Gentle Joseki
Gentle Joseki
Gentle Joseki
The patterns
It should be kept in mind that either making a shimari yourself or preventing your opponent from
making a shimari is regarded of equal value (miai). It is in most cases, if not all very hard to say
that making a shimari is clearly better than preventing your opponent from making one. A good
idea for any player, be it dan or kyu, is to experiment freely with both styles of playing. Games
will most likely develop completely different, providing an opportunity to be amazed and learn,
which is all it takes to improve rapidly.
Dia 2 and dia 3 show moves which prevent black from making a shimari. White's move 2 in dia
2 is much more common than 2 in dia 3 since dia 3 actually leaves a big piece of the corner to
enclose, for example black can play at A and secure at least 12 points.
It is true that even in dia 2 black can secure about 12 points with
the sequence shown in dia 2A.
This way of playing however, is regarded as giving too much away
for too little, it is rarely seen in professional games. White's shape
on the left side is nice and he has no complaints.
In dia 4 and dia 5 you can
see the so called high and
low Chinese Fuseki
patterns, this is an
intriguing way of playing
since black's strategy by
purposefully not making a
shimari is to invite white to
play an approach move to
the corner (kakari) at A-D.
If white plays here black
hopes to put his stone at
the side, 1 to good use and
make it hard for white to
settle himself. White most
of the time declines the
invitation and plays
somewhere on the left side
instead.
(Ikezaki) "That Kitani and Go's views differ is best explained by the san-san (3-3) move Go
came up with. Anybody can see that such a low move does not do much towards the center. Go,
however, was perfectly content with it because, similar to the hoshi play the san-san move does
not require a follow up move, enabling black to develop rapidly."
Nowadays the 4-4 move is extremely popular because of its relative simplicity and speedy
development. Of course however, there is one major drawback to the hoshi play: on its own it
barely makes any territory at all!
Dia 8 As long as black has not any stones in the vicinity white can
enter the corner at 3-3 and for example, initiate the joseki up to
black 12. Black plays the last move here (he ends in 'gote') and
white can play elsewhere first (he has 'sente'). For black the idea of
omitting 12 and play elsewhere is not an option, since white will
cut immediately left of 2, ruining black's position. So, although
black played in the corner first his opponent can invade at the 3-3
point, make 10 points of territory and play elsewhere (tenuki) first!
Put it like this and you might have a hard time believing that this
result actually favors black, big time. In spite of all the
aforementioned, black's thickness is usually worth much more than the 10 points white took in
the corner. For one thing, after white invaded black can chose where he wants to block off white.
If at 2 in the diagram his thickness will come to face to the left. If 2 at 3 black's wall will come to
face the lower half of the right side.
Note that the cut at 9 is just one possible continuation, sometimes high ranked players prefer to
let white have the corner and instead of black 9 play dia 13. By playing on the outside with 9
black clearly goes for thickness towards the left and center instead of taking profit in the corner.
Another aim however, could very well be to obtain sente by playing elsewhere in case white
connects the ko with 1 as in dia 14. But, black must be prepared for a tricky ko fight if white
does not connect at 1 but instead counters his atari with A. Finally the last variation, and a tricky
one at that.
The reason why I called this variation tricky is this forceful move
black 1 in dia 17, which black sometimes can play if he is careful.
Dia 18 If white has to defend with 2 and 4 then black can get a
solid, thick position. This result favors black.
Dia 19 When white tries to fall back on the original joseki (dia 12)
and captures a black stone with 2-4-6 the result is a disaster: the
triangle marked stones have now become wasted moves.
Dia 20 This diagram shows how
frightening joseki can be. Moving out
with 3 white sets his stone in motion
instead of making eyes in the corner
at 14 (=4 in dia 18), and in doing so
is sacrificing the corner but?
Although no black stones die he is
losing the game already once the
sequence up to white 19 is set in
motion. Crawling on the second line
is not to black's liking but you can
say that he captures the corner as
compensation for that. The position
of the square marked black stone
however, is pitiful having all but died
being plastered against the white
stones as it is. Furthermore, attacking
the white stones has become pretty
difficult and black's shimari is not
doing much, black is bound to loose
this game because of a lack of
territory.
Black 1 in dia 17 is sometimes possible but shouldn't be played lightly.
In dia 2 black played the tightest move possible, the sagari (extension
towards the side) at 1. This black shape is called "Iron Pillar". Next
time you want to impress your friends you can say something like:"
My Iron Pillar felt a little heavy, a keima extension perhaps, might
have been better". Anyway, the point of dia 2 is that even if black
plays the tight move at 1 white only needs to extend to 2 in order to
settle himself.
Diagram 2
Diagram 3.1
Now, to get back to how to answer this knight approach move, when
black answers white 1 with an extension to the left the most
commonly used moves are A-C in dia 5. The move at D is also
possible but often regarded as being a little thin. The main difference
between A, B and C is that in case of a black response at A or B for
white entering at the 3-3 point is, although still possible, not as
attractive as compared to when black plays at C.
Diagram 5
Suppose that black answers white 1 with 2 at any of the moves A-C in
dia 6. White makes an extension along the right side (3) and black
plays elsewhere. The next variations (dia 6~6.8) show what happens
as white chooses to enter at the 3-3 point for each of the black
extensions.
Diagram 6
In dia 6.4 black has played the ikken-tobi at B. It is much like dia 6.2
with the difference that black can capture white 13 in a ladder. If the
ladder favors him this sequence might again be worth thinking about
for white. Provided he has some stones to back him up in the vicinity
when he sets his stone 13 in motion. Of course, however, if the ladder
with 18 does not work for black he'll probably omit the atari and
instead play a short extension to the left side.
Diagram 6.4
When black has a stone at the left side like the triangle
marked stone he might very well play at 4 instead of
preventing white to cross underneath as in the previous dia.
This is a very nice result for black and he has sente, too. The
move at 4 should not be played if the left side is not
interesting for black. This is also applicable in case of the
black keima extension (A) in dia 6. Further, playing
immediately at 4 with black 2 is not an option; this gives
white too big a part of the corner.
