of
White 5 is a tesuji. Black ataries three stones with 6, but White 7 is a
double atari on two black groups. Next —
309
9 b
a
Dia. 2
White ataries with 9 in Dia. 2. Black can’t connect at ‘a’, as White will
capture at ‘b’, so Black must capture three stones at ‘c’. White then
captures at ‘a’, rescuing his stones.
310
8 7
4 9 6
5
Dia. 3
If Black answers White 3 in Dia. 1 by connecting at 4 in Dia. 3, White can
start a large-scale ko with the moves to 9.
311
Problem 62
Black to play
How can Black rescue his stone on the 2–2 point?
312
Answer 62
a 1 b
4 3 2
Dia. 1
Black can rescue his stone in the corner by descending to 1 in Dia. 1. After
White 2, Black must sacrifice a stone with 3. After White 4, Black plays a
hane with 5. White is short of liberties, so he can’t atari at ‘a’ or ‘b’. Next
—
313
6
Dia. 2
White captures with 6 in Dia. 2 and Black secures the corner with the atari
of 7.
314
4
3 5 1
6
Dia. 3
Black 1 in Dia. 3 is also a descent, but it is not a tesuji. White responds
with the extension of 2. After Black 3, White can capture Black with 4 and
6.
315
10. The Peep
Just like the atekomi tesuji, the peep is another tesuji that directly threatens
to separate the opponent’s stones. When your peep is an effective tesuji, it
is almost mandatory that your opponent responds by connecting. In fact,
there is a go proverb to this effect:
316
1 a
Dia. 1
In Dia. 1, for example, Black peeps with 1, threatening to separate White’s
two stones by pushing in at ‘a’, thereby securing the territory at the top.
317
3
Dia. 2
Black has no choice but to connect with 2 in Dia. 2. Black can now link up
his stones on the right to the ones on the left by jumping to 3. White is left
with an eyeless string of three stones that is under attack.
318
1
2 6
12 4 3 7 9
10 5 8
11
Dia. 3
If Black omits the peep of 1 in Dia. 1 and immediately jumps to 1 in Dia.
3, White will jump to 2. If Black now peeps with 3, White pushes in with
4. After the moves to 12, White has secured his stones.
319
8 7 9
1 10 6 5
2
3 11
4
Dia. 4
The position in Dia. 1 arose from the joseki shown in Dia. 4.
320
Problem 63
Black to play
How can Black rescue his four stones on the right?
321
Answer 63
7 5 b
3
2 1 4
6 a
Dia. 1
Black should start by peeping with 1 in Dia. 1. If White 2, Black pushes in
with 3. White 4 tries to keep the four stones on the right separated from
their allies on the left, but Black descends to 5, forcing White to connect
with 6. After Black 7, White must connect at ‘a’, so Black can link up with
‘b’.
322
a
5 7
4 1 3
6 2
Dia. 2
White might answer Black 1 with 2 in Dia. 2, aiming to keep the black
groups separated. But after 7 Black is alive, so White ‘a’ becomes a small
move.
323
Problem 64
Black to play
How can Black make shape for his stones and attack White’s stones in the
corner?
324
Answer 64
1
2
3 5
Dia. 1
Black should peep with the knight’s move of 1 in Dia. 1. When White
connects with 2, Black extends to 3, threatening to capture a stone in a
ladder, so White extends to 4. Black now jumps down to 5, threatening
White’s group in the corner. White will struggle to live, but this will make
Black’s group on the right side strong.
325
3 2
1 4 b
a
Dia. 2
Descending with Black 1 in Dia. 2 is a bad move. White easily lives with 2
and 4. If Black ‘a’ next, White defends with ‘b’ and his group in the corner
is secure. In contrast, Black’s stones are separated into two weak groups.
326
Problem 65
Black to play
Where is the key point for destroying White’s shape and setting up an
attack?
327
Answer 65
a
1 2
Dia. 1
Black 1 in Dia. 1 is White’s key point for making good shape. If White
defends against the cut with 2, Black will jump to 3 and White’s stones are
under attack. After this, Black can play a forcing move at ‘a’ any time he
chooses to reinforce his stones.
328
2
Dia. 2
Black 1 in Dia. 2 is a passive move. Moreover, it strengthens stones that
are already strong. White takes the opportunity to make good shape with 2.
329
Problem 66
Black to play
Where is the key point for attacking White’s stones?
330
Answer 66
1
a 2
Dia. 1
Black 1 in Dia. 1 is the key point. If White 2, Black simply connects at 3
and Black is left with a cutting point at ‘a’. If White answers Black 1 by
playing 2 at ‘a’, he makes an empty triangle, which is bad shape, and his
group remains under attack.
331
2
Dia. 2
Connecting with Black 1 in Dia. 2 is a passive move. White responds by
taking the key point of 2, making good shape.
332
Problem 67
Black to play
How can Black rescue his four stones in the corner?
333
Answer 67
1 2 b
3 a
Dia. 1
Black should peep with 1 in Dia. 1. If White connects with 2, Black draws
back to 3. White can’t atari at ‘a’ because he is short of liberties, so Black
has time to atari at ‘b’, capturing White and rescuing all of his stones.
334
1 b 3
a 2
Dia. 2
If White answers Black 1 with 2 in Dia. 2, Black ataries with 3. White has
no choice but to capture at ‘a’, so Black can capture four stones with ‘b’.
White can’t answer Black 3 by connecting at ‘b’ as Black will capture at
‘a’.
335
Problem 68
Black to play
How can Black make two eyes for his stones in the corner?
336
Answer 68
1 2 3
4
Dia. 1
The peep of Black 1 in Dia. 1 is the tesuji. If White connects at 2, Black
plays 3. White has to defend with 4, so Black can make a living bent four-
eye-space with 5.
337
1 2 3
5 4
Dia. 2
If White omits playing at 4 in Dia. 1 and attacks Black’s eye shape with 4
in Dia. 2, Black 5 captures six stones.
338
1 9 3
8 7 2 6
4
5
Dia. 3
When Black peeps with 1, White might resist by drawing back to 2 in Dia.
3. Black answers with the atari of 3 and White 4 and 6 leave Black with
only one eye in the corner. After the exchange of Black 7 for White 8,
Black captures two stones with 9, putting four white stones into atari. Next
—
339
10 11
Dia. 4
White must capture with 10 in Dia. 4, so Black can connect at 11, making
two eyes for his group.
340
11. The One-Space Jump
The one-space jump is a reliable move for expanding your positions into
the center. Although it has a gap that could be vulnerable to a wedge-in
tesuji, it is not so easy to attack it. Besides expanding into the center, the
one-space jump has a wide range of applications, such as making sabaki
and linking up stones. Here is an example:
341
Dia.from
White 1 in Dia. 1 is a one-space jump 1 the marked stone. By playing
2: elsewhere
this move, White will be able to make good shape for his stones. It is not
advisable for Black to ignore this move. If he plays elsewhere with 2 —
3 8
5 4 6 7
9
Dia. 2
White will atari with 3 and 5, then squeeze with 7 and 9. Next —
342
10
a
11
Dia. 3
After Black connects with 10 in Dia. 3, White defends against a cut at ‘a’
with the knight’s move of 11. Instead of 11, White could also connect at
‘a’. Either way, Black is confined to the corner with an inefficient clump
of stones while White has a thick position projecting influence into the
center.
343
5 4
2 3
Dia. 4
After White jumps to 1 in Dia. 1, Black must extend to 2 in Dia. 4. White
then forces with 3, making good shape on the right, then defends the top
with 5. Black is left with a heavy two-stone group.
344
5 3
4 2
1
Dia. 5
Drawing back with White 1 in Dia. 5 is not a good move. Black forces
with 2 and 4, then jumps out into the center with 6. White’s three stones on
the right are heavy and under attack.
345
Problem 69
Black to play
Black’s stones are split into two groups. What is the best move for linking
them up?
346
Answer 69
Dia. 1
Black should jump to 1 in Dia. 1. After this move, Black will have no
problem making eyes for his group.
347
1 2
3
Dia. 2
The atari of Black 1 in Dia. 2 is a mistake. After Black captures with 3 —
348
5 4
Dia. 3
White ataries with 4 in Dia. 3, securing the territory in the corner. Black
must connect with 5, ending in gote, so White will attack these stones.
349
Problem 70
Black to play
How can Black escape into the center with his marked stones?
350
Answer 70
3 1 2
Dia. 1
Black should jump to 1 in Dia. 1. If White defends the right side with 2,
Black makes a bamboo joint with 3 and his stones are out into the center.
351
7 3 2
5 4 1
6
Dia. 2
If White tries to cut off the black stone at 1 by cutting through with 2 and 4
in Dia. 2, Black ataries with 5 and 7. White can’t escape, so Black has
rescued his stones.
352
Problem 71
Black to play
How can Black make eyes for his stones?
353
Answer 71
1
3
2
Dia. 1
Jumping down from the center of the three marked stones with 1 in Dia. 1
is the key point. In fact, there is a proverb that advises us to ‘play at the
center of three stones.’ If White follows up with 2, Black gets two eyes by
descending to 3.
354
6 1
5
2 3
4
Dia. 2
Black 1 in Dia. 2 looks like a good move as it seems to make two eyes.
However, White can set up a ko with 2 and 4. After Black 5, White 6
becomes the key point. Next —
355
7
a 8
Dia. 3
If Black tries to make an eye with 7, Black wedges in with 8. Black can’t
capture by playing at ‘a’, as he is short of liberties. Before he can play at
‘a’, he has to win the ko at ‘b’.
356
Problem 72
Black to play
How can Black secure the corner after White cuts with the marked stone?
357
Answer 72
2 3
Dia. 1
Black should jump to 1 in Dia. 1, letting White capture a stone with 2.
Black can then turn with 3, linking up with his stone at 1. Black now has
enough room to make two eyes in the corner.
358
2
Dia. 2
If Black connects with 1 in Dia. 2, White answers with the diagonal move
of 2. Next —
359
6
7 5 8
3 b
4 a
Dia. 3
Black tries to capture the white stones with 3 and 5 in Dia. 3, but, after
White 6 and 8, Black loses the capturing race. If Black exchanges ‘a’ for
‘b’, White ends up with three liberties to Black’s two. Black could also set
up a ko, but Black 1 in Dia. 1 avoids all problems.
360
Problem 73
White to play
How can White link up his marked stones to their allies on the left?
361
Answer 73
1 5 7
3 2 4 6
Dia. 1
Jumping down to the first line with White 1 in Dia. 1 is the tesuji. If Black
tries to keep White’s stones separated with 2 and 4, White links up with 5.
Black fights back with 6, but, after White captures with 7 —
362
9
8
11
10
Dia. 2
The usual tesuji of the throw-in of 8 in Dia. 2 doesn’t work in this
position. White captures with 9. Black now connects with 10, but this
move is too slow. White makes an eye in the corner with 11 and all of
White’s stones are safe.
363
2 a
1 3 4
Dia. 3
Descending to White 1 in Dia. 3 may look like a tesuji, but it doesn’t
work. Black jumps down to 2. After the exchange of 3 for 4, White can’t
cut at ‘a’, as he is short of liberties.
364
Problem 74
Black to play
White has just cut off the marked stone. How can Black settle his position
on both the top and the right?
365
Answer 74
7
6
2 3 4
5
1
Dia. 1
Jumping to Black 1 in Dia. 1 is the tesuji. If White extends to 2, Black
forces with 3 and 5, then jumps to 7, securing the territory at the top. Black
has also established a position on the right side and White’s two stones in
the center are heavy.
366
5 4
3 2 a
1
Dia. 2
White might answer Black 1 with the atari of 2 in Dia. 2, but Black 3 is a
double atari. White must capture with 4, so Black can atari again with 5.
Next, Black can aim to capture at the marked stone and White must answer
at ‘a’. Black’s position is thick in the center.
367
Problem 75
White to play
How can White make a living group inside Black’s territory?
368
Answer 75
Dia. 1
Jumping down to the first line with White 1 in Dia. 1 is the only move.
Next —
369
3 5
10 9 4 6 7
8 a
11
2
Dia. 2
Black attacks White’s two stones with the peep of 2 in Dia. 2, but White
ignores it and cuts with 3. Black ataries with 4. After the moves to Black 8,
the atari of White 9 is the key move. If Black connects with 10, White
connects with 11 and has linked up his stones. Black can’t cut at ‘a’, as his
stones are short of liberties. Black’s two stones on the upper right side will
be captured.
370
9
8 11
10
4
5 6
7
Dia. 3
Instead of 4 in Dia. 2, Black might try playing an atari from the right with
4 in Dia. 3. After exchanging 6 for White 7, Black tries to live with 8 and
10, but the hane of White 11 kills the black group.
371
Problem 76
Black to play
Black’s stones on the upper right are thin, so he won’t be able to attack
White’s stones below until he strengthens them. How should Black do
this?
372
Answer 76
Dia. 1
Jumping toward the edge of the board with Black 1 in Dia. 1 is the tesuji.
Next —
373
8
7 4 6 a
9 3 2
5
Dia. 2
White pushes in with 2 in Dia. 2. Black blocks with 3. When Black
connects with 5, he threatens to cut at ‘a’, so White must defend with 6.
Black now ataries with 7, then connects with 9, making a thick position.
374
3 2 4
1
5
a
Dia. 3
Simply blocking with Black 1 in Dia. 3 is inferior to Dia. 2. After White 2,
the moves to Black 5 can be expected. Since White can aim at the peep of
‘a’, Black’s stones are still thin.
375
Problem 77
White to play
What is the strongest way for White to escape with his stones on the upper
right?
376
Answer 77
Dia. 1
Jumping to White 1 in Dia. 1 is the tesuji. Next —
377
5
3 2
6 4 b a
7
Dia. 2
If Black tries to confine White with 2 and 4 in Dia. 2, Black must connect
with 6 after White 5. White now strikes at the key point of 7. If Black
blocks with ‘a’, preventing White from linking up, White will atari with
‘b’, and Black’s stones will be captured.
378
1
2 3
4
Dia. 3
Bulging out with White 1 in Dia. 3 is a crude move. Black simply extends
to 2. If White continues with 3, Black continues to extend with 4. White
has made no progress in making eyes for his stones, which are heavy and
surrounded by Black’s sphere of influence.
379
12. The Shoulder Hit
The shoulder hit (kado) tesuji is a move played diagonally against an
enemy’s stone. It is often used in erasing a potential framework of territory
(moyo).
Dia. 1
For example, White 1 in Dia. 1 is a shoulder hit against the marked stone.
380
If White were to omit this move, Black could play at ‘a’, staking out a
large territory on the top right.
2
4 3
6
5
7
Dia. 2
Black has two ways to respond. He can push along the top with 2 in Dia.
2. White answers with 3 and the moves to 7 are a middle-game joseki.
Black’s wall on the right has been neutralized.
381
4
2
6 5 3
Dia. 3
Black could also push up with 2 in Dia. 3. The moves to White 7 can be
expected. This is also a middle-game joseki. Again Black’s wall on the
right has been neutralized.
382
a
1
Dia. 4
Black is threatening to destroy White’s shape by peeping at ‘a’ in Dia. 4.
White’s best defense is to play 1. Instead of a shoulder hit, an upper cut to
the jaw might be a better description.
383
4 6 7
5 2
3 1
Dia. 5
White 1 might look a bit loose, but once White plays this move, Black can
no longer peep at 2 in Dia. 5, as White can capture this stone with the
moves to 7.
384
3
2 1
Dia. 6
If Black answers White 1 by pushing with 2 in Dia. 6, White defends his
shape by blocking with 3.
385
1
2
Dia. 7
White 1 in Dia. 7 is the key point for making shape, but, if White defends
in this way, Black has a big endgame move at 2. White 1 in Dia. 1 is an
efficient move that prevents Black 2 and guarantees that White will
occupy this key point.
386
Problem 78
White to play
How can White break into the lower right side?
387
Answer 78
Dia. 1
The shoulder hit against the marked stone of White 1 in Dia. 1 is the only
move.
388
3 2
8 5 4 1
7 6 9
Dia. 2
If Black blocks with 2 in Dia. 2, White pushes through with 3 and 5, then
ataries with 7 and 9. Black’s position collapses. If Black plays 4 at 5,
White cuts at 4, capturing two stones.
389
5 1
6 3 2
4
Dia. 3
The hane of White 1 in Dia. 3 fails. Black blocks with 2, then keeps
White’s group confined to the corner with 4 and 6.
390
Problem 79
Black to play
If Black is going to rescue his seven stones in the upper right, he has to
break out into the center. How can he do this?
391
Answer 79
Dia. 1
The only move that enables Black to break out into the center is the
shoulder hit against the marked stone of 1 in Dia. 1.
392
a
5 2 3
b 4
Dia. 2
If White tries to keep Black confined with 2 and 4 in Dia. 2, the
attachment of 5 is the tesuji. Black is now threatening to capture two
stones with ‘a’. If White ‘a’ next, Black ‘b’.
393
6 4 5
3 2 9 13
a 8 10 11
7 14 12 15
Dia. 3
Instead of 2 in Dia. 2, White 2 in Dia. 3 also fails. After 7, Black is
threatening to capture four stones with ‘a’, so White must defend with 8.
Black now lives with the moves to 15 and White’s stones are split into two
weak groups.
394
Problem 80
Black to play
How can Black settle his marked stones?
395
Answer 80
1
3
Dia. 1
The shoulder hit against the white stone with Black 1 in Dia. 1 is the key
move. White has to capture the stone in the corner with 2. Black can now
link up with his allies below, securing the territory on the right side.
396
3 4
5
7 6
8
9
1
2
Dia. 2
If White resists by blocking with 2 in Dia. 2, Black will atari with 3 to 7,
then cast a net by jumping ahead of White’s stones with 9. Next —
397
12
10
13
11
Dia. 3
White will atari with 10 in Dia. 3. Black squeezes with 11, then turns with
13. Black has built a thick wall at the top facing the left while White’s two
stones on the middle of the right side are under attack.
398
13. The Diagonal Move
Dia. 1
Black 1 in Dia. 1 is an example of a diagonal move from the marked stone.
This is the key point of this position. Note the similarity of this position to
that of Problem 78.
399
2
Dia. 2
Black 1 is a tesuji and White can’t ignore it. He has to answer with 2 in
Dia. 2.
400
7 8 6
9 4 5
3
Dia. 3
If White does ignore Black 1 and plays elsewhere with 2 as in Dia. 3,
Black will play two hanes with 3 and 5. After White defends with 6, Black
plays another hane with 7. The diagonal connection of 8 seems to be
White’s best chance to make eye shape, but Black kills the white group by
making a placement inside its five-space eye.
401
2
4 1
5 6
a
Dia. 4
Descending to Black 1 in Dia. 4 is a mistake. After White blocks with 2,
Black still has to make another defensive move. If he plays elsewhere with
3, White can cut through with 4 and 6. Black now has no choice but to
give up two stones by playing an atari at ‘a’.
402
Problem 81
Black to play
The marked white stone is splitting Black’s stones into two groups. How
can Black capture this stone?
403
Answer 81
1 2
3
Dia. 1
The diagonal move of Black 1 in Dia. 1 traps the white stone. If White
tries to escape by extending to 2, Black blocks with 3 and White has
nowhere to go.
404
a
2
b 1
Dia. 2
The atari of Black 1 in Dia. 2 fails. After White extends to 2, the points ‘a’
and ‘b’ are miai. If Black cuts at ‘a’ White escapes into the center with ‘b’.
If Black blocks at ‘b’. White connects at ‘a’. Either way, the two black
stones at the top are captured.
405
Problem 82
White to play
What is the most effective way for White to save his marked stone?
406
Answer 82
1
2
4 5
3
Dia. 1
The diagonal move of White 1 in Dia. 1 is the best way for White to
rescue his stone in the corner. By playing this move, White can link up
with either his stones at the top or the one on the right. For example, if
Black chooses to block with 2, White can link up with 3 and 5.
407
3 5
4
1
2
Dia. 2
White can certainly live in the corner by attaching with 1 and 3 in Dia. 2,
then making eye shape with 5. However, White is confined to the corner
and Black has made a thick wall on the outside, making the two marked
stones nearly worthless.
408
Problem 83
Black to play
How can Black link up his marked stones to their allies on the right?
409
Answer 83
Dia. 1
The diagonal move of Black 1 in Dia. 1 is the only move that enables
Black to link up his stones.
410
5
2 3
4
Dia. 2
If White tries to block with 2 in Dia. 2, Black will atari with 3, then link up
with 5.
411
6 2 1 5
3 4
Dia. 3
The knight’s move of Black 1 in Dia. 3 fails to link up. White attaches
with 2, then cuts with 4. After the exchange of 5 for White 6, Black’s
stones are trapped.
412
Problem 84
Black to play
How can Black capture the marked white stones?
413
Answer 84
Dia. 1
The diagonal move of Black 1 in Dia. 1 is the only move.
414
2
3
Dia. 2
If White answers by attaching with 2 in Dia. 2, Black will wedge in with 3
and White has no answer, as his stones are short of liberties.
415
7
3 4
2 6
5
Dia. 3
The atari of White 2 in Dia. 3 also fails. After the moves to Black 7, White
loses the capturing race, as Black has three liberties to White’s two.
416
8 a 6
5 4 3 7
1 2
Dia. 4
Instead of the diagonal move of Black 1 in Dia. 1, taking away a white
liberty with Black 1 in Dia. 4 is a mistake. White can set up a ko with the
moves to 8. If Black captures at ‘a’ with 7, White can start a ko by
answering at 7.
417
Problem 85
White to play
Black has just attached with the marked stone. How should White settle
his stones?
418
Answer 85
2 6 4
1 5 3
7
Dia. 1
White should start with the diagonal move of 1 in Dia. 1. Black is forced
to defend with 2. White can now play 3 and 5, then jump to 7. White’s
group is now quite resilient.
419
4 2
3 1
Dia. 2
Simply extending to White 1 in Dia. 2 is a commonplace move. After
Black 2 and 4, White’s stones are heavy and under attack.
420
Problem 86
Black to play
What is the most efficient way for Black to secure the territory in the upper
right corner?
421
Answer 86
1 2
5 3 6
4
Dia. 1
Black should attack with the diagonal move of 1 in Dia. 1. After White
defends by crawling to 2, Black blocks with 3. White can link up with 4
and 6, but Black 7 defends the corner while severely attacking White’s
eyeless group.
422
1
Dia. 2
Black can also secure the corner with 1 in Dia. 2, but this move is rather
passive. It lets White establish a relatively secure position on the right side
with 2. Black no longer has much of an attack on White’s group.
423
14. The Diagonal Attachment
One of the first tesujis a beginner should learn when studying handicap go
is the diagonal attachment.
3
1
2
Dia. 1
This tesuji arises when Black has occupied the corner star points and has
the marked stone in place in Dia. 1. When White approaches with the
424
marked stone, Black should immediately play the diagonal attachment of
1. White is almost forced to extend to 2. After Black reinforces the top
with 3, White’s two stones are heavy and under attack.
Besides setting up stones for an attack, the diagonal attachment is also
effective in capturing stones, rescuing your own stones, linking up groups,
and separating your opponent’s groups, or settling your stones. Here are
some problems.
425
Problem 87
Black to play
The marked stones are splitting Black into two groups. How can Black
capture them?
426
Answer 87
Dia. 1
If Black plays the diagonal attachment of 1 in Dia. 1, there is no way that
the two white stones can escape capture.
427
4 2
5 3
Dia. 2
If White tries to get out by turning with 2 in Dia. 2, Black blocks with 3.
White 4 is futile, as Black ataries with 5.
428
5 4
3 2
6
7
Dia. 3
Trying to escape in the other direction with 2 in Dia. 3 also fails. The
marked stone is blocking White’s escape route, so, after White 6, Black
captures the white stones with 7.
429
Problem 88
Black to play
How can Black link up the marked stone to its allies in the corner?
430
Answer 88
2 3
a 1
Dia. 1
The diagonal attachment of Black 1 in Dia. 1 is the tesuji. If White
connects with 2, Black links up his stones with 3. Actually, White 2 at ‘a’
makes better shape. In that case, instead of cutting at 2, Black 3 would be
the prudent response.
431
1
2 3
4
Dia. 2
The hane of Black 1 in Dia. 2 is a crude way of playing. After White
extends to 2, continuing to crawl with Black 3 just compounds Black’s
mistake. Now the marked stone is rendered useless.
432
Problem 89
Black to play
How can Black rescue his marked stone?
433
Answer 89
a
1
b
Dia. 1
If Black plays the diagonal attachment of 1 in Dia. 1, he threatens to cut at
either ‘a’ or ‘b’.
434
3
Dia. 2
If White connects with 2 in Dia. 2, Black cuts with 3 and captures two
stones.
435
2
Dia. 3
If White connects with 2 in Dia. 3, Black will cut through with 3,
confining White’s stones to the top. White will be lucky if he can live with
a ko.
436
Problem 90
Black to play
How can Black rescue his five stones in the upper right?
437
Answer 90
Dia. 1
Black should start with the diagonal attachment of 1 in Dia. 1.
438
d
2 c
b
4 3
5 a
Dia. 2
If White answers with the diagonal move of 2 in Dia. 2, Black will cut off
the four white stones below with 3 and 5. If White connects at ‘a’, Black
‘b’ wins the capturing race. If White ataries with ‘b’ instead, Black starts a
ko with ‘c’–White ‘d’–Black ‘a’.
439
5 4
9 8
3
6
Dia. 3
If White draws back with 2 in Dia. 3, he can live in the corner with the
moves from 4 to 8. However, Black’s group is also alive after he attaches
with 9.
440
Problem 91
Black to play
What is the most efficient way for Black’s two stones in the middle of the
right side to escape?
441
Answer 91
3
2 1
a
Dia. 1
Black should play the diagonal attachment of 1 in Dia. 1. If White answers
with a hane at 2, Black connects with 3 and he can now cut at ‘a’ or attack
the two white stones above.
442
a
1 2
3
Dia. 2
Simply extending to 1 in Dia. 2 is not a good move. White will turn with 2
and Black must draw back with 3, leaving his stones with the bad shape of
an empty triangle. Although Black 3 in Dia. 1 also makes an empty
triangle, this move is a tesuji and is known as guzumi. See the next section.
443
15. Guzumi
1
3
2
Dia. 1
When Black plays the diagonal attachment of 1 in Dia. 1, White will
sometimes jump lightly to 2. Black answers by connecting his two
diagonal stones with 3. This connection is a tesuji and is called guzumi in
Japanese.
444
4 7
5 6
Dia. 2
If White continues with 4 in Dia. 2, Black cuts with 5. If White continues
with 6, Black secures the corner by descending to 7 and White is left with
two weak groups.
445
4 5
7
6
3
8
Dia. 3
Answering White 2 in Dia. 1 by extending to 3 in Dia. 3 is wrong. White
forces with 4 and 6, then settles his stones by getting out into the center
with 8.
All strong players know that making an empty triangle is bad. Since the
guzumi tesuji makes an empty triangle, finding this tesuji is often a blind
spot.
446
Problem 92
Black to play
How can Black secure life for his stones?
447
Answer 92
Dia. 1
Black should link up his two marked stones with 1 (guzumi) in Dia. 1. His
group in the corner is now absolutely secure with no bad aji.
448
4 2 3
Dia. 2
Descending to 1 in Dia. 2 is not a good move. White will attach with 2.
After the moves to 4, Black’s group has only one eye and he will have to
struggle to get another one in the center.
449
Problem 93
Black to play
How can Black kill the white group in the corner?
450
Answer 93
a 1
Dia. 1
The guzumi of Black 1 in Dia. 1 is the tesuji. Black can now prevent
White’s four stones in the corner from escaping: if White ‘a’, Black blocks
at ‘b’. White’s group in the corner is now dead.
451
11 12
3 2 4 13
6 9
5 7
10 8
Dia. 2
If White tries to live in the corner by blocking from the inside with 2 in
Dia. 2, White ends up with a dead three-space eye after the moves to 13.
452
a 9
2 3 b
4 5 7
6 8
Dia. 3
If White blocks from the outside with 2 in Dia. 3, Black can live in the
corner with the moves to 9. Black’s group is alive because the points ‘a’
and ‘b’ are miai.
453
Problem 94
White to play
How can White kill the black group?
454
Answer 94
1
a
Dia. 1
White should play the guzumi tesuji of 1 in Dia. 1. Black can’t play at ‘a’
as his stones are short of liberties.
455
2
Dia. 2
Black may capture at 2 in Dia. 2. Next —
456
a
3
Dia. 3
White throws in a stone at 3 in Dia. 3. Black is still short of liberties, so he
can’t play at ‘a’. Black’s group is dead as it stands and no further play is
required
457
3 1
4
Dia. 4
If White tries to start a capturing race by connecting with 1 (or 3) in Dia.
4, Black will capture two stones with 2. After White 3, Black throws in a
stone at 4, setting up a ko.
458
16. Atari
Threatening to capture a stone or a group of stones with an atari is often a
forceful move that gives the opponent no choice about answering.
However, it is not advisable to play ataris without a good reason because
they may erase aji. The best time to consider playing an atari is when it
accomplishes some profitable objective, in other words, when it is a tesuji.
459
Black 1 in Dia. 1 is an example of Dia. 1 that is a tesuji. No matter how
an atari
White answers, he is going to lose some stones.
3
2
Dia. 2
If White captures with 2 in Dia. 2, Black squeezes with the atari of 3.
460
4
Dia. 3
If White connects with 4 in Dia. 3, Black 5 ataries, then captures seven
stones.
461
6 2
5 1 3
8 4
9 7
Dia. 4
White might also answer Black 1 by running away with 2 in Dia. 4. Black
would then connect with 3, putting two stones into atari, so White extends
to 4. Black now ataries with 5 and again with 7. White tries to escape with
8, but Black jumps to 9, trapping four white stones in a net.
462
8 6
7 5 1
4 2
9 3
Dia. 5
Instead of 1 in Dia. 1, Black could also atari with 1 in Dia. 5. The
continuation to 9 is similar to the moves in Dia. 4 except that the order is
reversed. Again, Black traps four stones with 9.
463
Problem 95
Black to play
What is the most efficient way for Black to settle his stones?
464
Answer 95
1 3 6 8 10 11
2 4 5 9
7
Dia. 1
Black should atari with 1 in Dia. 1, then extend to 3. If White extends to 4,
Black blocks with 5. After the moves to 11, it is clear that Black wins the
capturing race.
465
9
6
8 7
11
Dia. 2
10: connects
Instead of 6 in Dia. 1, White might capture the marked stone with 6 and 8
in Dia. 2. Black ataries with 9 and White connects with 10 (at the marked
stone). Black now extends to 11. This sequence has not only secured the
corner but has made good shape on the outside.
466
9
8 7 2 3
1
6 5
4
Dia. 3
Playing an atari with Black 1 in Dia. 3 is a mistake. White descends to 2,
setting up the forcing moves of 4 to 8. Thanks to his move at 4, White
dominates the center.
467
Problem 96
Black to play
How can Black kill the white group in the corner?
468
Answer 96
3 1 2
Dia. 1
Black should start with an atari underneath at 1 in Dia. 1. If White captures
with 2, Black simply extends to 3 and the white group in the corner can’t
get two eyes.
469
a 6 4 1 5 7
3 2
Dia. 2
White might answer Black 1 by extending to 2 in Dia. 2. Black will atari
once more with 3, then connect with 5. White must salvage what remains
of his group by turning with 6, so Black can kill White’s group in the
corner with the attachment of 7.
470
Problem 97
Black to play
How can Black settle his stones?
471
Answer 97
7
6
2 4 5
1 3
Dia. 1
Black should start with the atari of 1 in Dia. 1. After White defends with 2,
Black casts a net by jumping to 3. If White tries to escape with 4, Black
blocks with 5, then plays an atekomi tesuji with 7. Next —
472
9
8
Dia. 2
White fights back with the atari of 8 in Dia. 2, but Black simply descends
to 9. The white stones have no way to escape and eventually Black will
play an atari at ‘a’.
473
9
10 6 11
4
5
7
Dia. 3
8: connects
Instead of 4 in Dia. 1, White might capture the marked stone with 4 in Dia.