Diagram 6.5
The last of the extensions possible for black in answer to the white
approach move is also the most popular. The oogeima (large knight
jump) of black 1 has been around for quite some time. It was the
most common answer to a white approach move for centuries in
handicap games played before the 20th century. The oogeima is
also the most greedy move since its aim is to play sagari at A at the
earliest opportunity and make the whole corner, about 18 points,
into black territory. To make close to 20 points of solid territory
using 3 moves is a good deal for black. It is for this reason that
white is most likely to invade the corner; again playing at the 3-3
point, before black gets the chance to play here. It is also very
possible for white to, instead of the extension at 3, jump
immediately in the corner. The size of the potential black territory
in the corner, however, is not the only criteria why white feels like
playing at 3-3 soon.
Diagram 6.6
The pincer at C is not seen often but that does not mean it
is a bad move, in recent years the pincer at A and D have
become extremely popular. The idea behind all the pincers
is basically the same; to invite the opponent to enter the
corner at the 3-3 point after which black blocks white at
the side were he has played the pincer. You already could
see an example of a (now) common pincer joseki in dia 4.
It is seldom bad for white to accept the invitation although
at times it can be too straightforward.
Diagram 10
Instead of showing you tens of variation of pincer joseki
and double kakari joseki I'd like to think about when and when not to play a pincer.
First rule: play a pincer which is
an extension at the same time
Black 2 in dia 11 is a nice example of
an extension and a pincer at the same
time, although the joseki which
follows is a kind of out of fashion
now there is nothing wrong with
playing like this. White might try to
confuse the situation by playing a
double approach move at 11 instead
of 3 but if black will keep his issues
straight and his head cool he should
be able to build thickness facing
black 2.
Diagram 11
Diagram 14
Well, that's almost it for this time. I sincerely hope you are not too confused by all this. Next
episode (Gentle Joseki III) I will get back on dia 3 briefly to handle exactly why black often
plays elsewhere after white slides into the corner. Further more I'll continue about how to answer
a keima-kakari. There are still very interesting moves left which seem to be neither, an extension
or a pincer.
The possible black answers (A-H) in dia 17 are what you can look
forward to. All the moves, from A to H are possible although D and H
are rare but at times interesting.
Diagram 17
Game example 2: Kobayashi Izumi
To finish this episode of Gentle Joseki here is a little extra, part of the game Izumi played the
18th October 2000 at the Ki-In of Nagoya.
Oteai grading tournament,
Black: Kobayashi Izumi, 4 dan
White: Miyagawa Fumihiko, 6 dan
Moves: 1-19 (Black wins by 15 points).
Appendix 01
Index of joseki's mentioned in this episode:
Gentle Joseki, part III by Pieter Mioch
The patterns
I can't help myself but I just have to show you some diagrams. The deal
with a play on the 3-3 point is very simple. You can expect about as much
territory as there are triangles, about 4 points (dia 1)
Diagram 1
In dia 2 you can see that by adding another move black gets about 8
points worth of territory. It is not so much but it is pretty solid.
Diagram 2
Dia 3, here black has a played on the 4-3 point (komoku). Although
his territory looks bigger as compared to dia 1 I think that in terms of
solid territory there is not such a big difference, a play at komoku is
worth about 4 points, maybe 5.
Diagram 3
So, are komoku and san-san (3-3) almost equal in value and efficiency? Certainly not, there is a
very good reason why komoku was for ages thought of as the best opening move.
If black finds time to spend another move in the corner he'll be able to
make as much as 11 points worth of solid territory with the shimari
(enclosure) formation in dia 4. This may not sound as such a big deal
but 11 points for two moves comes to over 5 points a move, this is as
much as you can expect.
Diagram 4
Tenuki or not Tenuki, loose end No. 1
The dias 6 and 7 showed 2 alternative ways of playing instead of guarding the corner as in dia 5.
This brings me back to the comment of last time: (dia 5)
"Instead of black 3, later on in the game black might want to play a pincer somewhere around
white 4 judging from the whole board position."
This is all very nice but what prevents the white player from thwarting black's intention of
waiting to see what the best play will be and occupying the 3-3 point with his next move
himself? Well nothing, actually.
In dia 8 black did not answer white 1 but played elsewhere instead.
White plays 3 and effectively takes over the corner territory. When
seeing this result for the first time one is tempted to think that this is a
clear disaster for black and that nothing can justify taking such a loss
in the corner.
A lot, of course, depends on precisely how big a move played when
ignoring white 1. To judge dia 8 correctly it is further necessary to
know what is at the left side of the board.
Diagram 8
Looking at dia 8 and 9 you easily can get the feeling that black never should ignore white's slide!
(conveniently forgetting about the value of black's tenuki). For professionals there is, however,
still another reason why dia 8 is not such a terrible result for black.
Suppose white has played first in the corner at the 3-3 point.
Next black has played an approach move at 1 after which
white extends to 2. Well, so far so good, but...
Diagram 10
Next the questionable exchange of black 3 for white 4 gets played which gives us the same
position as in dia 8. Professionals and amateurs alike will, of course, never answer black 3 at 4.
White 4 should be at A. All the same, there doesn't seem to be such a big difference between the
white play at 4 or A. When comparing these moves the average amateur most probably'll shrug
and think "So what, maybe you lost 1 point, no big deal, what's so bad about it for white?"
For pros, however, this is quite different. To be able to make your opponent answer in a
submissive way, a way, which does not make efficient use of, previously played stones without
compensation, is a very big deal, it's a disaster.
Recently I don't go to observe the professionals play anymore but a couple of years ago when
watching the professionals play it often would happen that suddenly in the middle of a game a
pro starts beating himself over the head with his fan while screaming out in agony. When you see
this happen for the first time you naturally assume that that person must have put his own stones
in atari or made a likewise terrible blunder. After the game, however, when following the
analyses it is nine times out of ten that the reason for the self-punishment was precisely what I
was talking about now, answering submissively and not putting your own stones to optimal use.
When a pro realizes that he has played such a move unnecessarily, no matter where or what time
of day it is he will feel like walking to a nearby wall and start banging his head against it.
For the white player the 3-4 exchange is terrible. For black it helps justifying letting go of the
corner. And, black played on the 4-4 point (hoshi) in the first place, not directly thinking about
making territory there, remember? After reading this you now might feel like never taking the
corner when playing white as in dia 8. Well, sometimes it might be too early but taking the 3-3
point is a very big move. Also, even though black played on hoshi, black played in the corner
first, meaning that IF he lets go of it he should get sufficient compensation. So, if you feel that
black's move elsewhere is way too small or doesn't require a direct answer then there's nothing
against taking over the corner and being happy.