3. In that case, Black would cut with 5 and atari with 7. White connects
with 8 (at the marked stone) and Black ataries again with 9. After Black 11
—
474
16 14 17
15
12
13
Dia. 4
White fights back with the atari of 12 in Dia. 4, but has nowhere to go. He
can’t avoid being captured, as he is a move behind in the capturing race.
475
Problem 98
Black to play
Black’s group in the corner does not yet have two eyes. What is the most
efficient way for it to escape into the center?
476
Answer 98
7
5 3
6 4 2
1
Dia. 1
Black should first play the atari of 1 in Dia. 1, then atari again with 3 and
5, forcefully breaking out into the open. After White extends to 6, Black
secures the territory at the top with 7.
477
b
1 a
Dia. 2
Black can escape with the knight’s move of 1 in Dia. 2, but this is a
lukewarm move. After White 2, Black has to come back and block at ‘a’,
but White can still reduce Black’s territory at the top with ‘b’.
478
Problem 99
Black to play
How can Black settle his stones?
479
Answer 99
6
8 1 4 7
2 5
3
9
Dia. 1
The atari of Black 1 in Dia. 1 is the tesuji. After White extends to 2, Black
connects with 3. White now makes life for his stones with 4 to 8, and
Black secures territory in the corner and links up to his stones in the center
with 9.
480
a 4 5
6
Dia. 2
Instead of 4 in Dia. 1, White could also extend to 4 in Dia. 2. After 5,
Black is threatening to block at ‘a’, so White must defend with 6. Finally,
Black settles his stones with the atari of 7.
481
Problem 100
Black to play
The marked stone is in atari. What should Black do?
482
Answer 100
a b
1
2
Dia. 1
Black should atari with 1 in Dia. 1. If White captures with 2, Black settles
his stones with 3. Next, Black ‘a’ is a big move while White ‘b’ is gote.
483
2
1
b a
Dia. 2
If White answers Black 1 by connecting with 2 in Dia. 2, Black will pincer
with 3. If White plays at ‘a’ next, Black can stake out the territory on the
right with ‘b’. If White ‘b’, Black links up with ‘a’. Either way, Black has
settled his stones.
484
17. Capture
When you make an atari against an enemy stone or stones, the natural
response is to try and get out of atari. However, sometimes it is not
possible to escape or there are other moves that are more pressing. Still, if
the atari was a valid move, capturing the stone or stones in atari is often a
tesuji. Here is an example.
485
In Dia. 1, the marked white stones Dia. 1 atari, but the three marked black
are in
ones still have two liberties, so it doesn’t seem urgent that Black
immediately captures.
2 a
Dia. 2
However, if Black wants to avoid being confined to the top he should
capture three stones with 1 in Dia. 2. Even if White plays 2, Black now has
the attachment of ‘a’ to aim at. Although he won’t be able to break out
cleanly, White’s position on the outside is quite thin, so Black will wait for
486
a chance to exploit this bad aji. For example —
5 4 8
6 3 7
b 9 a
Dia. 3
Consider the sequence to Black 9 in Dia. 3. The points ‘a’ and ‘b’ are miai.
If Black can play at ‘a’, the white stones on the right are in danger. If he
plays at ‘b’, he is threatening to attack the white stones on the left. You
can imagine that later in the game Black might develop a position on the
right side or at the top. In that case, the moves in this diagram would be
effective.
487
Problem 101
Black to play
How should Black play?
488
Answer 101
Dia. 1
Black must capture with 1 in Dia. 1. Black is now threatening to capture
two stones on the right by playing at 2, so White has to defend at 2.
489
2
a 1
Dia. 2
Black 1 in Dia. 2 also forces White to defend with 2, but now Black is left
with the bad aji of a ladder at ‘a’. If he now removes the aji by capturing at
‘a’, he ends in gote.
490
12 6
3 4 1
7 5 8 10
2 9
11
Dia. 3
The position in the problem arose from a variation of the taisha joseki
shown in Dia. 3.
491
Problem 102
Black to play
How can Black live with his group?
492
Answer 102
Dia. 1
If Black captures with 1 in Dia. 1, his group is alive.
493
4
2 a
3
5
Dia. 2
White might resist with 2 in Dia. 2, but Black simply ataries with 3. If
White tries to link up with 4, Black ataries with 5. White can’t connect at
‘a’, as Black would capture five stones by playing on the 1–1 point. After
White 4, Black must not capture at ‘a’, as White would recapture at 2,
leaving Black with only one eye.
494
1
2 3
Dia. 3
The atari of Black 1 in Dia. 3 fails. White will connect at 2. If Black
captures with 3 —
495
4
6 5
Dia. 4
Black ends up with a three-space eye, so White reduces Black’s group to
one eye with the placement of 4 in Dia. 4. If Black now plays 5, White
cuts at 6, leaving Black with a false eye.
496
Problem 103
Black to play
How can Black kill the white group?
497
Answer 103
Dia. 1
Black starts by capturing two stones with 1 in Dia. 1. Next —
498
2
b a
3
Dia. 2
White must answer with an atekomi at 2 in Dia. 2. The diagonal move of
Black 3 is a tesuji, threatening to link up at ‘a’. If White blocks at ‘a’,
Black ataries two stones with ‘b’. If White ‘b’, Black links up at ‘a’. Either
way, White’s group is dead, as it has only one eye.
499
6
8
5 3
7 4
Dia. 3
Instead of 3 in Dia. 2, turning with Black 3 in Dia. 3 is a mistake. White
blocks with 4 and the moves to White 8 are a one-way street.
500
a
Dia. 4
The position after White 8 in Dia. 3 is shown in Dia. 4. Black can’t
connect at ‘a’ because his stones are short of liberties — White will
capture at ‘b’. Therefore, Black must connect either at ‘b’ or capture at ‘c’,
so White can live by capturing two stones at ‘a’.
501
18. Blocking
If you want to stop your opponent from expanding his position, blocking
(osae) can be an effective tesuji. It is also useful in preventing your
opponent from intruding into your territory. Another use of this tesuji is to
cause your opponent’s stones to become short of liberties. Here is an
example.
502
Dia. 1
Black’s five stones in Dia. 1 are completely lacking in shape and are not
even staking out any territory. If White can play at ‘a’, they will just
become a string of stones desperately scrambling for eyes in the center.
What should Black do?
a
1
Dia. 2
Black should block at 1 in Dia. 2. By playing this move, he is starting to
secure the territory in the corner and preventing White from playing at ‘a’.
Next —
503
3
2
Dia. 3
White’s best continuation is to descend to 2 in Dia. 3. Black answers by
blocking again with 3, securing the territory in the corner, where he should
have little trouble making two eyes.
504
3 a
2 1
4
Dia. 4
Jumping down to Black 1 in Dia. 4 is inferior to the block of Black 1 in
Dia. 2. White pushes in with 2, then blocks with 4. Even if Black connects
at ‘a’, his group still doesn’t have two eyes. Note also that his corner
territory is now smaller.
505
Problem 104
Black to play
How can Black destroy White’s shape and prevent him from securing the
corner?
506
Answer 104
1
2
Dia. 1
Black should block with 1 in Dia. 1. White has no choice but to go after
the two black stones to the left with 2. Next —
507
3
4
Dia. 2
Black ataries with 3 in Dia. 2 and White captures two stones with 4. Next
—
508
6 5
7
Dia. 3
Black throws in a stone with 5 in Dia. 3, forcing White to capture with 6.
Black now links up his stones in the corner with the atari of 7. Next —
509
8
Dia. 4
White connects with 8 in Dia. 4, leaving him with an inefficient clump of
stones.
510
4
1
2 3
Dia. 5
Black must not escape with his two stones by playing an atari with 1 in
Dia. 5. White will squeeze with 2 and 4. Next —
511
6
Dia. 6
After Black connects with 5 in Dia. 6, White ataries with 6, securing the
territory in the corner. This time it is Black who ends up with a clump of
stones.
512
Problem 105
White to play
How can White capture the four black stones at the top?
513
Answer 105
2
1
3
Dia. 1
White should block with 1 in Dia. 1. This sets up a capturing race between
the three white stones in the corner and the four black ones at the top.
Black plays on the key point of 2 and White 3 forces Black to connect at 4.
Next —
514
9 a 11 5 b
7 10
6
Dia. 2
White takes the other key point in the corner with 5 in Dia. 2 and Black
starts filling liberties with 6. The moves to White 11 are a one-way street.
Black finds his stones are short of liberties — he can’t play at ‘a’ and he
can’t play at ‘b’ until he plays a stone where the marked white one is.
515
5 2
3
4
Dia. 3
After White 1 in Dia. 3, if Black takes the other key point with 2, the cut
of White 3 is the tesuji. After Black 4, White descends to 5, isolating the
black stone at 2. Next —
516
7
6
9
8
Dia. 4
Black fills a liberty with the hane of 6 in Dia. 4. White ataries with 7 and
the descent of Black 8 is a clever tesuji that sets up a ko. However, this is
an approach-move ko, so it is unlikely that Black will be able to win it.
517
Problem 106
Black to play
How can Black make a living group?
518
Answer 106
1
2
Dia. 1
The block of Black 1 in Dia. 1 is a hard move to see, but it’s a brilliant
sacrifice. If White connects with 2 —
519
5 3 b 6
a
Dia. 2
Black makes a placement with 3 in Dia. 2. White’s only move is to atari
with 4. Black answers with the atari of 5 and White captures seven stones
with 6. Black can now capture at ‘a’, so his group at the top has two eyes.
White can’t play 6 at ‘a’ because his stones are short of liberties — Black
will capture at ‘b’.
520
5 b 1 4
3 a
Dia. 3
After Black 1, the atari of White 2 in Dia. 3 fails to capture the black
stones at the top. Black ataries with 3. Again White is short of liberties —
if he connects at ‘a’, Black captures at ‘b’. Therefore, White must capture
with 4, so Black can atari with 5 and get two eyes.
521
19. Drawing Back
Drawing back (hiki) is a quiet tesuji that is usually used defensively.
However, it can also be a forceful move, as the following example
illustrates.
Dia. 1
Black 1 in Dia. 1 draws back from the circled stone to the marked stone.
522
This move threatens to kill the white group at the top, so —
a b
2
Dia. 2
White must descend to 2 in Dia. 2 in order to live. If Black attacks White’s
eye shape with ‘a’, White must answer at ‘b’. (If he connects, Black plays
‘b’ and gets a seki.)
523
Problem 107
White to play
Where should White play in order to link up the marked stones to their
allies above?
524
Answer 107
Dia. 1
If White draws back to 1 in Dia. 1, he can link up with his marked stones.
Next —
525
2 3
5 4
Dia. 2
If Black tries to cut off the white stones with 2 and 4 in Dia. 2, White cuts
with 5 and Black has no follow-up.
526
b 5 a
4
2 3
Dia. 3
If Black tries to isolate the white stones at the top with 2 and 4 in Dia. 3,
White blocks with 5, defending against cuts at ‘a’ and ‘b’.
527
1
6
2 3
5 4
Dia. 4
White also draws back with 1 in Dia. 4, but this is not the key point. Black
can cut off the three white stones with 2 and 4. If White cuts with 5, Black
ataries with 6.
528
Problem 108
White to play
There is a capturing race going on between the black and white groups on
the right side. How can White win this race?
529
Answer 108
5
7
4
3 1
6
2
Dia. 1
White should calmly draw back with 1 in Dia. 1. If Black descends to 2,
White ataries with 3 and blocks with 5. White now has three liberties to
Black’s two. If Black fills a liberty with 6, White ataries with 7, winning
the capturing race.
530
2
1
5
3
4
Dia. 2
Instead of 2 in Dia. 1, Black might answer White 1 with the hane of 2 in
Dia. 2. After the exchange of 3 for Black 4, White makes an eye with 5.
Black’s group above doesn’t have an eye, so there is no way he can win
this capturing race.
531
9
2
4
1 3 6
7
5 10
8
Dia. 3
If White ataries with 1 in Dia. 3, he will lose the capturing race, as the
moves to Black 10 show.
532
20. Hekomi
The hekomi (dipping down; literally a dent) tesuji is often used to defend
against an attack, but its main use is to make an eye for an endangered
group, as the following example illustrates.
Dia. 1
In Dia. 1, not only are Black’s marked stones in atari but his whole group
533
is in danger of being killed.
Dia. 2
The only way that Black can live is to dip down to 1 from the two marked
stones in Dia. 2.
534
2
Dia. 3
If Black captures two stones with 2 in Dia. 3 —
535
3
Dia. 4
Black can retake with 3 in Dia. 4.
536
Dia. 5
The position that results from this skirmish is shown in Dia. 5. Black’s
group is alive, since he has an eye in the corner and another eye to the left.
537
3 6 5
2 1 4
Dia. 6
Black 1 in Dia. 2 is the only move that enables Black to live. If he rescues
the two stones that are in atari with 1 in Dia. 6, White can kill the whole
group with the moves from 2 to 6. If Black plays 3 at 4, White answers
with a hane at 3.
538
Problem 109
White to play
How can White make shape and isolate Black’s two stones in the center?
539
Answer 109
Dia. 1
White should fall back to 1 in Dia. 1. White’s stones on the outside now
have good shape and the two marked black stones are stranded in the
center. If Black defends the corner with 2, White can think about attacking
the marked stones.
540
5 a
4 2 1
6 3
Dia. 2
The descent of White 1 in Dia. 2 may look like a good way to attack
Black’s corner, but Black will answer with the hanekomi tesuji of 2. If
White ataries with 3, Black sets up a snapback with 4 and 6.
541
Problem 110
Black to play
How can Black rescue his four stones at the top and capture the three white
stones on the left?
542
Answer 110
Dia. 1
Black should make an eye for his four stones by dipping down to 1 in Dia.
1. Next —
543
5 4 a 3 2
Dia. 2
White peeps with 2 in Dia. 2, threatening to take away Black’s eye, so
Black defends with 3. If White next descends to 4, Black plays a hane with
5. White is now short of liberties, so he can’t atari at ‘a’. His stones have
been captured.
544
3 5 1 2
4
Dia. 3
Black can capture the three white stones at the top by filling in liberties
with 1 and 3 in Dia. 3. However, White will capture three stones with 2
and 4, so this is an unsatisfactory result for Black.
545
1 4 2
3
Dia. 4
Black can’t avoid the capture of his three stones by connecting at 3 in Dia.
4 because White will atari with 4, capturing Black’s stones and rescuing
his own at the same time. This is a complete failure for Black.
546
Problem 111
Black to play
What is the only way that Black can rescue his marked stones?
547
Answer 111
1
a
b
Dia. 1
The only way Black can rescue his stones at the top is to dip down to 1 in
Dia. 1. White can’t atari at ‘a’ until he connects at ‘b’.
548
a 3
Dia. 2
If White connects with 2 in Dia. 2, Black will start a ko by throwing in a
stone with 3. Instead of 2, if White plays guzumi at 3, Black will atari at
‘a’, rescuing his stones while capturing White’s.
549
4 3 a
1
2
Dia. 3
The atari of Black 1 in Dia. 3 fails. After White connects at 2, descending
to Black 3 is futile, as White plays a hane at 4. Black can’t atari at ‘a’, as
his stones are short of liberties.
550
21. Bulging out
The bulging-out (fukurami) tesuji is similar to the hekomi tesuji in the
preceding section in that it is a diagonal move from two stones separated
by a one-space jump.
Dia. 1
White 1 in Dia. 1, which is a diagonal move from the two marked stones,
551
is an example. It differs from the hekomi tesuji because there is a black
stone next to the circled stone and the stone at 1.
Dia. 2
In this position, it is a forceful tesuji that makes Black connect at 2 in Dia.
2. White can now make good shape by descending to 3.
552
2
4
1 5
3
7
Dia. 3
6: connects
Black must not answer White 1 with the atari of 2 in Dia. 3. White will
break through Black’s position on the right side with the ataris of 3 and 5.
After Black connects with 6 (at the marked stone), White plays 7 and the
two black stones below are heavy and without any support.
The purpose of the fukurami tesuji is to strengthen the two stones
separated by a one-space jump: it occupies one of their key points that
make eye shape. It is also effective in avoiding confinement and getting
553
one’s stones out into the center.
554
Problem 112
Black to play
Even though White has some aji, Black has the advantage on the right side
with four stones against two. Moreover, it is Black’s move. How should he
continue?
555
Answer 112
b 3
a 2
Dia. 1
Black should reinforce his stones by bulging out with 1 in Dia. 1. If White
pushes through with 2, Black extends to 3, threatening to turn at ‘a’. If
White continues by pressing at ‘a’, Black extends to ‘b’, weakening
White’s position at the top while White’s stones on the right are still under
attack.
556
1
5 4
7 6
3 2
Dia. 2
Blocking with Black 1 in Dia. 2 is not a good move, as White has a lot of
aji on the right side. White plays an inside hane with 2 and after the moves
to 7 —
557
9 8
10
Dia. 3
White ataries with 8 in Dia. 3, then connects with 10. This is a good result
for White, as he has secured territory on the right side. In addition, Black’s
wall is neutralized by White’s two stones at the top.
558
Problem 113
Black to play
The position in this diagram arose from a joseki starting on the 5–4 point.
If it is Black’s move, where should he play?
559
Answer 113
6 4
7 5 3 2
1
Dia. 1
Bulging out with Black 1 in Dia. 1 is the tesuji. White must block with 2 to
prevent Black from taking this key point. Black now forces with the hane
of 3 and presses White into a low position with the solid extensions of 5
and 7. Later —
560
3
a 1 2 d
c b
Dia. 2
Black can aim to exploit White’s bad aji by cutting at 1 in Dia. 2. White
must defend with 2, so Black can descend to 3. Black now threatens to turn
at ‘a’. If White defends against this threat, Black will switch to the right
and set up a ko with ‘b’–White ‘c’–Black ‘d’.
561
a 1
Dia. 3
Black 1 in Dia. 3 is a lukewarm move, as it has no effect on White’s
position. White will ignore it and play elsewhere. Later, he might be able
to find a way to exploit Black’s thin position by playing a pincer at ‘a’.
562
22. The Solid Extension
Along with the diagonal move, the one-space jump, and the knight’s move,
the solid extension (nobi) is one of the basic moves of the game. In
contrast to these other moves, there is no way that this formation can be
cut, so it is a strong move for both attack and defense. Its weakness is that
it is slow in development. Here is an example of the solid extension used
as a defensive move.
563
a 1
c b
d
Dia. 1
After White plays the marked stone, the solid extension of Black 1 is the
strongest move. It strengthens Black’s position and expands his potential
territory on the right. If White continues to push with ‘a’, Black can
answer forcefully with ‘b’–White ‘c’–Black ‘d’ to expand his influence
down the right side.
564
1 2 3
4 5
6
Dia. 2
Instead of the solid extension of 1 in Dia. 1, Black must not play a hane
with 1 in Dia. 2, as White will cut with 2. Now the two marked stones are
short of liberties. Black has no choice but to atari with 3 and crawl with 5.
However, White extends with 4 and 6, building overwhelming thickness in
the center and turning Black 1 into a wasted move.
565
8
9 10
1 2 4 6
3 5 7
Dia. 3
Answering White 2 with the atari of 3 in Dia. 3 is even worse. After Black
7, White can exploit Black’s shortage of liberties with 8 and 10. Black’s
stones on the upper right side cannot escape capture.
566
Problem 114
Black to play
How can Black settle his stones and prevent White from establishing a
position at the top?
567
Answer 114
a
1
b
Dia. 1
Black should simply extend to 1 in Dia. 1. If White responds by capturing
at ‘a’, Black blocks with ‘b’, confining the white stones to the top, where
they will die.
568
4
2 3
1
Dia. 2
The atari of Black 1 in Dia. 2 is a mistake. White will atari with 2, then
defend with the diagonal connection of 4.
569
Problem 115
Black to play
How should Black attack White’s position on the upper right side?
570
Answer 115
1
2
Dia. 1
Black should extend to 1 in Dia. 1. If White draws back with 2, Black can
crawl to 3, trapping two white stones.
571
2
4
1
5 3
Dia. 2
After Black 1, White must not capture a stone with 2 and 4 in Dia. 2.
Black will atari with 3 and connect with 5. The five white stones have only
one eye and they will have a hard time escaping into the center to get a
second one.
572
6
2
4 3 1
5
Dia. 3
Black’s first instinct might be to atari with 1 in Dia. 3. However, White
will settle his stones (make sabaki) with the moves to 6. White is quite
pleased with this result.
573
Problem 116
Black to play
Where should Black play in order to rescue his four stones isolated at the
top? All ladders favor Black.
574
Answer 116
a
b
1
Dia. 1
The solid extension of Black 1 in Dia. 1 is a powerful move, as it sets up
ladders at ‘a’ and ‘b’.
575
5 4
2
3
Dia. 2
If White responds with 2 in Dia. 2, Black first forces the exchange of 3 for
White 4, then captures three key stones in a ladder with 5, rescuing
Black’s four stones at the top.
576
2
3
4
5
Dia. 3
After Black 1 in Dia. 1, White might decide to save his three stones to the
left with 2 in Dia. 3. In that case, Black captures the two stones on the
right in a ladder with 3 and 5.
577
7
10 8 1
9 3 2 6
11 4 5
12
Dia. 4
The atari of Black 1 in Dia. 4 is a trick move. After the moves to 11, it
looks as if Black has a ladder on the left as well as one on the right, but
White 12 breaks both of these ladders. If White doesn’t realize that the
stones on the right can be captured in a ladder after Black 11 —
578
12
13
14 17
23 22 20 16 15
21 19
Dia. 5
18: connects
White might play 12 in Dia. 5. Black would atari with 13 and 15, then spin
the ladder around with 17 and 19. White’s stones will be captured.
579
Problem 117
Black to play
How can Black rescue his six stones on the right?
580
Answer 117
a 3 1 b
5 4
Dia. 1
The extension of Black 1 in Dia. 1 is a hard move to see, but it is the only
move that will rescue Black’s stones. After the moves to 4, Black turns
with 5. White’s stones are short of liberties, so he can’t atari at ‘a’ or ‘b’.
581
6 3 4 5
1
Dia. 2
The hane of Black 1 in Dia. 2 doesn’t work. White ataries with 2, then
throws in a stone with 4. After White ataries with 6 —
582
7
Dia. 3
Black connects with 7 in Dia. 3 and White ataries with 8. Black has been
captured.
583
Problem 118
Black to play
How should Black attack the three white stones on the upper right side?
584
Answer 118
Dia. 1
Black must extend to 1 in Dia. 1. This move threatens to kill White’s
group. Next —
585
6 5 8
7 3 4
2
10
9 11
Dia. 2
White scrambles for life with 2 and 4 in Dia. 2. The two-step hane of
Black 5 is the key move. White ataries with 6 and 8. Black pushes in with
9, forcing White to defend with 10. Finally, Black plays 11, confining
White’s group to the corner.
586
1
a
b 2
Dia. 3
Black 1 in Dia. 3 is a lukewarm move. White breaks out into the center by
bulging out with 2. If Black jumps to ‘a’, White will follow him out into
the center by attaching with ‘b’.
587
Problem 119
White to play
Black and White are caught up in a capturing race. It is White’s move.
Where should he play to win the fight?
588
Answer 119
1 2
Dia. 1
The extension of White 1 in Dia. 1 is the key move. After Black captures
with 2 —
589
9
4
3
8
5
7
6
Dia. 2
White throws in a stone with 3 in Dia. 2 and Black captures with 4. White
now starts filling liberties with 5. After White connects with 9, it is clear
that White wins the capturing race.
590
5
7
9
3
4
8 6
Dia. 3
Instead of 4 in Dia. 2, Black might answer the throw-in of White 3 by
connecting with 4 in Dia. 3. With the moves to 9, White captures five
stones and puts the remainder of Black’s group into atari.
591
5
2
3
1
8 6 4
Dia. 4
White 1 in Dia. 4 is a mistake. Black counters with 2 and White loses the
capturing race with the moves to 8.
592
23. Pushing
By pushing against an enemy stone, you can increase your central
influence and force your enemy’s stones into a low position.
1
2
Dia. 1
For example, in Dia. 1, White jumps with the marked stone, threatening
Black’s three stones on the right. Black gets out into the center by pushing
593
with 1, forcing White to crawl along the third line with 2.
13
14
9
7 8
10
3
15 5 4 12
6 11
a b
Dia. 2
Black can continue with another push at 3 in Dia. 2. This time White
answers with a hane at 4. Black continues with 5, then forces with the
moves to 13. After 15, Black is threatening to capture a stone in a ladder
with ‘a’, so White must defend at either ‘a’ or ‘b’. This is a joseki.
594
Problem 120
Black to play
How can Black can capture the marked stones and rescue his five stones at
the top?
595
Answer 120
2 1
3
Dia. 1
Black should push with 1 in Dia. 1. If White blocks with 2, Black ataries
with 3, capturing the six stones as well as the four white stones in the
corner.
596
3 1
2
Dia. 2
White can’t increase his liberties by turning with 2 in Dia. 2. Black ataries
with 3 and there is no way that White can get out of atari.
597
Problem 121
Black to play
How can Black settle both his stones at the top and the ones on the right?
598
Answer 121
1 b
a 3 c
e d
Dia. 1
Black should push up with 1 in Dia. 1. After White makes shape with 2,
Black blocks at 3, confining White to the corner. If White cuts at ‘a’,
Black will atari at ‘b’. If White wedges in at ‘c’, Black plays ‘d’–White
‘b’–Black ‘e’ and becomes thick on the outside.
599
3
2
1
4
5
Dia. 2
If White answers Black 1 with 2 in Dia. 2, Black will block with 3. White
will then lightly jump out into the center with the knight’s move of 4.
Black answers with 5. He has established positions both at the top and on
the right side.
600
3
1 4
2
Dia. 3
White might answer Black 1 by bulging out with 2 in Dia. 3. In that case,
Black would force once with 3, then jump to 5, again establishing
positions on both the top and the right side. In the meantime, White is left
with bad shape.
601
Problem 122
Black to play
How can Black link up his stones in the corner with their allies in the
center?
602
Answer 122
2 4 3
5
1
Dia. 1
Black should push up with 1 in Dia. 1, threatening to capture four stones.
White defends with 2 and Black cuts with 3, again threatening to capture
the same stones in a ladder, starting with 4. White must defend with 4, so
Black can capture a stone with 5, linking up his stones.
603
5 1
6 7 4
11 9 8 2
10 12 3
Dia. 2
Immediately cutting with 1 in Dia. 2 is too slow. White 2 threatens to
capture three stones, so Black must defend with 3. This gives White time
to connect at 4. If Black now tries to attack White’s stones with 5 and 7,
White easily escapes with the moves to 12. Black’s stones are now
confined to the corner and will have to struggle to make eyes in gote. In
the meantime, Black’s stones on the outside are in disarray.
604
24. The Knight’s Move
Just like the one-space jump, the knight’s move tesuji is often used for
developing into the center. It is also useful for making inroads into the
enemy’s territory, linking up groups, and making good shape. The
following example shows how White can use this tesuji to efficiently get
his endangered group out into the center.
b a
605
In Dia. 1, White’s group does not yetDia.have
1 two eyes. He can make two
eyes by turning at ‘a’, then sliding to ‘b’, but Black would confine him to
the top and make a wall in the center. White 1, a knight’s move from the
marked stone, is the best way for White to escape into the center.
3
2
Dia. 2
Black defends his position on the right with 2 in Dia. 2 and White draws
back to 3. Black next secures the side territory with 4 and White attacks
the two black stones on the left with a pincer at 5.
606
13
15
12
3 4 11
5 7
2 8 6 9
a 14
10
Dia. 3
Black must not answer White 1 in Dia. 1 with 2 in Dia. 3, as White will
break into the right side with 3 and 5 and capture the corner with the
moves to 15. If Black plays 10 at 14, White will cut at ‘a’.
607
1
3 2
5 4
6
Dia. 4
Instead of the knight’s move of 1 in Dia. 1, it is bad style to push from
behind with 1 to 5 in Dia. 4, as this just helps Black to make iron-clad
territory with the moves to 6.
608
Problem 123
White to play
How can White link up his marked stone to its allies at the top?
609
Answer 123
Dia. 1
Black should play 1 in Dia. 1, which is a knight’s move from both the
circled and the triangled stones.
610
3
2 5
4
Dia. 2
If Black tries to isolate White’s group at the top with the hane of 2 in Dia.
2, White plays the hane of 3. Black has to fall back and connect with 4, so
White can link up with 5.
611
4 6
1
5 2 3
Dia. 3
The hane of White 1 in Dia. 3 fails to link up his stones. Black wedges in
with 2. If White ataries with 3, Black ataries with 4, letting White capture
with 5. Black now descends to 6 and the four white stone at the top have
no way to live.
612
3
2 4
Dia. 4
White can rescue his stones in the corner by answering 2 with the descent
of 3 in Dia. 4. However, his stone below gets cut off from the rest of his
stones at the top and Black gets a thick wall facing down the right side.
613
Problem 124
White to play
Where should White play to make shape for his stones?
614
Answer 124
1 b
Dia. 1
White 1 in Dia. 1 is a small knight’s move from the circled stone and a
large knight’s move from the triangled stone. This move efficiently
defends against the cuts at both ‘a’ and ‘b’.
615
3 2 8
5 4 6 7
9
Dia. 2
If Black cuts at 2 in Dia. 2, White ataries with 3 and pushes up with 5.
Black must atari with 6 and White forces Black to capture with 8. After 9,
White has made a thick wall on the outside and confined Black’s group to
the corner.
616
7 6
4 2 5
3
1
Dia. 3
If White connects with 1 in Dia. 3, Black will cut at 2. After this, the
moves to White 7 can be expected. White is now split into two weak
groups.
617
Problem 125
Black to play
How can Black link up his marked stones to their allies above?
618
Answer 125
3
2 1
Dia. 1
Black should play the knight’s move of 1 in Dia. 1. This move efficiently
links up all of Black’s stones. If White 2, Black calmly draws back to 3
and there is no way that White can separate Black’s stones.
619
3
2 5
1
4 6
Dia. 2
The hane of Black 1 in Dia. 2 fails. White ataries with 2, forcing Black to
connect with 3. White now breaks through Black’s position with the atari
of 4 and the descent of 6, leaving Black’s marked stones isolated.
620
Problem 126
Black to play
How can Black kill the white group?
621
Answer 126
3 1 2
4
Dia. 1
The small knight’s move of Black 1 in Dia. 1 is the only move that kills
the white group. White attaches with 2 and Black draws back with 3.
White expands his eye space to the maximum with 4. Next —
622
9
5 6 8
7
Dia. 2
Black strikes with a placement on the key point of 5 in Dia. 2. After the
moves to Black 9, White is left with a dead three-space eye.
623
3 1 2 4
7 5
6
Dia. 3
Instead of 4 in Dia. 1, White might try to make eyes by playing on the key
point of 4 in Dia. 3. However, after the moves to 7, White can get only one
eye for his group.
624
5 2 1
4 3 6
Dia. 4
The large knight’s move of Black 1 in Dia. 4 fails to kill the white group.
White answers by attaching with 2. Black ataries with 3 and White ataries
with 4. Black captures with 5 and White ataries with 6. Next —
625
9 7 8
10
Dia. 5
Black connects with 7 in Dia. 5 and White ataries with 8, forcing Black to
connect with 9. White can now make two eyes with 10. If Black plays 7 at
9, White ataries at 8, threatening to capture two stones. Black connects at 7
and again White lives with 10.
626
Problem 127
Black to play
If Black can rescue his marked stones, he can capture the four white stones
at the top. Where should Black play?
627
Answer 127
2
1 4 3
Dia. 1
The knight’s move of Black 1 in Dia. 1 threatens to capture three white
stones, so White must push up with 2 and 4. Next —
628
5 6
7 8
9
Dia. 2
Black 5 in Dia. 2 now threatens the three white stones on the right, so
White must push up with 6 and 8. After 9, Black’s stones are safely out
into the center and the four white stones at the top have no way to avoid
being captured.
629
Problem 128
White to play
What is the most efficient way for White to live with his three stones at the
top?