Game example
Now what I'd like you to do is to find somebody who's about your own level and show him the
opening of this game. Next you ask what your friend thinks about it and you write down the
comments and questions he or she might have. Than you ask your friend to read through Gentle
Joseki I-III and repeat the same procedure, I promise you to eat my shorts if your friend comes
up with exactly the same comments and questions as when going over the game the first time.
19th Female Honinbo title match, game 5, Date: November 22 2000
White: Chinen Kaori, 3 dan
Black: Inori Yoko, 5 dan
By forcing her opponent to resign after move 179 Yoko managed to take the Honinbo title at her
first ever title challenge.
I do not think I have enough energy left to cover all these possible
responses (my family and I'll be homeless if we don't find a place to
live by December 10) so let me start with the rarest and most
intriguing answer, black H.
Reference diagram
You will never find a beginners book of go telling you about black H,
nor will you be able to find a decent go teacher showing you this
move and encouraging to try it. It's a kind of a rogue move which, of
course makes it all the more attractive. Don't tell anybody you got it
from me. (and don't blame me if you played it and it didn't work out at
all)
Black 1 seems to be telling white that he is sealed of and that white
better hurry to make two eyes at the right side. However, any go
player worth his salt has only one thing in mind playing white:
"how am I going to keep these thin black stones separated".
Diagram 12
Generally speaking you don't want to cut with the moves 1 and 3. If a
sequence will not work any other way it is sometimes inevitable but
instead of white 1 here, playing directly at 3 is better style, i.e., to cut
at the side you capture. (if white 1 is captured or sacrificed later on
the exchange white black 2 is a huge loss for white) The result in dia
14, however, is also something of a joseki, both players get to eat an
opponent's stone. There is still a very interesting move left for black, a
move that I'm sure you want to memorize.
Diagram 14
Black 1 is one of those moves, which make you forget your worries
and make life worthwhile. Dia 15 shows the most peaceful
continuation, black seals of the corner and white gets a rock-solid
group. White 2 is a move dictated by fighting spirit. Capturing
immediately at 6 is much to sweet and black won't hesitate playing at
4 making the corner into solid black property. White 2 in the dia,
however, is not without risk as you can see in dia 16.
Diagram 15
If white enters at the 3-3 point black can keep thinks very simple by
blocking at 2 and creating a nice wall of steel.
Diagram 20
Being flexible is very very important, black 2 in the previous dia can
also be played at 2 in dia 20. The key to real strength is to never
automatically choose either but always take a minute to consider both.
Diagram 21
Variations for black 1 in dia 19 are much the same as dia 20 and 21. I
will deal with the remaining moves A-G (reference diagram) next
time. I hope you'll forgive me going house-hunting.
I do look forward to any feedback you care to mail me, or, you can
just wait and keep coming back to Gentle Joseki and I'm sure I'll
provide all the answers to your every question someday.
Appendix 01
Index of joseki's mentioned in this episode:
Gentle Joseki, part IV by Pieter Mioch
The Patterns
Some of the aspects of the remaining moves in answer to the white approach knight's move, the
keima kakari. The moves I haven't told you anything about yet are given in dia 1, A-E.
Various other ways to answer the keima kakari
I'm not a programmer myself but since I started trying to tell you
something on an elementary level about joseki I can imagine what
an extremely difficult task computer people undoubtedly are
having figuring out a way to make up code covering all the
necessary points, which seem to be virtually limitless. Every single
edition of Gentle Joseki I desperately make a choice among the
zillions of things, which are worthwhile telling you. When I finally
put up the handful of diagrams here I feel often frustrated that I,
again, wasn't able to show you more, my sincere apologizes for
this. Looking through previous episodes of Gentle Joseki I realize
that I did not spend nearly enough time, text and diagrams dealing
with the already explained other possible black moves. I hope to
get back to them in the future, someday. (Please don't go holding
your breath.)
Diagram 1
Black plays sagari
Diagram 3
Various other ways to answer the keima kakari
The move 1 in dia 4 seems much in the same spirit as the black
sagari we just had a look at.
Black 1 in dia 4, however, is hardly a move worth
recommending when played with no friendly stones in the direct
vicinity, preferably a stone at the left at a keima's distance.
There is a painfully obvious peep at A which white in the future
can use as a first move in a sequence going for the corner.
There's nothing much black can do about keeping white out the
corner.
Diagram 4
White invades
In dia 4a you can see what most likely will happen if white
directly enters the corner after black 3. Black, to be sure, can
save face with the skillful tesuji of black 9 but one cannot help
feeling that black is taken in a little. Prove of this is the
exchange white 2-black 3. Imagine the situation without this
exchange and you have a basic joseki. So after the basic joseki
you can say that white played at 2 and that black, instead of
fiercely pincering, the move dictate by fighting spirit, docile
answered at 3. Although black 3 is of course not completely
wasted it is a bit of slack move.
Diagram 4a
As often, however, in the case you feel your opponent has played a lesser move, it is advisable to
not immediately try to show or prove your opponents move was a bad one. In the situation of dia
4a, for example, it might very well be a good idea for white to stay out of the corner for a while
and let black worry about coming back there and play a defensive move.
The sagari, black 1, of dias 2 and 3 is on its own maybe not the best move possible but in many
situations I don't think it will come out bad. Black 1 in dia 4 is just the other way around,
unfortunately, on its own it's hard to make it in a good move. Black 1 is a typical "finishing
touch" move. only played with plenty of back up around.
Ma Xiaochun versus Liu Xiaoguang, 11th Mingren title match, 1998
Greedy?
As with the black sagari (1 in dia 2) and the ikken-tobi one-
space-jump (1 in dia 4) black 1 in dia 7 tries to secure the
corner, too. This was for a long time one of my favorite moves
when I was still playing tournaments in Holland, ages and ages
ago. Many of my opponents not really had any clue about how
to deal with this move and not a small number of them tried the
most crazy things to prove that black 1 is just too greedy to be a
correct move. Well, it certainly does look greedy, I guess, but is
a perfectly common move and it does secure a large chunk of
the corner
Let's have a look at a peaceful continuation after black 1, for
example this could happen (dia 8).