630
Answer 128
Dia. 1
If White plays the large knight’s move of White 1 in Dia. 1, he can live
unconditionally.
631
2 5
3 4
Dia. 2
If Black tries to split White’s stones into two groups with 2 and 4 in Dia.
2, White cuts off the stone at 2 with 5. White can now easily make two
eyes for his group.
632
7
8 9 6 5 2
4 3
Dia. 3
Black fares no better if he attaches with 2 in Dia. 3. After the moves to 9,
White has made eyes for his stones.
633
1 2
5 4 3
7 6
Dia. 4
The small knight’s move of White 1 in Dia. 4 results in a ko. Black starts
with the attachment of 2. After the moves to 6, White starts the ko by
capturing with 7.
634
7 5 6 2
4 1 3
8
Dia. 5
Jumping to White 1 in Dia. 5 is the worst move. Black makes a placement
with 2. After the moves to Black 8, White’s group is dead as it stands.
635
25. Narabi
In contrast to the descent (sagari) tesuji, which solidly extends from the
center toward the edge of the board, the narabi tesuji is a solid extension
along the side or toward the center. It is often an efficient move because it
builds influence in two directions: either the left and the right or above and
below. The narabi move doesn’t come into contact with an enemy stone.
636
Black 1 in Dia. 1 is an example of Dia. 1
the narabi tesuji. It secures the territory
on the right and builds strength to threaten an attack on the three white
stones by playing at ‘a’.
Dia. 2
If White defends at the key point with 2 in Dia. 2, Black jumps to 3,
building influence toward the left while putting pressure on White’s
stones, which have yet to make eye shape.
637
8 5 9
4 3
2 1 7
10 6
Dia. 3
If Black presses with 1 in Dia. 3, White will block with 2. If Black cuts
with 3, White ataries with 4 and forces with 6 and 8, sacrificing two
stones. White now builds a thick position with 10 and the black stone on
the left is looking a bit forlorn.
638
Problem 129
White to play
How can White rescue his three stones at the top and capture the two
stones in the corner?
639
Answer 129
1 3 4
2
Dia. 1
Solidly extending (narabi) to 1 in Dia. 1 is the tesuji. If Black attacks with
2 and 4 —
640
12
6 7 9
5 8 10
11
Dia. 2
White will play 5 in Dia. 2, forcing Black to connect with 6, then cut with
7. Black ataries with 8 and White descends to 9, intending to sacrifice two
stones. After Black captures with 12 —
641
15 13 14
17
Dia. 3
White throws in a stone with 1316: connects
in Dia. 3, then ataries with 15. Black
connects with 16, but, after 17, it is clear that White wins the capturing
race.
642
7 3
4 2 1
5 6
Dia. 4
Jumping to White 1 in Dia. 4 is a mistake. Black will wedge in with 2. If
White tries to link up with 3, Black forces with the moves to 6. After
White connects with 7 —
643
8 9
10
Dia. 5
Black ataries with 8 in Dia. 5, forcing White to connect with 9. After
Black 10, there is no way that White can save his stones.
644
a
4 3 b
Dia. 6
Instead of 3 in Dia. 4, White might atari from above with 3 in Dia. 6.
Black will answer with the atari of 4, threatening to capture two stones at
‘a’ or the stone at 3 with ‘b’. Either way, Black rescues his stones in the
corner and captures at least two of White’s.
645
Problem 130
Black to play
What is the most efficient way for Black to secure his stones and make
territory in the corner?
646
Answer 130
Dia. 1
Black should extend solidly to 1 in Dia. 1. By playing this move, Black
secures his stones while staking out some territory in the corner.
647
6
4
5 1
3 2
Dia. 2
Black 1 in Dia. 2 looks like an efficient move to stake out the most amount
of territory. However, Black is left with defects in his position. White can
play the double peep of 2. If Black connects with 3, White peeps again
with 4. After Black connects with 5, White 6 makes it difficult for Black to
make two eyes.
648
7
6 3 1
5 4 2 8
Dia. 3
If Black answers White 2 by connecting with 3 in Dia. 3, White can cut
through with 4 and 6. After Black defends the corner with 7, Black is left
with three stones stranded in the center.
649
Problem 131
Black to play
How can Black capture the marked stones?
650
Answer 131
Dia. 1
Black should solidly extend to 1 in Dia. 1. There is now no way for the
white stones at the top to escape.
651
4 3
1 2
Dia. 2
If Black jumps to 1 in Dia. 2, White will throw in a stone with 2. If Black
captures with 3, White ataries with 4. Next —
652
6 5
Dia. 3
After Black connects with 5 in Dia. 3, White ataries with 6, capturing the
six black stones.
653
Problem 132
Black to play
How can Black live with his stones in the corner?
654
Answer 132
Dia. 1
Extending solidly with Black 1 in Dia. 1 is the only move that enables
Black to live. This is not an obvious move and is often a blind spot even
for dan players. Next —
655
2 3
Dia. 2
If White attacks Black’s group with the clamp of 2 in Dia. 2, Black simply
blocks with 3 and his group is alive. If White plays 2 at 3, Black will block
at 2.
656
4 1
2 3
Dia. 3
The diagonal connection of Black 1 in Dia. 3 is the move that most players
would immediately consider, as it seems to make eye shape. However,
White would atari with 2, then atari again with 4. Next —
657
9 6 10
8 7 5
Dia. 4
Black extends to 5 in Dia. 4. White ataries again with 6 and then with 8.
After Black 9, White connects with 10 and Black loses the capturing race.
658
a 4 5 1
6 2 3
Dia. 5
After Black 1 in Dia. 5, the ataris of White 2 and 4 do not work. Black
simply captures with 5. If White now plays at 6, Black can live
unconditionally by connecting at 2. If Black is confident he can fight a ko,
he can atari at ‘a’.
659
26. The Diagonal Connection
The diagonal connection is a tesuji that is rich in eye-making potential, so
it is often used in life-and-death situations and to settle one’s groups.
2
a
1
Dia. 1
Black 1 in Dia.1 is a diagonal move from the marked stone that defends
against a cut at ‘a’. It is an example of a diagonal connection. Once Black
660
plays this move, it will be hard for White to stop him from making two
eyes. For example —
3
a 1 2
Dia. 2
If White attacks from the corner with 1 in Dia. 2, Black forces once with 2,
then extends down the right side with 4. If White attacks from the right
side, Black can make eyes in the corner by playing at ‘a’, followed by 3.
661
Problem 133
Black to play
How can Black secure his stones?
662
Answer 133
1 b
Dia. 1
Black should make the diagonal connection of 1 in Dia. 1. This move
defends two cutting points: ‘a’ and ‘b’.
663
2 3 6
5
4
Dia. 2
White has forcing moves at 2 and 4 in Dia. 2, but this just makes Black
thick. White still has to come back and defend at 6 in order to live, so he
ends in gote.
664
1 2
Dia. 3
Black 1 in Dia. 3 is a mistake: it defends only one of Black’s cutting
points. After White defends the corner with 2, Black still has to do
something about the cutting point at ‘a’.
665
Problem 134
Black to play
666
Answer 134
1
a b
Dia. 1
The diagonal connection of Black 1 in Dia. 1 is the tesuji. After this move,
Black can escape by jumping to ‘a’ or descending to ‘b’.
667
1
3 2
Dia. 2
If White captures two stones with 2 in Dia. 2, Black escapes by playing the
large knight’s move of 3. Next —
668
b
7 5 6
4 a
Dia. 3
White cannot separate Black’s stones with 4 and 6 in Dia. 3. After Black
connects with 7, the points ‘a’ and ‘b’ are miai: if White ‘a’ Black links up
his stones with ‘b’; if White ‘b’, Black cuts at ‘a’.
669
2 1 5
3
4
Dia. 4
If White prevents Black from jumping along the top with 2 in Dia. 4,
Black will extend to 3. White has no choice but to connect with 4. Black
can now turn with 5, capturing two stones.
670
Problem 135
Black to play
There is only one way that Black can live. How should he play?
671
Answer 135
Dia. 1
The diagonal connection of Black 1 in Dia. 1 is the only move that gives
Black a chance of living.
672
3
2
Dia. 2
If White ataries with 2 in Dia. 2, Black 3 sets up a ko for the life of his
group.
673
5 6 2 4
3
1
Dia. 3
If may seem as if Black can live by descending to 1 in Dia. 3, but White
strikes on the key point with the placement of 2. After Black 3, White must
extend to 4 to avoid a ko. Black expands his eye space by descending to 5,
but, after White 6, the position is a bent-four-in-the-corner, so Black is
dead.
674
27. The Solid Connection
Connecting two stones that are diagonally adjacent to one another or
separated by one space will increase their liberties, thereby making them
stronger.
Dia. 1
For example, Black 1 in Dia. 1 solidly connects the two marked stones.
675
Whereas each stone previously have only three liberties, after Black 1 is
played, the three-stone chain has six liberties, so it is much stronger.
However, why is this move a tesuji?
6 5
4
3 2
Dia. 2
After Black connects with 1 in Dia. 1, his group is left with a cutting point.
If White cuts with 2 in Dia. 2, Black will atari with 3. His aim is to make
good shape while sacrificing his two stones on the right. When White
ataries with 4, Black sacrifices a third stone by descending to 5. White
676
answers with the diagonal move of 6. Next —
7 8
9 a
Dia. 3
Black attaches with 7 in Dia. 3 forcing White to fall back to 8. Black now
makes shape with 9. Later, it is Black’s privilege to play at ‘a’ in sente,
creating ideal shape.
677
1
3 2
5 4
6
Dia. 4
Instead of 1 in Dia. 1, the diagonal connection of Black 1 in Dia. 4 is a
mistake. White cuts with 2 and Black is forced to play 3 and 5. After 6,
White has secured a vast territory on the right side.
678
Problem 136
2
3 1
Black to play
White hopes to gain a foothold inside Black’s moyo by attaching with 1
and 3. How should Black respond?
679
Answer 136
3
2
Dia. 1
Black should connect solidly with 1 in Dia. 1. If White jumps lightly to 2,
Black will extend to 3, leaving White’s stones in disarray and without
shape.
680
1 3
Dia. 2
After White plays the marked stone, blocking with Black 1 in Dia. 2 is
exactly what White wants. White ataries with 2, then extends to 4,
establishing a position on the right side.
681
Problem 137
Black to play
What is the strongest way for Black to answer White’s move at the marked
stone?
682
Answer 137
Dia. 1
Black 1 in Dia. 1 is another kind of solid connection that connects two
stones separated by one space. This is called the ‘stick connection’. In this
position, it is a powerful tesuji. Next —
683
a
2
3
5 4
Dia. 2
White must answer with 2 in Dia. 2 in order to prevent Black from cutting
at ‘a’. Black now smoothly moves out into the center with 3 and 5. White’s
stones have yet to make eye shape, so Black has a great advantage.
684
3
2
Dia. 3
Answering the marked stone in the problem diagram by extending to 1 in
Dia. 3 is a lax move. White will play a diagonal attachment with 2, and
Black will have to descend to 3. After 4, White has safely escaped into the
center with a resilient shape.
685
7 6 9 8 b
2 a
4
3
5
Dia. 4
After Black 1 in Dia. 1, the diagonal attachment of White 2 in Dia. 4 does
not work. Black confines the white stones to the top with 3 and 5. After the
moves to 9, Black is threatening to atari at ‘a’ and capture some white
stones. If White defends at ‘a’, Black ‘b’ kills the entire white group.
686
Problem 138
Black to play
How can Black link up his four stones on the top right with their allies on
the left?
687
Answer 138
Dia. 1
Connecting with Black 1 in Dia. 1 is the tesuji.
688
3 a
2
b
Dia. 2
If White tries to keep Black separated with 2 in Dia. 2, Black plays a hane
with 3, threatening to link up his stones by connecting at ‘a’. If White cuts
at ‘a’, Black ‘b’ captures three stones.
689
4 1 2
5
3
Dia. 3
It may seem that Black can link up with the hane of 1 in Dia. 3. However,
White captures with 2 and 4. Black now ataries with 5, expecting to get a
ko, but —
690
a 6
Dia. 4
White ataries with 6 in Dia. 4 and Black finds that his stones are short of
liberties. If he connects at ‘a’, White will capture at ‘b’.
691
Problem 139
Black to play
How can Black unconditionally kill the white group?
692
Answer 139
2 3
Dia. 1
Connecting with Black 1 in Dia. 1 is the tesuji and the only move that kills
White unconditionally. White answers by throwing in a stone with 2.
Black has to capture with 3. Next —
693
4
Dia. 2
White captures six stones with 4 in Dia. 2. Next —
694
6
5 7
Dia. 3
Black now makes a placement with 5 in Dia. 3. If White connects at 6,
Black 7 leaves White with a dead eye space. If White plays 6 at 7, Black
throws in a stone at 6.
695
2 3
Dia. 4
Many players might first consider playing Black 1 in Dia. 4. However,
White will throw in a stone with 2 and Black will have to fight a ko.
696
28. Bumping against an Enemy’s Stone
Bumping against an enemy’s stone by extending from one of your own
stones (tsukiatari) aims to create defects in the opponent’s position. It is
also used defensively to create options for securing your own stones.
a b
1
Dia. 1
Black 1 in Dia. 1 bumps against the marked stone, creates cutting points at
697
‘a’ and ‘b’.
2 3
4
5
Dia. 2
If White connects with 2 in Dia. 2, Black cuts at 3, trapping the three white
stones in the corner. Cutting with White 4 is futile. Black simply connects
with 5, rescuing his two stones, and White does not have enough space to
make two eyes.
698
3 2
Dia. 3
If White connects with 2 in Dia. 3, the cut of Black 3 cuts off and kills
White.
699
1
Dia. 4
Bumping against the marked stone with White 1 in Dia. 4 is another
example. It creates two options for White to make shape for his stones. For
example —
700
5 4 3
Dia. 5
If Black responds directly with 2 in Dia. 5, White can capture two stones
with 3 and 5.
701
2
Dia. 6
On the other hand, if Black answers by capturing a stone with 2 in Dia. 6,
White plays a hane with 3, weakening the black stone while making shape
for his own stones.
702
Problem 140
Black to play
White invades with the marked stone. How can Black stop him from living
in the corner?
703
Answer 140
3
2
1
Dia. 1
Black should bump up against the marked stone with 1 in Dia. 1. If White
descends to 2, Black turns with 3 and the two white stones have no way to
escape.
704
9
3 2 8
7 6 4 1
5
Dia. 2
White might answer Black 1 by pushing up toward the center with 2 in
Dia. 2. Black will block with 3, then, if White 4, connect at 5. After the
moves to 9, White’s group is dead.
705
5 10
4
1
a 2 8
3 6
9 7
Dia. 3
Black must not block from the outside with 1 in Dia. 3. After the exchange
of 2 for Black 3, White slides to 4 then hanes and connects with 6 and 8.
After 10, White’s group is alive. White is now threatening to push in at ‘a’,
so Black will probably have to reinforce his position on the outside, ending
in gote.
706
Problem 141
Black to play
After White attaches with the marked stone, how can Black make sabaki?
707
Answer 141
1
2
Dia. 1
Black should bump against the triangled stone with 1 in Dia. 1. If White
defends with 2, Black subdues the circled stone with 3, securing the
territory on the upper right side.
708
6 2
5 1
3
4
7
Dia. 2
If White answers Black 1 by extending to 2 in Dia. 2, Black will make
shape with 3 and 5. White escapes with 6 and Black attacks White’s group
on the right with 7. White is left with two weak groups, so he will be at a
disadvantage in the subsequent fighting.
709
Problem 142
Black to play
How can Black secure the territory in the corner?
710
Answer 142
1
a b
Dia. 1
Black should push in between the circled stones while bumping against the
triangled stone. This kind of move is called sashikomi in Japanese. Black
is now threatening to play a double atari at ‘a’ and a cut at ‘b’. Next —
711
7
2 3 5
6 4
Dia. 2
If White defends against a double atari by connecting with 2 in Dia. 2,
Black cuts with 3. After the exchange of 4 for Black 5, White must
connect with 6, so Black can secure the entire corner with 7.
712
b
8
4 2 5 7
3 6 9
a
Dia. 3
If White defends against a double atari by connecting at 2 in Dia. 3, Black
will atari with 3. After White connects with 4, Black cuts again at 5. If
White now answers Black 7 by blocking with 8, Black turns with 9,
gaining an extra liberty. That is, White must defend at or around ‘a’. Black
can now attach at ‘b’, capturing the two white stones.
713
Problem 143
Black to play
How can Black escape with his marked stones?
714
Answer 143
Dia. 1
Again, inserting a stone between the triangled ones and bumping against
the circled one (sashikomi) with Black 1 in Dia. 1 is the tesuji.
715
2
3 5 6
4
Dia. 2
When White plays a double atari with 2 in Dia. 2, Black will defend his
stones on the left by extending to 3. White ataries with 4 and Black ataries
with 5. After White captures with 6 —
716
7 9
8
Dia. 3
Black can escape with 7 and 9 in Dia. 3, as the marked stones prevent
White from capturing Black in a ladder.
717
1 2
4
3
Dia. 4
If, instead of the sashikomi tesuji of 1 in Dia. 1, Black connects at 1 in
Dia. 4, White connects at 2. There is now no way for Black to escape with
his stones. This is the famous ‘crane’s nest’ position. If Black tries to
escape by jumping to 3, White wedges in with 4 and the black stones are
captured.
718
29. Pressing
The pressing tesuji (kake) is used to restrict the movement of the enemy’s
stones by jumping ahead of them. When used as a net, it is an effective
tesuji for capturing stones. It is also often used for making shape for your
own endangered stones. Here are two examples.
Dia. 1
719
Black 1 in Dia. 1 jumps ahead of the marked stone. There is now no way
for this stone to escape.
4 2
5 3
Dia. 2
If White extends to 2 in Dia. 2, Black blocks with 3. If White 4, Black
keeps pushing with 5. Because of the presence of the marked stone,
White’s stones are trapped.
720
3 b
2
1 4 5
6 a
Dia. 3
The ataris of Black 1 to 5 in Dia. 3 lack finesse. After 6, if Black continues
with ‘a’, White will cut at ‘b’ trapping four stones. If Black connects at
‘b’, White will block at ‘a’.
721
1
Dia. 4
The position in Dia. 4 shows how the pressing tesuji is used to make
shape. Black jumps ahead of the two marked stones with 1. Next —
722
8 6
5 4
3 2
a 7
9
Dia. 5
White has no choice but to run away with 2 in Dia. 5. Black now squeezes
with 3 to 7, forcing White to capture two stones with the moves to 8.
Finally, Black jumps to 9, defending against a cut at ‘a’. Black ends up
with good shape and with overwhelming thickness in the center while
White is confined to the corner and the top.
723
5 1
2
6 4 a
Dia. 6
The first instinct of many kyu-level players would be to rescue the two
stones at the top with the atari of 1 in Dia. 6. Black must defend his
position on the right with the narabi tesuji of 3. After White connects with
4, Black defends the top with 5. Black has managed to establish positions
on the right and at the top, but his position at the top is still a bit thin.
Readers should make note of the narabi tesuji of Black 3 in Dia. 6. This
move erases any bad aji that Black might have in his position should
724
White later throw in a stone at ‘a’ and squeeze.
725
Problem 144
Black to play
How can Black rescue his marked stones?
726
Answer 144
Dia. 1
Black should press against the two marked stones by jumping ahead of
them with 1 in Dia. 1. Next —
727
4
2 3
Dia. 2
If White extends to 2 in Dia. 2, Black chases him with 3, forcing White to
extend to 4. Finally, Black connects with 5 and the marked white stones
have no way to escape.
728
1 5
3 2 7 13
4 11
8
9 10
Dia. 3
6: connects;
If White answers Black 1 with 12:ofconnects
the atari 2 in Dia. 3, Black squeezes with
3 and 5, forcing White to connect at the triangled stone with 6. Black now
connects with 7 and White ataries with 8. Black squeezes again with 9 and
11, forcing White to connect at the circled stone with 12. Finally, Black
links up his stones with 13, trapping the four triangled white stones.
729
20
21 19 15 18
14 16 17
Dia. 4
If White tries to rescue these stones by cutting with 14 in Dia. 4, Black
plays the moves to 21 and there is no escape.
730
Problem 145
Black to play
How can Black map out a moyo along the right side?
731
Answer 145
Dia. 1
Black should press against White’s position at the top by playing the
knight’s move of 1 in Dia. 1. Next —
732
8 6
7
5 2
10 4 3
11 9
Dia. 2
White will resist by cutting through with 2 and 4 in Dia. 2, but White must
defend the top with 6 after Black extends to 5. Black now forces once with
7, then captures the white stone at 4 with 9 and the pressing move of 11.
This kind of a pressing move is called geta in Japanese. In English, we
might say ‘Black casts a net with 11, trapping the two white stones.’
733
4 2
3
1
Dia. 3
White might answer Black 1 by immediately defending the top with 2 in
Dia. 3. Black would force once with 3, then reinforce his moyo with the
one-space jump of 5.
734
Problem 146
Black to play
Black’s four stones are split in two and need to make shape. What should
Black do?
735
Answer 146
3
2
1
Dia. 1
Black should first atari with 1 in Dia. 1, then press with 3. Black 1 and 3
are a common tesuji combination. Next —
736
9 8
7 4 5 10
6
Dia. 2
If White rescues his stones by playing the atari of 4 in Dia. 2, Black blocks
with 5, then squeezes with 7 and 9, forcing White to defend by capturing
with 10.
737
7
11 5 4 9
6
8
Dia. 3
If White pushes through the left10: connects
with 4 in Dia. 3, Black blocks with 5.
White ataries with 6 and Black squeezes with 7 and 9. After White
connects with 10 (at the marked stone), Black extends to 11 and has made
good shape for his stones. White has ended up with an inefficient clump of
stones in the center. Black will have the advantage in the fighting that will
take place in the center.
738
Problem 147
Black to play
How can Black capture the marked stones?
739
Answer 147
Dia. 1
Pressing with the knight’s move of Black 1 in Dia. 1 is a tesuji that traps
the three white stones. Next —
740
5 4
3 2
Dia. 2
If White cuts with 2 in Dia. 2, Black plays 3 and 5, trapping the white
stones.
741
6
4 a
3 2
5 7
1
Dia. 3
After Black 1, if White immediately tries to escape with 2 in Dia. 3, Black
will block with 3. White cuts with 4, and Black fills a liberty with 5. If
White now ataries with 6, Black ataries with 7 and White can’t capture at
‘a’ because Black will recapture at the marked stone in a snapback.
742
Problem 148
Black to play
Black’s stones are in disarray, but he has a move that can unify all of them
and take some territory as well. How should Black play?
743
Answer 148
2
1 3
Dia. 1
Black should play the tesuji combination of the atari of 1 and the press of 3
in Dia. 1. Next —
744
9
10 6 11
4
5
7
Dia. 2
8: connects
White might try to rescue his stone by capturing with 4 in Dia. 2, but
Black plays 5 and 7, forcing White to connect at the marked stone with 8.
Black ataries with 9 and, after Black 11, there is no way that White can
rescue his stones.
745
7
6
4 5
Dia. 3
White might answer Black 3 in Dia. 1 by extending to 4 in Dia. 3. Black
will block with 5; after Black 7, White’s stones are trapped.
In conclusion, once Black plays 1 and 3 in Dia. 1, White cannot stop
Black from linking up his stones.
746
30. The Push-in Tesuji
1 a
Dia. 1
Black 1 in Dia. 1 is an example of the push-in (de in Japanese) tesuji. It
pushes in between the two marked stones, threatening to capture all the
stones on the upper right side and in the corner. This is a strong move
because it threatens to permanently separate the stones in the corner from
747
those below by playing at ‘a’. Before White plays at ‘a’ —
2 3
6 5
4
Dia. 2
He must link up his stones in the corner to those on the left with the hane
of 2 in Dia. 2. The cut of Black 3 is a tesuji that enables Black to play the
hane of 5 in sente. After White captures with 6 —
748
7
8 9
b a
Dia. 3
Black extends to 7 in Dia. 3, threatening to cut off the triangled stone with
the moves ‘a’–White ‘b’–Black 8. White has to defend with 8 and Black
extends to 9. Not only are the circled stones trapped, but the territory on
the right side now belongs to Black.
749
Problem 149
Black to play
Black’s stones do not have eyes. How can Black establish a secure group?
750
Answer 149
2 a 3
1 b
Dia. 1
Black should first push in with 1 in Dia. 1. After White blocks with 2,
Black peeps with 3, making miai of the points ‘a’ and ‘b’. Next —
751
6 5
4
7
Dia. 2
If White connects with 4 in Dia. 2, Black cuts with 5. White connects at 6
and Black turns with 7, trapping two white stones. If White plays 6 at 7,
Black 6 captures a stone and Black has secured his group. Instead of 4 —
752
4 7
5
6
Dia. 3
If White connects with 4 in Dia. 3, Black will descend to 5. White has no
choice but to connect at 6, so Black can turn with 7, capturing the two
stones in the corner and securing his group.
753
4 1
3
2
Dia. 4
Black 1 in Dia. 4 is a mistake. After White connects with 2, Black 3 is
ineffective. White descends to 4 and Black is left with two weak groups.
754
Problem 150
b a
Black to play
White has just peeped with the marked stone, threatening to cut at ‘a’ or to
link up with ‘b’. Either move would leave Black’s group without eyes.
What should Black do?
755
Answer 150
Dia. 1
Pushing in with Black 1 in Dia. 1 is the tesuji. Next —
756
5 a 2
3 4 c
b
Dia. 2
White must link up his stones with 2 in Dia. 2. Black now attaches with 3
and White cuts with 4, setting up a capturing race. However, after the
exchange of White ‘a’ for Black ‘b’, White can’t play at ‘c’ because his
stones are short of liberties. Therefore —
757
9 8
7
6
Dia. 3
White must answer Black 5 in Dia. 2 by capturing with 6 in Dia. 3, but
Black wins the capturing race by one move after the moves to 9.
758
6 3 4
1 2 5
Dia. 4
Neglecting to play the push-in tesuji of Black 1 in Dia. 1 is a mistake. If
Black simply starts with the diagonal attachment of Black 1 in Dia. 4,
White will cut with 2. After the exchange of 3 for 4, Black 5 is ineffective:
White ataries two stones with 6 and wins the capturing race by one move.
759
Problem 151
Black to play
White is threatening to cut off two black stones by playing at ‘a’. What
should Black do?
760
Answer 151
2 1
5
Dia. 1
Black should first push in with 1 in Dia. 1. This move forces White to
block with 2. Black can now come back and connect with 3. White must
secure his group in the corner with 4, so Black can cut with 5, leaving
White with two weak groups.
761
2
a 3
4
Dia. 2
If Black simply defends against a cut with 1 in Dia. 2, White will descend
to 2, securing his group. When Black now pushes in with 3, as the two
marked stones are no longer important, so White doesn’t block at ‘a’ but
extends to 4, reinforcing his group on the lower right side.
762
Problem 152
Black to play
White has just peeped with the marked stone. How should Black respond?
763
Answer 152
Dia. 1
Black 1 in Dia. 1 is an example of a push-in against the knight’s move,
shown by the marked stones.
764
2
3
Dia. 2
If White blocks with 2 in Dia. 2, Black will cut with 3, making an eye and
ideal shape.
765
7 5 3 1
6 4 2
Dia. 3
If White answers Black 1 by extending to 2 in Dia. 3, Black will push in
with 3. If White continues to extend with 4 and 6, Black will push with 5
and 7, securing the territory at the top.
766
31. The Push-In-and-Cut Tesuji
The combination of Black 1 and 3 in Dias. 1 and 2 of the answer to
Problem 152 was an example of the push-in-and-cut (degiri in Japanese)
tesuji. Since pushing into a one-space jump or a knight’s move usually
creates a cutting point (two in the case of a one-space jump), cutting is a
common follow-up.
a 2 3
1
767
In Dia. 1, Black 1 pushes in between Dia.
the1 marked stones. After blocking
with 2, Black is left with two cutting points, at 3 and at ‘a’. Cutting with
Black 3 is the correct move.
6
b 5 4
Dia. 2
White must capture with 4 in Dia. 2. Black cuts with 5, forcing White to
capture with 6. This is a joseki. There are now two ways that Black can
continue, at ‘a’ and at ‘b’, the latter leading to a fight.
768
10
8
9
7
11
Dia. 3
The moves to 11 in Dia. 3 show the joseki after Black plays a hane at ‘a’
in Dia. 2.
769
3
1 2
Dia. 4
White 1 and 3 in Dia. 4 are an example of pushing in and cutting through
the small knight’s formation. This combination is a tesuji for escaping with
the circled stones.
770
6 4
5
Dia. 5
Black has to atari with 4 in Dia. 5 to save the corner. He then defends with
6 and White threatens to move out into the center by jumping to 7.
771
8 9 13
10 11
12
Dia. 6
Black halts White’s escape into the center by cutting with 8 and 10 in Dia.
6. White ataries with 11, forcing Black to extend to 12, but White captures
two stones with 13, rescuing his circled stones in Dia. 1.
772
Problem 153
Black to play
White has just peeped with the marked stone. How should Black respond?
773
Answer 153
2 1
3
Dia. 1
Black should push in with 1 in Dia. 1. If White blocks with 2, Black then
cuts with 3. Next —
774
8
7 5
4 6
Dia. 2
White ataries with 4 in Dia. 2 and Black descends to 5, sacrificing another
stone. White blocks with 6 and Black forces with the atari of 7. After
White connects with 8 —
775
10
12
13 11 9
Dia. 3
Black forces White to capture three stones with 9 and 11 in Dia. 3, leaving
White with an overconcentrated position. Black can now settle his stones
by making shape with 13.
776
3
2
4 1
Dia. 4
Connecting with 1 in Dia. 4 leaves Black with three heavy stones. White
forces once with 2, then attacks Black with a cap at 4.
777
Problem 154
Black to play
There are a lot of defects in Black’s position, so how can he attack the
marked stones?
778
Answer 154
3
4 1 2 5
Dia. 1
Black should push in and cut with 1 and 3 in Dia. 1. White has to answer
with the clamp of 4 to prevent Black from trapping his three stones. After
Black ataries with 5 —
779
7
6 15
14 13
12 11
10
8
9
Dia. 2
White connects with 6 in Dia. 2 and Black defends with 7. White must
now make eyes for his stones, so he starts by expanding his eye space with
8 and makes shape with 10. Black strikes on the key point of 11, then links
up with 13 and 15. Next —
780
19
17
16 18
20
22
21
Dia. 3
White just barely makes two eyes for his group in gote with the moves to
22 in Dia. 3 while Black has secured the upper right corner and made a
thick position. This is a great success for Black.
781
12
13 11 10 8 4
5 7 6
9
Dia. 4
Instead of 4 in Dia. 1, if White defends his group on the upper right side
with 4 in Dia. 4, Black plays the diagonal move of 5, isolating three white
stones. The best White can do is to use them to expand his territory in the
corner with the moves to 12.
782
Problem 155
Black to play
How can Black live with his marked stones?
783
Answer 155
3 2
1
Dia. 1
Black should push in and cut with 1 and 3 in Dia. 1. Next —
784
6 4 5
Dia. 2
Black must atari with 4 in Dia. 2. After White captures with 6 —
785
9
8 7
Dia. 3
Black throws in a stone with 7 in Dia. 3, forcing White to capture with 8.
After Black ataries with 9 —
786
11 a
10
Dia. 4
White connects with 10 in Dia. 4 and Black throws in another stone with
11. White’s stones can no longer avoid being captured. If White captures
at ‘a’, Black ataries at ‘b’ and White finds that his stones are short of
liberties. That means that White has to play 11 instead of connecting at 10.
787
Problem 156
Black to play
How can Black link up all of his stones while making shape for them?
788
Answer 156
6
4 3 2
5 1
Dia. 1
Black should push in and cut with 1 and 3 in Dia. 1. White must atari at 4.
Black ataries with 5, forcing White to capture with 6. Black’s stones at the
top are now linked up, so he switches to 7 and makes good shape.