Diagram 7
Joseki
Black 2 might look like the move of a madman but it's really
quite fancy. White 3 is about the worst thing he can do. Without
second thoughts black'll let go of one stone in order to create an
impressive formation up to 8. White has not gotten much in
return and if white isn't careful black will next play at A and
white even won't even be able to make two eyes locally. This is
a result very much to black's liking.
Diagram 9
White's tesuji's
Ignoring black
So, just because black [] is a low position trying something
else than just blocking at A is sometimes called for. In dia 12
white 1 is another move possible and 'kind of ignoring black
[]. White gets a nice shape at the upper side and black has
some profit and thickness towards the lower right.
Diagram 12
Whaaaat?!
The kosumi-tsuke (diagonal clamp) is the last move I'm going to tell
about this time. "Whaaaat?!" I hear you say, "But you promised to go
over *all* the remaining possible moves!" I hear you say again. Yes,
yes, you're quite right, I can do nothing but admit it and make a new
promise: in Gentle Joseki 5 I promise to *only* talk about the
remaining move, the clamp of dia 14 this move is certainly worth a lot
of attention.
Diagram 13 & 14
Unorthodox
Well, for now, back to dia 13. This move on its own is a rather
unorthodox play for a good reason: it solidifies the white stone and
does not protect the corner properly.
Dia 15 shows a sequence which is most definitely not a joseki, the
result favors white. The only reason I can think of for black to play
this way is that after white 4 black intends to immediately play at
B. A black play at B guards against the white invasion at A and is a
very, very, very big move. It is also, however, a bit slow. Usually
black'll be too busy in the opening stage of the game elsewhere to
be able to permit himself such a, mostly defensive, move.
Diagram 15
Superb move
Dia 16 shows a typical situation where black 1 is a superb move.
Because of the presence of black [] white has only little room to
make something resembling a group with eyes. To put it more
bluntly: if white would play as in dia 16 next a black move at A, B
or C is severe and white'll have to struggle for his life. This is, by
the way, a joseki which you can try to initiate in a handicap game
where black often has a stone at [] already. Do not expect,
however, that white'll tamely play at 4 in a feebly attempt to create
eyes. Any white player with a little talent will play elsewhere or
pincer two spaces below [] instead of 4, in a handicap game, that
is.
Diagram 16
Preventing that white settles
Appendix 01
Index of joseki's mentioned in this episode:
Gentle Joseki, part V by Pieter Mioch
The Patterns
Black attaches
This time I will try to tell you everything (well, a lot anyway)
about what happens after the attachment play of black 1 in dia 1.
Diagram 1
A different story
In dia 2 you can see black 1, the same move as in dia 1, played in a
different situation. Now it's not played in the corner but on the side
of the board. I think that the continuation given here is the most
straightforward and simple possible. I don't know about you but
ever since I learned this game I have felt like answering black's
attachment (tsuke) 1 at white 2.
Diagram 2
Regardless whether the situation is in the corner, the side or in the middle. When playing white 2
it seemed to me that black was making no territory at all and that the result was clearly good for
white?.
Well, it is not. Most of the time during the opening stage of the game black will welcome it if
white were to start crawling under the black stones as if there were no tomorrow.
The result in dia 2 is not such a terrible disaster for white, but black has a very nice and thick
position. Also, the white stones are more or less played out already and will not help white much
in the future. With the black stones it's just the other way around, although black, to be sure, did
not make any territory yet his stones will continue influencing the game, possibly right up to the
end. The 8 points of territory white made are more often than not a bad trade-of compared to
black's thickness.
Taking the head of three stones
In the dia 3 black plays the fierce combination of 5-7, the nidan-
bane (double diagonal move, blocking you opponent's stones). It
may look as if black is helping white by letting 7 get captured. In
many cases, however, this line of playing will give black an even
better result than dia 2. After black plays the super vital point of 11
white scoop of action is severely limited due to lack of liberties.
White A leads to a disaster when black answers at B, white C and
black can capture 3 stones with D.
Diagram 3
Blocking at the 3-3 point with 2 is seldom bad, there's some room
for variation on both sides but this is very much the general idea,
black keeps the corner, scores some points while white makes
himself comfortable at the upper side.
Diagram 10
Take the outside
The white wedging move in dia 12 has the same taste as when
white plays 1 at 2 and start digging himself in. It shows, however,
a lot more fighting spirit and is quite playable. If white can capture
black "[]" in a ladder black should try something different and not
play 2-6. This result is good for white. It goes without saying that
when the ladder is unfavorable white's original move 1 is very
possible not ideal.
Diagram 12
Looks familiar?
So, black will in most cases block at 1 in dia 13 after which there
are, once more, plenty of variations (and there was much
rejoicing). I'll give you one, which kind of looks familiar, doesn't
it? Black gives up the corner when he plays the double hane at 7.
Next when black takes the vital point of 11 it becomes clear that
white 's making some territory while keeping the initiative and
black makes a wall. White might somewhere along the line try to
play atari at 17. He must be careful, however, with his timing when
to play here. If white plays atari after black has played at 11 black
will sacrifice one stone and play at 16, white 12, black 13, white
captures, black 14 and white has to fill in, white being squeezed
and all will be in for difficult fighting.
Diagram 13
How to extend?
Because white 1 is a little far white has to play at 7 in order to guard against the cut at 8 and, at
the same time, keep the struggle for liberties (semeai) alive in the corner by filling one of black's
liberties in. Black, who wasn't born yesterday and read the whole sequence out right from the
start, cuts with perfect timing at 8. This creates an ideal ko-threat black is going to need in the
future. After black 24 it is white's turn to take the ko first. As you can see in dia 15a, however,
black was waiting for this and finally plays the atari of 26. With 28 black takes back the ko and
white cannot find a threat black'll answer usually.
Diagram 15 & 15a
I told you a minute ago I could hear you thinking, well, I'm doing it again:
"So I replayed and studied these 2 diagrams, now what? If I'm lucky I might get a chance to use
this knowledge, someday, in the next century..."
Actually, there are tons of variations during every game, which bare close resemblance to many
corner joseki's. Please have a good look at dia 16.