789
2
3 1
Dia. 2
Black can link up his stones with 1 and 3 in Dia. 2, but he ends in gote.
White can now jump to 4, and Black is left with a string of eyeless stones
that are under attack.
790
32. The Two-Step Hane
3 2 a
b 1
Dia. 1
Black plays a hane with 1 in Dia. 1. If White answers with 2, Black will
play a second hane with 3. This tesuji combination is called the two-step
hane (nidan-bane in Japanese). These two moves cut off the marked stones
from their allies in the corner. White has to connect at ‘a’ to live in the
791
corner, but Black can then trap the marked stones by playing at ‘b’.
5 a
4
Dia. 2
White 4 in Dia. 2 can’t capture the marked stone because Black will cut at
5. If White now captures the marked stone with ‘a’, Black recaptures in a
snapback at the marked stone.
792
2 3
5 1
4
Dia. 3
After Black 1, White 2 in Dia. 3 may look like the key point, but Black
answers with 3. If White now cuts with 4, Black ataries with 5 and White’s
position collapses.
793
Problem 157
Black to play
How can Black live?
794
Answer 157
3
1 2
Dia. 1
Black must start with the two-step hane of 1 and 3 in Dia. 1. Next —
795
7
5 6
4
Dia. 2
White defends with 4 in Dia. 2. Black must play the diagonal move of 5.
After White ataries with 6, Black plays 7, setting up a ko for the life of his
group.
796
6 a 3
4 5 b 1 2
Dia. 3
After White 2, descending to 3 in Dia. 3 is a mistake. The diagonal move
of White 4, kills the black group. If Black blocks at 5, White will play a
hane with 6, making miai of ‘a’ and ‘b’. Black is dead.
797
1 2
Dia. 4
Starting with the diagonal move of Black 1 in Dia. 4 is a mistake. After
White plays a hane with 2, there is no way that Black can make two eyes
for his group.
798
Problem 158
Black to play
How can Black settle his stones?
799
Answer 158
2 3
1
Dia. 1
The two-step hane of Black 1 and 3 in Dia. 1 is the tesuji combination.
Next —
800
9 6 10
7
4 8
5
Dia. 2
White ataries with 4 in Dia. 2 and Black must connect at 5. White now
ataries the stone in the corner with 6. Descending to Black 7 is a tesuji.
After White 8, Black 9 forces White to capture with 10. Next —
801
13
11 12
Dia. 3
Black now throws in a stone with 11 in Dia. 3. After Black connects with
13, White’s stones in the corner are dead. The sequence from Black 7 in
Dia. 2 to 13 is known as the ‘tombstone squeeze’.
802
7 5
4
6
Dia. 4
Answering White 4 with the atari of Black 5 in Dia. 4 is a mistake. After
Black ataries with 7 —
803
11
16 10
8
13
9 12 14
15
Dia. 5
White connects with 8 in Dia. 5. After Black blocks with 9, White ataries
with 10, then makes an eye with 12 and 14. After White 16, Black can’t
win the capturing race because White has an eye, whereas Black has none.
804
Problem 159
Black to play
White has just played a hane with the marked stone. How should Black
respond?
805
Answer 159
Dia. 1
Black must start with the two-step hane of Black 1 in Dia. 1. Next —
806
4
3 2
Dia. 2
If White ataries with 2, Black must sacrifice a stone by playing the atari of
3. If White captures with 4, Black extends to 5, securing the territory on
the upper right side.
807
3 2
5
8 6 4
9
7
Dia. 3
Instead of capturing with 4 in Dia. 2, White might atari with 4 in Dia. 3.
Black would answer by connecting at 5. If White 6, Black simply jumps to
7, attacking White’s heavy stones. If White persists with 8, Black
continues the attack with 9.
808
1
4
2
3
Dia. 4
Instead of the two-step hane of 1 in Dia. 1, extending to Black 1 in Dia. 4
is a mistake. White peeps with 2, then jumps to 4. This time it is the black
stones that are heavy.
809
Problem 160
Black to play
How can Black rescue his marked stones?
810
Answer 160
3
1 2
Dia. 1
The two-step hane of Black 1 and 3 in Dia. 1 is the only way to rescue
Black’s five stones. Next —
811
4
6 7
5
Dia. 2
After White cuts with 4 in Dia. 2, Black squeezes with 5 and 7. Next —
812
9
Dia. 3
White has to connect with 8 in Dia. 3, so Black can extend to 9 and save
all of his stones.
813
5
3 4
1 2
Dia. 4
Black must play the hane of 3 in Dia. 1. If he extends to 3 in Dia. 4, White
will crawl once with 4, forcing Black to extend again to 5. White then
plays a hane with 6 and Black loses the capturing race, as he has only three
liberties to White’s four.
814
33. Turning
Just like the solid extension, the turning (magari) tesuji is useful for
increasing the liberties of your stones in a fight. In addition, it is also
effective in reducing your opponent’s liberties. Here are two examples.
Dia. 1
In the position in Dia. 1, White’s marked stones have three liberties while
815
the marked black ones have only two. By extending to 1, Black can
increase his liberties.
a
3
2
Dia. 2
If White tries to restrict Black’s liberties to two by extending to 2 in Dia.
2, Black simply extends to 3, threatening to capture White’s two stones to
the left. If White defends these stones by jumping to ‘a’, Black will
capture at ‘b’. Black’s group now has three liberties against only two for
White’s.
816
7
4 3 2
5 6
Dia. 3
Instead of 2 in Dia. 2, White might block with 2 in Dia. 3. Black will
answer with the atari of 3. White then ataries with 4 and fills a liberty with
6, but Black answer with the narabi tesuji of 7, leaving Black with four
liberties to White’s three.
817
1
2
Dia. 4
Black 1 in Dia. 4 is another example of the turning tesuji. This time it
creates a shortage of liberties for the three marked stones. After White
answers with 2 —
818
3
Dia. 5
Playing one space from the center of the three marked stones with Black 3
in Dia. 5 is the key point. When three stones are short of liberties, this is
often a tesuji. Next —
819
8
6
4
7 5
9
Dia. 6
White must defend with 4 and 6 in Dia. 6. White’s stones are now heavy
and Black has the initiative. He attacks with 7, forcing White to escape
with 8. Black jumps to 9 and his stones in the middle of the right side are
now strong while White’s are under attack and have yet to make eye
shape.
820
2
Dia. 7
Jumping to Black 1 in Dia. 7 is a lukewarm move. White answers by
taking the key point of 2. His group now has good shape and will have no
trouble making eyes.
821
Problem 161
Black to play
How can Black live with his two stones in the corner?
822
Answer 161
1
5
2 3
4
Dia. 1
Black must extend his liberties by turning with 1 in Dia. 1. White has no
choice but to connect with 2. Black now makes life for his stones in the
corner with 3 and 5.
823
6 2
4 1
5
3 7
8
Dia. 2
Jumping to the first line with 1 in Dia. 2 is a mistake. White answers with
the placement of 2. If Black now cuts with 3, he loses the capturing race
with the moves to White 8.
824
4
2
3
1
Dia. 3
Cutting with Black 1 in Dia. 3 is also a mistake. White plays the belly-
attachment tesuji with 2, the key point. After the moves to 4, it is clear that
the black stones will be captured.
825
Problem 162
Black to play
Black’s stones are split without any coherent shape. What should Black
do?
826
Answer 162
1
3
Dia. 1
Black must turn with 1 in Dia. 1. If White reinforces with 2, Black cuts
with 3. Next —
827
13
12 11 15
14 9
8
10
4
5 6
7
Dia. 2
White ataries with 4 in Dia. 2 and lives with his stones on the right with
the moves to 10. Black now makes life for his stones in the corner with 11
and 13. White must defend with 14 and Black has eye shape after playing
15.
828
5
7 6 2
8
1
3
4
Dia. 3
Jumping to Black 1 in Dia. 3 is a mistake. White connects with 2 in sente.
Black bulges out with 3, forcing White to extend to 4. Black’s two stones
in the corner are alive after 5. After 6 and 8, Black’s group in the center is
weak, so White has the advantage.
829
Problem 163
Black to play
Does Black have a way to rescue his two stones on the right side?
830
Answer 163
1 6
2 3
4
5
Dia. 1
The only way Black can save his two stones is to turn with 1 in Dia. 1,
then to play a hane with 3. The moves to White 6 can be expected. Next —
831
8
7
Dia. 2
Black ataries with 7 in Dia. 2, then, after White 8, starts a ko with 9.
832
4 6
5
2 3
1
8
7
Dia. 3
Black 1 in Dia. 3 fails. After the moves to White 8, Black is in atari, so he
loses the capturing race.
833
2
1
3
4 5
6
Dia. 4
Turning with 1 and 3 in Dia. 4 also fails. After White 4, the atari of Black
5 is ineffective. White ataries with 6, making an eye and winning the
capturing race.
834
Problem 164
White to play
Does White have a way to capture the four marked stones?
835
Answer 164
2
1
Dia. 1
White should turn with 1 in Dia. 1, aiming to set up a ko. If Black answers
with 2, White starts the ko by throwing in a stone at 3.
836
3
a
1
Dia. 2
Black can avoid the ko by answering White 1 with 2 in Dia. 2. White
would then link up his stones by playing the diagonal move of 3. (White 3
at ‘a’ would also link up.) Black loses his four stones outright, but he can
rescue his stones below by crawling to ‘b’.
837
34. Crawling
Making a solid extension underneath your opponent’s stones, usually on
the first, second, or third line, is referred to as crawling (hai in Japanese).
Dia. 1
As an example, Black 1 in Dia. 1 crawls under the two marked stones.
This move is a tesuji that captures those stones and enables Black to settle
838
his stones.
5 4
3 2
Dia. 2
If White tries to escape by extending to 2 in Dia. 2, Black blocks with 3. If
White persists by turning with 4, Black blocks with 5 and White can’t
avoid being captured.
839
Problem 165
White to play
How should White settle his two stones?
840
Answer 165
3 1
2
Dia. 1
White should crawl with 1 in Dia. 1, then, after Black 2, jump to 3.
841
7
5 4 3 6 8 10 12 13 19
1 2 9 11 14 16
18 15 17
Dia. 2
Instead of 1 in Dia. 1, immediately jumping to 1 in Dia. 2 is premature.
Black will push in and cut with 2 and 4. If White ataries with 5, Black will
atari with 6, then crawl to 8. White cannot resist with 9 and the following
moves. After White captures with 19 —
842
20 21
22
24
Dia. 3
Black throws in a stone with 20 23: connects
in Dia. 3, then squeezes with 22. After
Black blocks with 24, it is clear that he wins the capturing race.
843
12
4 3 5 7 9 10
6 1 2 11 8
Dia. 4
Instead of 5 in Dia. 2, White must not connect with 5 in Dia. 4. After
Black captures a stone in a ladder with 6, White tries to live by sliding to
7, but Black kills him with 8 to 12.
844
Problem 166
Black to play
What is the best way for Black to secure the territory on the right side?
845
Answer 166
Dia. 1
Black should first crawl with 1 in Dia. 1. Next —
846
8 6
4 5
2 3
7
Dia. 2
After White extends to 2 in Dia. 2, Black squeezes with 3 and 5,
sacrificing two stones. He then ataries with 7 and secures the territory on
the right side with 9.
847
2
4
1
Dia. 3
If Black neglects to make the sacrifice in Dia. 1 and simply connects with
1 in Dia. 3 instead, White will play 2. Now when Black plays 3, White
will jump to the 3–3 point with 4, drastically reducing Black’s territory.
848
Problem 167
White to play
How can White break into Black’s territory on the top?
849
Answer 167
Dia. 1
Crawling to White 1 in Dia. 1 is the tesuji. Next —
850
2 6 3
7 4
5
Dia. 2
If Black makes the belly attachment of 2 in Dia. 2, White will atari with 3,
then push in with 5. After the exchange of 6 for 7, White has trapped three
black stones and greatly reduced Black’s territory.
851
4 5
1 3
2
Dia. 3
Answering White 1 by connecting with 2 in Dia. 3, results in a huge loss
for Black. White ataries with 3 and traps the two black stones at the top
with 5.
852
3
2 1 4
5
Dia. 4
Blocking with 2 in Dia. 4 is also a mistake. After the moves to 5, White
has taken most of the territory at the top.
853
Problem 168
White to play
How can White rescue his stones at the top?
854
Answer 168
3 5
4 2 1
Dia. 1
White should crawl with 1 in Dia. 1. When Black blocks with 2, White
ataries with 3, then makes an eye with 5.
855
10 8 7 6
12
11 13 9
Dia. 2
Black now threatens White’s eye with 6, then throws in a stone with 8,
preventing White from getting a second eye. White now starts filling
liberties with 9 to 13, after which it becomes clear that White’s eye gives
him the advantage by one move in this capturing race.
856
2
3 5 1 7
4
Dia. 3
After White crawls with 1 in Dia.6:1,
connects
Black could also play a hane with 2 in
Dia. 3 to prevent White from getting an eye. In this case, White will
squeeze with 3 and 5, then connect at 7. White now has six liberties to
Black’s five, so again he wins the capturing race.
857
35. The Inside Hane
The inside-hane tesuji (hanedashi) is a hane played inside a knight’s-move
formation. It is analogous to the wedge-in tesuji (hanekomi) studied in
Section 6, in which a hane is played between a one-space jump.
Dia. 1
In Dia. 1, Black has staked out most of the right side as his territory. If
858
White wants to reduce it, playing a hane inside the knight’s-move
formation of the marked stones is the tesuji.
5
4
3
2
Dia. 2
Naturally, Black cuts with 2 in Dia. 2. White ataries with 3 and wedges in
with 5. Next —
859
b
7 6
a
Dia. 3
If Black ataries with 6 in Dia. 3, White extends to 7, and the points ‘a’ and
‘b’ are miai. If Black plays 6 at 7, White extends to 6 and again Black
can’t avoid the loss of two stones.
860
14
13 12 6 11
15 9 a
7 8 10
Dia. 4
Instead of 6 in Dia. 3, Black might atari the marked stone with 6 in Dia. 4.
In that case, White ataries with 7 and 9, then ataries from the other side
with 11 to 15. Black has to connect at the marked stone, so White can
connect at ‘a’.
861
Problem 169
Black to play
White has just attached with the marked stone. How can Black settle his
stones?
862
Answer 169
Dia. 1
Black should play a hane inside the marked stones with 1 in Dia. 1. Next
—
863
c
3 5 4 a
2
b
Dia. 2
If White cuts with 2 in Dia. 2, Black plays the diagonal attachment of 3.
Black answers White 4 with 5 and is threatening to capture two stones
with a hane at ‘a’. If White defends by playing at ‘b’, Black can secure his
stones by playing at ‘c’
864
4
3 1
Dia. 3
Black 1 in Dia. 3 is a mistake. White draws back to 2. After the exchange
of 3 for White 4, Black’s group is without eye shape.
865
Problem 170
Black to play
How can Black secure the territory in the corner?
866
Answer 170
Dia. 1
The inside hane of Black 1 in Dia. 1 is the tesuji. Next —
867
5
3
2
4
Dia. 2
If White ataries with 2 in Dia. 2, Black secures his stones and the corner
with 3 and 5.
868
11
9 4 7 8
10
5
6
Dia. 3
Instead of 4 in Dia. 2, White might descend to 4 in Dia. 3. In that case,
Black would connect with 5, forcing White to connect with 6. Black now
crawls to 7. White starts a capturing race with 8, but Black’s group has one
liberty more that White’s, so he ataries first with 11.
869
Problem 171
Black to play
White has just attached with the marked stone. How should Black
respond?
870
Answer 171
1
2
3
Dia. 1
After Black plays the inside hane of 1 in Dia. 1, extending to 3 is the key
move. Next —
871
4 5
b a
Dia. 2
If White draws back to 4 in Dia. 2, Black crawls to 5, linking up with his
stones on the right. White’s stones are separated without a coherent shape.
If White tries to escape with his two stones by jumping to ‘a’, the diagonal
attachment of ‘b’ will be severe.
872
6
5 4
7
Dia. 3
Instead of 4 in Dia. 2, White might capture a stone with 4 and 6 in Dia. 3.
In that case, Black would play 5 and 7, separating White into two groups.
White’s group at the top has only one eye, so he will have to escape into
the center to make a second one.
873
9
8 3 7
5
6 4
10
Dia. 4
Instead of 3 in Dia. 1, the atari of Black 3 in Dia. 4 is a mistake. White
plays the forcing moves of 4 to 8. When Black captures with 9, White
makes good shape with the knight’s move of 10.
874
Problem 172
Black to play
How can Black link up his four stones on the left with their allies on the
right?
875
Answer 172
2 3
1
Dia. 1
Black should play the inside hane of 1 in Dia. 1, then wedge in with 3.
Next —
876
4 5
a
6
7
Dia. 2
If White tries to link up with 4 in Dia. 2, Black ataries with 5 and 7. If
White now connects at the marked stone, Black captures him with ‘a’.
877
2 4
1
3
Dia. 3
Black 3 in Dia. 1 is a key move. If Black connects with 3 in Dia. 3, White
will connect at 4 and Black has no follow-up.
878
36. Attach and Cut
There is a proverb that advises us to play a hane when the opponent
attaches against one of our stones. But a severe response to the hane is a
cut. Consequently, attaching and cutting sometimes make up an effective
tesuji combination.
3
1 2
Dia. 1
879
Black 1 and 3 in Dia. 1 are an example of the attach-and-cut tesuji. Next
—
6 4
5 8
9 7
a
Dia. 2
If White ataries with 4, the moves to Black 9 are a middle-game joseki. If
the marked stones were not present, instead of connecting at 9, Black
would jump lightly to ‘a’.
880
a
b 7
6
Dia. 3
8: connects
Instead of 6 in Dia. 2, White might capture with 6 in Dia. 3. Black would
then play at 7 and White would connect at the marked stone. After 9,
Black will aim to play at ‘a’, so White must cut at ‘b’ and end in gote.
881
Problem 173
Black to play
How can Black link up his stones?
882
Answer 173
3 2
1
Dia. 1
Black should attach with 1 in Dia. 1, then, after White plays a hane with 2,
cut with 3. Next —
883
7 6
5 4
Dia. 2:
If White ataries with 4 in Dia. 2, Black puts three stones into atari with 5.
White has to capture with 6, so Black can capture two stones with 7,
linking up his stones.
884
6
4
5
7
Dia. 3
Instead of 4 in Dia. 2, White might atari with 4 in Dia. 3. Black again puts
three stones into atari with 5. White captures with 6 and Black captures
two stones with 7, linking up his stones.
885
5 4 6 3
7 2 1
9 8
Dia. 4
After Black attaches with 1, connecting with 2 in Dia. 4 is White’s
strongest resistance. Descending to Black 3 is the correct counter. After
the moves to Black 9, White can’t win the capturing race, as he has only
three liberties to Black’s four.
886
Problem 174
Black to play
How can Black capture some white stones at the top?
887
Answer 174
2 3
1
Dia. 1
Attaching and cutting with Black 1 and 3 in Dia. 1 is the tesuji
combination. Next —
888
6
5 4
7
Dia. 2
White lives in the corner by capturing a stone with 4 and 6 in Dia. 2, but
Black cuts off and traps the three white stones on the left with 5 and 7.
889
7
6 5
a 4 c
b
Dia. 3
White might choose to atari with 4 in Dia. 3. After the moves to 7, Black
gets the territory in the corner. White can live with his group on the left
with the sequence ‘a’–Black ‘b’–White ‘c’.
890
7
6
9 8
Dia. 4
Instead of capturing with 6 in Dia.102,atWhite might set up a ko by playing
the atari of 6 in Dia. 4. After the moves to 9, White 10 starts the ko by
capturing at the marked stone. But this is a flower-viewing ko because
White is risking his entire group at the top. In other words, the ko favors
Black.
891
37. The Side Attachment
The side attachment (yokotsuke) is similar to many of the other attachment
tesujis we encountered in Section 4, but it is different in that it is played on
the side of an enemy stone without any backup stones on adjacent points.
It can be an effective tesuji when you want to make sabaki or invade your
opponent’s moyo.
892
Dia. 1in Dia. 1 to their allies on the right,
If White can link up his marked stones
White’s moyo will become bigger than Black’s. The side attachment of
Black 1 is the key point for invading White’s moyo.
3 4
5 6
7 2
Dia. 2
White 2 in Dia. 2 is the usual response to this invasion. If White answer
Black 3 by defending the corner with 4, Black ataries with 5, forcing
White to capture with 6. He then plays the diagonal move of 7, capturing
the marked stones. This is a big gain for Black.
893
5
6 4 7
Dia. 3
Instead of 4 in Dia. 2, White might extend to 4 in Dia. 3 in order to link up
with his two stones on the left. Black would answer by crawling to 5, then
descending to 7. Black’s group is alive and he has wiped out most of
White’s territory.
894
Problem 175
White to play
How can White establish a position on the right side?
895
Answer 175
Dia. 1
The side attachment of White 1 in Dia. 1 is a standard tesuji in this kind of
position.
896
4
2
5 3
Dia. 2
Black 2 in Dia. 2 is the usual response. After White 3, securing the corner
by descending to Black 4 is one variation. White will turn with 5,
establishing a position on the right side.
897
6
5
2 1
4 3
8 7
9
Dia. 3
Black could also play for thickness by pressing with 4 in Dia. 3. That lets
White take the side territory with 5 to 9.
898
Problem 176
Black to play
How should Black invade White’s corner enclosure?
899
Answer 176
Dia. 1
The side attachment of Black 1 in Dia. 1 is quite effective in this position.
Next —
900
5 3
2
4
Dia. 2
White has two options. If he blocks at 2 in Dia. 2, Black will descend to 3
and White will block with 4. After Black 5, White’s group is without eyes
and is under attack.
901
6 5 7
8 3 11
4 2 9
12 10
Dia. 3
White could also block from above with 2 in Dia. 3. In this case, Black can
live in the corner with the moves to 11. White ends in gote and his stones
are under attack.
902
Problem 177
White to play
White’s stones lack a coherent shape. How can White make sabaki?
903
Answer 177
2 3
1 4
5
Dia. 1
White should make the side attachment of 1 in Dia. 1. If Black defends on
the left with 2, White plays a hane with 3, then extends to 5. White should
have no trouble securing eyes for his group.
904
3 4 5 2
7 1
6
Dia. 2
If Black defends the corner with 2 in Dia. 2, White captures to the left with
3 and 5. The atari of Black 6 is of no help. White connects at 7 and Black
has no follow-up.
905
2 3
6 1
4 7
5
Dia. 3
Black might answer White 1 by immediately turning with 2 in Dia. 3.
White will respond by blocking with 3. Black ataries with 4 and captures a
stone with 6. After White ataries with 7 —
906
10 12
8
11 9 13
Dia. 4
Black connects at 8 in Dia. 4. White must now play a hane with 9,
allowing Black to atari with 10. White 11 connects and Black must defend
the top by connecting with 12. White now breaks into the corner with 13
while building a wall facing down the right side and rendering the marked
stone useless.
907
Problem 178
White to play
White’s stones lack a coherent shape. How can White make sabaki?
908
Answer 178
1 2
3
Dia. 1
Against the side attachment of White 1 in Dia. 1, Black must defend the
corner with 2. White can now quell the marked stone with 3, establishing a
position on the left.
909
a b 6 7
1 4 5
2 3
Dia. 2
If Black answers White 1 by extending to 2 in Dia. 2, White ataries with 3,
then extends with 5 and 7. Black’s three stones at the top are now trapped.
If he tries to rescue them by at ‘a’, White will wedge in with ‘b’; if Black
‘b’ instead, White will block at ‘a’.
910
38. The Underneath Attachment
The underneath attachment (shita-tsuke)is the last tesuji we will introduce.
It is encountered most often on the second line, but occurs occasionally on
the first and third lines.
Dia. 1
White 1 in Dia. 1 is an example of the underneath attachment on the
911
second line.
2
b
c a 3
Dia. 2
Black should answer with 2 in Dia. 2. After White draws back to 3,
however, Black can make only one eye in the corner and White is aiming
to play the moves ‘a’–Black ‘b’–White ‘c’, confining Black to the corner.
912
7
5 3
6
4 2
Dia. 3
Blocking with Black 2 in Dia. 3 is a mistake. After White 3, Black must
connect with 4, but, after the White 5–Black 6 exchange, White takes the
corner with the belly attachment of 7.
913
Problem 179
White to play
How can White link up his stones?
914
Answer 179
Dia. 1
White should attach underneath with 1 in Dia. 1. Next —
915
6
4 2
8 3
5 7
Dia. 2
If Black plays a hane with 2 in Dia. 2, White cuts with 3 and ataries with
5. After Black captures with 6, White links up by connecting with 7.
916
5 4 8 6
7 3
1 2
Dia. 3
9: connects
Blocking on the outside with White 1 in Dia. 3 is a mistake. After 4, Black
squeezes with 6 and 8. White must connect with 9 (at the marked stone),
so White loses his two stones in the corner.
917
6
8 5 7
Dia. 4
White 5 in Dia. 4 is an even bigger mistake. Black plays 6 and 8 and wins
the capturing race.
918
Problem 180
White to play
How can White link up his stones in the corner to their allies on the left?
919
Answer 180
1
3 2
Dia. 1
White 1 in Dia. 1 is an example of the underneath attachment on the first
line. If Black answers by extending to 2, White plays the nose attachment
of 3. Next —
920
7
5
6
4
Dia. 2
Black ataries with 4 in Dia. 2 and White ataries two stones with 5, forcing
Black to capture three stones with 6. White can now link up with 7.
921
1
3
5
4
2
Dia. 3
After the attachment of White 1, Black might immediately capture three
stones with 2 and 4 in Dia. 3. After White answers with 5 —
922
8 6 a
7
9
Dia. 4
Black ataries with 6 in Dia. 4 and White cuts with 7. If Black captures a
stone with 8, White ataries with 9. If Black plays 8 at 9, White captures the
stone at 6 with ‘a’.
923
Problem 181
White to play
How can White secure the territory in the corner?
924
Answer 181
3 1 2
Dia. 1
White starts with the underneath attachment of 1 in Dia. 1. If Black plays a
hane with 2, White will extend to 3. Next —
925
6 4 5 7
Dia. 2
If Black plays 4 in Dia. 2, White cuts with 5, threatening to push in with 6,
so Black must connect at 6. White now descends to 7, taking a sizeable
territory in the corner and leaving Black with an eyeless group.
926
6 2
1 3
4
5
Dia. 3
The attachment of White 1 in Dia. 3 is a lukewarm move. After the moves
to Black 6, Black’s group is secure while White still has to make eyes for
his group.
927
Problem 182
White to play
Black has staked out the territory in the corner. How can White reduce it?
928
Answer 182
Dia. 1
White 1 in Dia. 1 is an example of the underneath attachment tesuji played
on the third line.
929
5 6
3
4 2
Dia. 2
If Black connects with 2 in Dia. 2, White links up his stones with their
allies on the left. Black maps out a small territory with 6, but the corner
has been drastically reduced.
930
6 7
2 4 5
3
Dia. 3
If Black prevents White from linking up his marked stone by bumping into
it with 2 in Dia. 3, White will push in and cut with 3 and 5. After Black
captures with 6, White extends to 7 and the three black stones on the side
are trapped.
931
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941
Table of Contents
A Survey of the Basic Tesujis 2
Copyright Page 5
Contents 6
Preface 8
A Glossary of Go Terms Used in this Book 10
1. The Hane 12
Problem 1 19
Problem 2 24
Problem 3 28
Problem 4 31
Problem 5 35
Problem 6 38
2. The Placement 43
Problem 7 50
Problem 8 53
Problem 9 58
Problem 10 62
Problem 11 67
Problem 12 70
3. The Throw-in 73
Problem 13 79
Problem 14 84
Problem 15 91
Problem 16 96
Problem 17 101
Problem 18 106
4. The Attachment 109
Problem 19 116
Problem 20 121
Problem 21 125
942
Problem 22 130
Problem 23 135
Problem 24 139
Problem 25 142
Problem 26 147
Problem 27 150
Problem 28 153
Problem 29 158
Problem 30 162
5. The Wedge-in (__Warikomi__) 167
Problem 31 176
Problem 32 180
Problem 33 184
Problem 34 187
Problem 35 191
Problem 36 196
6. Wedging in with a Hane (__Hanekomi__) 199
Problem 37 203
Problem 38 207
Problem 39 210
Problem 40 213
7. The Atekomi Tesuji 218
Problem 41 222
Problem 42 226
Problem 43 230
Problem 44 234
8. The Cut 238
Problem 45 243
Problem 46 246
Problem 47 250
Problem 48 254
Problem 49 257
Problem 50 261
943
Problem 51 264
Problem 52 267
Problem 53 270
9. The Descent 274
Problem 54 280
Problem 55 283
Problem 56 289
Problem 57 292
Problem 58 296
Problem 59 300
Problem 60 304
Problem 61 308
Problem 62 312
10. The Peep 316
Problem 63 321
Problem 64 324
Problem 65 327
Problem 66 330
Problem 67 333
Problem 68 336
11. The One-Space Jump 341
Problem 69 346
Problem 70 350
Problem 71 353
Problem 72 357
Problem 73 361
Problem 74 365
Problem 75 368
Problem 76 372
Problem 77 376
12. The Shoulder Hit 380
Problem 78 387
Problem 79 391
944
Problem 80 395
13. The Diagonal Move 399
Problem 81 403
Problem 82 406
Problem 83 409
Problem 84 413
Problem 85 418
Problem 86 421
14. The Diagonal Attachment 424
Problem 87 426
Problem 88 430
Problem 89 433
Problem 90 437
Problem 91 441
15. Guzumi 444
Problem 92 447
Problem 93 450
Problem 94 454
16. Atari 459
Problem 95 464
Problem 96 468
Problem 97 471
Problem 98 476
Problem 99 479
Problem 100 482
17. Capture 485
Problem 101 488
Problem 102 492
Problem 103 497
18. Blocking 502
Problem 104 506
Problem 105 513
Problem 106 518
945
19. Drawing Back 522
Problem 107 524
Problem 108 529
20. Hekomi 533
Problem 109 539
Problem 110 542
Problem 111 547
21. Bulging out 551
Problem 112 555
Problem 113 559
22. The Solid Extension 563
Problem 114 567
Problem 115 570
Problem 116 574
Problem 117 580
Problem 118 584
Problem 119 588
23. Pushing 593
Problem 120 595
Problem 121 598
Problem 122 602
24. The Knight’s Move 605
Problem 123 609
Problem 124 614
Problem 125 618
Problem 126 621
Problem 127 627
Problem 128 630
25. Narabi 636
Problem 129 639
Problem 130 646
Problem 131 650
Problem 132 654
946
26. The Diagonal Connection 660
Problem 133 662
Problem 134 666
Problem 135 671
27. The Solid Connection 675
Problem 136 679
Problem 137 682
Problem 138 687
Problem 139 692
28. Bumping against an Enemy’s Stone 697
Problem 140 703
Problem 141 707
Problem 142 710
Problem 143 714
29. Pressing 719
Problem 144 726
Problem 145 731
Problem 146 735
Problem 147 739
Problem 148 743
30. The Push-in Tesuji 747
Problem 149 750
Problem 150 755
Problem 151 760
Problem 152 763
31. The Push-In-and-Cut Tesuji 767
Problem 153 773
Problem 154 778
Problem 155 783
Problem 156 788
32. The Two-Step Hane 791
Problem 157 794
Problem 158 799
947
Problem 159 805
Problem 160 810
33. Turning 815
Problem 161 822
Problem 162 826
Problem 163 830
Problem 164 835
34. Crawling 838
Problem 165 840
Problem 166 845
Problem 167 849
Problem 168 854
35. The Inside Hane 858
Problem 169 862
Problem 170 866
Problem 171 870
Problem 172 875
36. Attach and Cut 879
Problem 173 882
Problem 174 887
37. The Side Attachment 892
Problem 175 895
Problem 176 899
Problem 177 903
Problem 178 908
38. The Underneath Attachment 911
Problem 179 914
Problem 180 919
Problem 181 924
Problem 182 928
Go Books Published by Kiseido 932
About Go Books 941
948