The same sequence
White has played the tightest possible move at, black is now
tempted to play at 2, although he very well knows that the basic
joseki would be to play at 6 instead.
Diagram 17
The reason why black does not defend against white's threat of pushing through is shown here in
dia 17. Black doesn't even bother to put up a fight! He lets his two stones go and black is
perfectly happy with the 25 some points he made. If you read through the previous editions of
Gentle Joseki carefully then you know that the points black made are not the only reason for
letting white get his way. The second reason why black likes this results is the *shape* of white's
stones.
All about efficiency
Although black's stones are all doing their job, the all work nicely
together to make a solid piece of territory, white stone A is not
doing too much, it is overconcentrated, too solid. If white had the
choice of placing A somewhere else he would at least want to
extend as far as B. In other words, if there would be a stone at B to
start with and not at A black might not be so willing to let white
barge through with 3-7 in the previous dia.
Diagram 18
By the way, exactly why should black attach at 1? That is a tough question to answer. One
answer could be like this. Black plays the attachment because he wants to play out the situation
as much as possible so he doesn't need to worry about it in the future too much.
The above is as accurate as any answer, which means that whatever reason you can come up with
in any kind of situation is true as long as you have enough breath left to explain it.
Try to experiment
To give you something you can work with, however, you need to
take a look at dia 19. Black 1 often is played because black has * a
plan *. Right from the moment your learn to play go you can try to
experiment with A, this is a steady approach and although it can
get very messy too it often doesn't and keeps things fairly simple.
The moment, however, a player find himself teaching the rules of
go to somebody else and is no longer an absolute novice himself,
he will start wondering if other moves are possible. Many players
who are working their way through the 5-6 kyu barrier discover
black B like this.
Diagram 19
A revelation?
Move of a Madman
If you read Gentle Joseki 4 you'll remember that is said "The Move
of a Madman?" somewhere near to the end. Here's this episode's
move, which indeed looks as if black is not taking white seriously.
To draw this conclusion right away, however, is a mistake. (it goes
without saying I think black 1 in dia 22 shows an excellent
attitude)
Diagram 22
Normally better for black
A cool tesuji
Appendix 01
Index of joseki's mentioned in this episode:
Gentle Joseki, part VI by Pieter Mioch
The Patterns
A Nice Flow
For those among you who have a taste for longer and more complicated josekies here are dias 6
and 6a. There is no telling what will happen after the black pincer 1, there are literally zillions of
ways to get of the main track and the end result does almost entirely depend on how good you
can handle yourself when in battle and has not much to do with joseki (book) knowledge. One
last word about dia 6a, black 9 is not the only possible move but it often shows a positive
attitude to push through and cut in a case like this when your opponent tries to push you along
the 3rd line.
Diagram 6 & 6a
Moku-hazushi (5-3 point)
This is a not so peaceful joseki, but it's not all out rough-and-tumble either. After white entered
the corner at 1 the easiest thing to do for black would be the extend to the lower right, using a 3
or four point jump. This approach can be extremely feasible when there's a black formation in
the lower right corner already.
In dia 8, however, black chose to pincer at 2, not such an easy move. White has a couple of ways
of moving out, the diagonal move (kosumi) is probably the simplest. Black 12 is the vital point
and an interesting move. Black does not need to sacrifice his stone 12 if he doesn't want to.
Instead of 14 he can play at 17. After this exchange, however white is not complaining and eats a
black stone by playing at 16. Black 12 is usually played with the idea of inducing white to
strengthen black's stones and to make sure white is the one who has to play the last move in the
corner, enabling black to play elsewhere first.
Diagram 8 & 8a
Are You Under 18?
In other words, the reason why some people have a liking for
the Taisha joseki is because they have studied and memorized
one or two particular tricky variations, which they are eager to
use as a means to flabbergast their opponent.
Diagram 11 (1-10)
The variation shown in dia 11 was popular among a couple of us when I was still playing
tournaments. After black 9 white has to be very careful.
Continuation
The funny thing with people who study joseki for the sole
purpose of trying to trick the opponent in order to get an easy /
early lead is that they are quite often not very knowledgeable.
And (I'm talking about myself of 15 years back now) it is not
at all rare that the trickster gets tangled in his own devious
web of "Hamete" (trick moves). White 12 is excellent timing,
in order to hold white inside black can only play at 13.
Diagram 11a (11-23)
When people showed me this Joseki for the first time I was
told that White 1 in dia 11x was a skillful move. As it turns
out, however, white 1 is questionable. White's intention is to
make black answer submissively at A before playing at the
place of black 8. Black, however, does not answer the white
forcing move but instead lets go of the complete corner! This
result is regarded as better for black.
Diagram 11x
Taka-moku, similar to the 5-3 point, has a modern feeling. It does not make any points on its
own, and especially since the nineties it is often used in a moyo-making, fighting kind of game.
The next move, if black's going to play one, is of course at A.
Diagram 12 & 12a
Nowadays, however, often people do purposefully not play at A, even if they have the time for it.
The idea is, especially when black has stones in the neighborhood of the triangle marked spots,
to go for influence with black 2 in dia 12a. Playing like this obviously shifts the focus to point B,
big time.
Earning Respect
Well, there is not much of direction to the 3-3 point. What I mean is that as with a stone on
Hoshi it is self-sufficient, you do not need to hurry and play an extra move. (In contrast, al the a-
symmetrical moves 3-4; 3-5; and 4-5 are best completed with a second, shimari-making move.
If you want to develop the 3-3 point most often the wide extensions of A and C are the proper
way of playing. Although the 3-3 move does not require an immediate follow-up move you
might sometimes feel like playing at B or D (my personal favorites) or any of the square marked
spots. One reason, however, you might feel reluctant to spend a second move in the corner
(making a 3-3 shimari) is because the most effective, the best shimari is the 4-3 shimari in dia
15a.
Diagram 15 & 15a
This excerpt of a pro game (Ma Xiaochun, 9p vs Guo Juan, 5p) shows a typical way of
developing a 3-3 stone. It is not so much that you decide which way to go to yourself. No, it is
many times your opponent who decides for you which side you have to go to. In dia 16 when
only thinking about the size of territory made, black is doing better because of his superior
shimari at the left.
Diagram 16
This does, however, not mean that he has any kind of advantage he can exploit to win the game.
White's territory at the right might very well turn out to be worth more than black's left. From
here on much will depend on exactly how strong the formations white 1-5 and black 2-4 turn out
to be in respect to each other. The weaker your nearby enemy stones are, the more territory you
can look forward to.
That's it for this time. I hope you managed to make your way through all the above this time, too.
People have told me before "You certainly seem to be writing for a wide audience, Pieter".
Meaning that Gentle Joseki is sometimes targeting 20 kyu people and sometimes (like this
episodes Taisha stuff) dan-ranking players. I, however, sincerely believe that *anyone* can pick-
up something worthwhile here, as long as you're clear about the rules.
One other thing, since Jan Steen has redesigned my automatic mail-click-link at the bottom of
this page the amount of reactions I got has drastically decreased. Please do write if you feel like
it, it is a great help, believe it or not. (Sorry to the 50+ people who were on my Gentle Joseki
mailing list, I forgot to save my address book when re-installing my system, oops...)
The number of people visiting Gentle Joseki has been quite stable since episode II at over 600
per new episode. Well over 1500 if you take the total of all the episodes over a 1-month period,
thank you people! (now where is that filthy rich sponsor again?)
Be sure to come back for more next month. In Gentle Joseki 7 I finally will start about my
hobbyhorse, the opening move at the 5-5 point. On IGS I've tried this move with both black and
white in over 30 games, each game playing two 5-5 points and I surprised myself by holding
onto my 3d* grade. Well, that's to show that you can play any move in the opening, as long as
you've convinced yourself that it's playable, you'll get away with it for sure.
Appendix 01
Index of joseki's mentioned in this episode:
Gentle Joseki, part VII by Pieter Mioch
The Patterns
Non- Standard Moves
The corner plays in dia 1, 2 and 3 have at least two things in common. One you guessed already
I presume; they are not standard opening moves. The second similarity may come as a bit of a
surprise though: these moves are all recognized as playable and sometimes appear in pro games.
Like a first move on tengen (10-10 point) the plays at the 6-3 point, the 6-4 point and the 5-5
point, however, are difficult to understand. I for one have not really a clue what they're all about.
This does not, however, stop me from freely using them in my games. They are, unfortunately,
quite hard to put to good use. In the future I might come back at the moves in dia 1 and 2. In this
episode of Gentle Joseki I would like to focus on the move in dia 3, the 5-5 point.
Diagram 1, 2 & 3
67 Years Ago
As is shown in dia 6, 7 and 8 black's other follow-up moves do not make a whole lot of sense.
Black can try going for territory with 1 in dia 6. In that case, however, black would very much
like the 5-5 stone to be at either A or B. Black 1 in dia 7 is also an unnatural move, now the 5-5
stone would be more useful at C or D. Black 1 in dia 8 is really funny looking, it would be
something if it would be a good formation. Actually, I am not sure how to rate this shape, it
might be worth trying. What I do know, however, is that there is a terrible defect at E, when
white plays here black's corner is gone for sure.
Diagram 6, 7 & 8
By the way, just because in dias 6-8 black one results in giving black a less optimal shape does
not mean that you will never see these kind of formations appear in your own game or pro
games. If, for example, in dia 8 white would have a stone at the 6-3 point the position reverts to a
perfectly normal joseki.
It is wishful thinking, however, to expect white to be as nice as to approach the black formation
in a way which makes black's stones come out excellent. Playing white you might feel the urge
to restore the situation to a more common one. A pattern you have seen before and know. This is
not what the game is about, however, and if your opponent played a strange move it's up to him
to make it work, there is no reason for helping him along.
(white 12 in dia 10 is an excellent move with this in mind, white does not make it any easier for
black by keeping distance and playing solid)
Common Follow-Up
Diagram 11
Now we have a bunch of plausible sounding reasons why you should never play at 5-5. And,
perhaps, the best thing to do is to stop reading right here get on with your life, forgetting about
the existence of this weird move completely and be happy.
Thank you for staying with me, coming this far shows courage. By still being here however, you
admit that you're interested in the 5-5 move. So, I think it is time for you to try the 5-5 move in
your own games a couple of times to see how you like it. Play it a couple of times in one or two
corners and than go over the rest of Gentle Joseki 7. You will appreciate the rest even more after
having faced similar situations in your own games.
Let's have a look at another aspect of the 5-5 move. What happens if white does not keep his
distance and chooses to play an approach move?
How to Enter
How to Enter the Corner
Trust me on this, only few players can resist the temptation and
usually within a couple of moves your opponent will play at A, B,
C or D. For all of you who were expecting fabulous hamete (trick)
moves or aggressive counter measures for black when white enters
the corner I have to disappoint you. There are no tricks worth
mentioning involved with the 5-5 corner. The only "trickery" thing
about it is that white most of the time does think that the strange
looking 5-5 move cannot possibly be any good no way, no how. In
this he his wrong, this misperception can be exploited.
Diagram 12
When white enters at the 3-3 point in dia 13 black does not need to
do anything special. By playing steady moves black seals white in
most effectively and the result is not to white's liking. Although
playable under certain circumstances white should not volunteer to
be locked up like this.
Diagram 13
Variation
The result in dia 16 is not good for black. By trying to play what
feels like a "normal" joseki line black ignores the purpose of the 5-
5 point. Black always should first be concerned with getting stones
at the outside, preferably locking white up in the corner. After
white 7 black has gained neither territory nor influence.
Diagram 16
From my own experience I can tell you that white 1 is by far the
most popular way of entering the corner, at igs 3d* level that is.
The contact play of black 2 is a resourceful reply to white 1. A
natural way of playing out the situation is shown in dia 17. On an
empty board this result favors black and this sequence is
consequently not a joseki. Black 6, by the way, is perfectly timed.
Although white would like to extend to 8 this is not an option.
Diagram 17
Do Not Stretch
After black 1 white 2 is a bad move. If, for example, black cuts at 3
white will get an inferior position. Also note that the exchange
white 2-black 7 is terrible for white.
Diagram 17a
Black can also cut at 1 and get a good result, although I prefer to
play as in dia 17a. The result in dia 17b can also be judged by
looking if in the final position any strange exchanges have been
made. What I mean is: suppose black "[]" and white "[]" were the
last moves played here. Now why in the name of all Go-Saints
would white answer black "[]" with any other move than the play
(hane) at A?
Diagram 17b
This kind of thinking may seem trivial and not to the point. If you think so then I only can beg
you to take the following advice to heart since this is exactly what all that "Good Shape" - "Bad
Shape" talk is all about.
Judging a sequence by looking for and determining if any questionable exchanges are made is
the most powerful tool you have to judge a result correctly. And the beautiful thing is, you do
not need to be a high-leveled dan player in order to apply it to your own games! When thinking
like this, however, do not forget that two strange exchanges, one played by you and one played
by your opponent, cancel each other out. It is also true that given enough compensation for
having played a bad-shape move can justify it. On the other hand, it is next to impossible to
obtain a good result by having played 2-3 questionable exchanges more than your opponent.
Another Variation
A 5-4 Joseki
A 4-3 Joseki
The remaining possible move for white to enter the corner under
the 5-5 point is the play at hoshi (4-4 point) as shown in dia 24
Diagram 24
Influence Again
Appendix 01
Index of joseki's mentioned in this episode:
Gentle Joseki, part VIII by Pieter Mioch
Things you don't want to do
The 4-3, or "ko-moku" play is the most complicated opening move known today. There are
uncountable variations and to master them all would take the average person a lifetime or three.
Because of this versatility the 4-3 move is certainly worthwhile to have a closer look at how to
put it to good use. As I often do in Gentle Joseki I'd like to approach discussing ko-moku from
the opposite direction. Since it is not humanly possible to memorize all the patterns I'll keep it
simple and concentrate at ways of playing which are regarded as being bad according to modern
go theory. So, memorizing these "anti-joseki" patterns will help to stay away from bad moves
and automatically make you play the correct patterns, piece of cake.
cute move
Here it is, the 4-3 move, isn't it cute? I very much doubt it is the best
opening move possible but I doubt it even more if anybody will come up
with evidence to the contrary in the next century. Although not as
popular as it once was, the ko-moku play is an excellent move. It is a
little low but all the same it's way more positive compared to the 3-3
play.
Diagram 1
Not to discourage you but I seldom play ko-moku in my own games. It's not that I don't like it or
that there are any hidden defects or stuff like that but when playing ko-moku I always feel I have
to play a real "serious" game and think very hard. It goes without saying that this is not my
strong suit, I prefer lightning games big time and the last serious games I played were in the Insei
league some 300 years ago. (still dream about these games occasionally, they would take the
whole day and seldom finish inside 6 hours)
Well, to make good on my promise of telling you what you shouldn't do please have a look at dia
2. Follow up moves like the diagonal (kosumi) move and the one-space jump (ikken-tobi) are
often worth considering in case of having played at 4-4 (hoshi) but not with the ko-moku
opening.
Never mind anybody's advice
You won't hear me say, though, that you -never- should play at either A
or B as a follow up move to the 4-3 play. It is safe to say, however, that
A and B are regarded as bad moves. "How bad?" you ask? Humpf, as all
good questions, that is not easy to answer. If the best move would be
worth ten points than I guess that A and B are roughly the same value of
between 8-9 points. In other words, as a novice to this game I don't think
that there is anything wrong with freely playing them in your own games,
never mind what anybody is telling you about books this and books that.
Diagram 1
So, what -are- the ten pointers? Which moves are given as the best continuation after having
played at the 4-3 point?
Once Again, a Shimari
Unbeatable?
I like the moves in dia 5-5c, though, just copying pro moves is good too, of course, but I
honestly think that the road to fast improvement is playing lesser moves and come to understand
why they're not so hot. You can be sure, however, that after the game, no matter what the result
might be your opponent will keep telling you these moves cannot be good and you shouldn't be
playing them and tons more of talk you sometimes have to put up with after the game which
does not contribute to the game very much, although it can be great fun at times.
Diagram 5, 5a, 5b & 5c
Up to here I briefly described what to do with your ko-moku stone if you have the chance of
playing a second move. It is, however, likely that you often do not have the chance of doing so
and your opponent will play an approach move first.
Dealing With An Approach Move
This is the typical way of thwarting black's shimari plans, the white
"keima-kakari" or small knight approach move. Let's have a look at what
you shouldn't be doing after this when playing black.
Diagram 6
Too Tight
In dia 8 you can see yet another move, black one, which is not
standard and thought of as too solid, over protective if you
want. Instead of black one a move at either A or B would be
better.
Diagram 8
Shusaku's Kosumi
Black 1 in dia 9b is often played one or two spaces down, for example, when playing it after first
having played one in dia 9a. Note that black 1 in dia 9c works best when there already is a black
stone somewhere around A. The pincer in dia 9d gives a situation which was often seen in go of
the 18th and 19th century but it still is played today.
Diagram 9a, 9b, 9c & 9d
A Shuei Game
1875-08-22
black: Shuei
white: Nakagawa (+2pt)
The reason I selected the game of the
19th century shown in dia 10 is
because when looking at it even a
person who never played a game in
his life can get an idea of what you
can use a stone at the 4-3 point for.
We have a shimari (upper right white
formation) a hasami (pincer) at the
left, the famous Shusaku kosumi in
the lower right and an alternative
way of approaching the opponent's 5-
3 stone (lower left) with another
move than at 4-3.
Diagram 10
I love the old master's games and I know that if you can bring yourself to replay say 3 of such
games twice per day and manage to keep it up for a month your go skill will dramatically
improve. Not that there's anything wrong with modern games but the fighting of today is of such
ferocity and is so complicated that it is very hard for players other than top amateurs level
players or up to learn something from them without any explanation. Older masters can play
fierce too, of course, but old games were played with virtually no time limit so that top pros of
these days had a very different mentality than their modern counter parts. They took their time
and thought twice before embarking on a rash sequence of moves, the outcome of which is often
far from clear.
In the last centuries time allowances have become shorter and shorter. In Korea 3 hours per
person is common and it can be expected that the 5-hour allowance used in Japan will get
shortened too. (this is already happening, not in all games, though) This is a very good tendency
for amateurs who love to see pro games getting bloodier and bloodier, the less time pros have the
higher the possibility is that the go board will turn in a raging full-scale battlefield right from
move one.
Well, back to business, the ko-moku move. The most common approach move is the knight's
move or keima kakari. Now black has three choices:
1. solidify the 4-3 point by playing an extension
2. playing a pincer and see what white wants
3. ignore white altogether and play somewhere else
In dia 11 you can see the defensive oriented moves which black can play
if he doesn't want to play a pincer. Move F is special and usually not
played but certainly not unplayable. If black would answer at E the
situation reverts to a 5-5 joseki (dia 23 in GJ-VII) were black's first move
in the corner was at E, white plays 1 and black answers at ko-moku.
Diagram 11
You guessed already that my recommendation here is the play at A, it is solid and easy to
understand, there is not much mischief your opponent can try to cook up. I'll show you an "and
everybody lived happily ever after" joseki to give you an idea you can work with.
Beyond Joseki
Things can get hairy easily as you can see in dia 12a. Once
black start throwing his weight around and plays
aggressively at 1 white will immediately make clear he is
not in the least impressed and start a counter offensive at 2.
After white 4 you are in no-man's-land and you'll have to
figure out what to do next by looking at the whole board
and not overestimating your own fighting skill.
Diagram 12a
Pincers
In Love, Again
I've been in love with this move ever since I saw it for the
first time, some 14 years ago. It's perfect to catch your
opponent off-guard with and it works very well with a
black stone in the upper left corner to back it up.
Diagram 14
Looks Vital, But ...
Sacrifice
The dias 2 and 2a show that black can counter at 5 instead of letting white get easy eye shape.
After white 8 it is 98% out of the question to even consider fighting this ko when playing black.
Black 9 in dia 2a is natural and white 10 might look cool, but?..White should not be too happy
with his shape. As black's corner is alive black could very well choose to peep at A and B and
continue attacking the white stones. White should be able to handle himself, of course, but for
the time being his stones have no eyes and feel a kind of heavy.
Diagram 2 & 2a
a Genuine Joseki
Always Works
Dia 4, in short with *all* the pincers A-F the attachment play of
white 1 is possible. It most of the time works similar to the dias
I just showed you about the two space high pincer. If black
pincers at A white 1 might not be the best move, but it's still
playable.
Diagram 4
Black would like to do something, anything. The atari at 5 is a good start, now there are a
number of possibilities. Filling in with black 9 is good enough, white's shape may look okay but
it's a little thin and not very impressive. White 10 is correct, if one to the left the remaining peep
option can help black to set up an attack.
The cut at black 1 in dia 6b is possible too. As black cannot expect to win the ko, however,
filling in at 3 is the only move. Next white 4 is a nice move, this solid move enables white to
later on play at A and fight ko. Without white 4 his position would most likely not survive in a
ko fight. The result is more or less equal.
Diagram 6, 6a & 6b
Not So Popular
There seems to be an unwritten law or at least a silent
agreement to not play the two-space low pincer of black 1 in dia
7 these days anymore. In my insei days my "sensei" (teacher)
was very font of this pincer because most of his students did not
study it as thoroughly as the other, more popular pincers. I think
it is an excellent play and whatever the current fashion may be
by all means add this move to your standard-answers repertoire.
Playing white the opposite idea to the attachment we just went
over would be moving out and jumping towards the center. A,
B and C are just a few possibilities which are playable with all
the pincers although they're maybe not always advisable if
black played any one-space pincer.
Diagram 7
I don't know about the correct line of playing too much but judging from my own games jumping
out leads to "unsettling" at least a quarter of the board. I mean that often both players end up with
a number of stone-strings of unclear status and feel they're in a guerilla war.
Our Ships Are Sailing the Same Direction
One of the major options white often
has when jumping out as in dia 8 is to
counter-pincer. This especially is a
very healthy attitude if white has the
left corner. If the triangle marked stone
would be black's, however, the
counter-pincer could be too much for
white to handle. This is, again, a
joseki. All the same you cannot expect
your opponent to follow suit. There are
plenty of ways to make a left turn
somewhere and, as a matter of fact,
this is often called for.
Diagram 8
Be never satisfied just because you memorized a joseki and got it on the board correctly.
Being suspicious of the outcome is the more recommendable attitude, me thinks.
A Question
Dia 9. I'm glad I could find some game
from after WW2 were the two-space
Black: Cheng Zengyu low pincer is played. From my search
White: Wang Yuan (+resign) results I can say without a doubt that
Played April 1986 this move is nowhere as popular today
as it was 60 years ago.
Next black to play, where would you
play in your own game A, B or C? Part
of the continuation of the game is
given right at the end.
By the way, this is again a game where
black had to resign after having played
an opening making two corner
enclosures (shimari). This makes six
games in a row including the games I
checked out for Gentle Joseki 8. I think
it is time for me to start writing a
thesis, proving that black cannot win a
game of go when having two shimari. I
still have no clue, however, why on
earth two shimari would be bad but it's
intriguing to find that black often loses.
Still, it could very well be coincidence,
of course. I'll get back to you when I
checked on say 2000 games.
Diagram 9
No Big Deal
The same goes for dia 12. Just stay cool and play solid
moves and white only can make a thin extension towards
the left, no sweat. At a fairly early stage of the game black
might very well want to invade at A after which white
cannot hope to capture the invasion.
Diagram 12
'Lot of Moves
Dia 13 shows that there are certainly enough moves to
choose from if white played the one-space high approach
move. I have no personal favorite move but black E gives
black a lot of points while black still is the one who can
play elsewhere (tenuki) first.
Diagram 13
Good Enough for Black
As with the opening moves on hoshi (4-4) and the far-out move
at the 5-5 point an opening move at the 5-4 point (taka-moku)
does not make any territory on its own, it does not protect the
corner at all. I like 5-4 because it seems to be bragging about its
obvious disregard of points. "Yeah, look at me, no points and I
don't give a shee-it, whacha gonna do about it?" (pardon the
moves' French) The 5-4 move has a psychological effect on
your opponent for sure, exactly what kind of effect and how
you can use it is beyond me, contact me if you find out.
Diagram 1
Not Good
White 1 here is by far the most common way the enter the
corner, unless you have a really excellent reason for playing
another move to enter the corner just play 1 and don't worry too
much.
Diagram 7
Ishida
As good as Joseki
White 1 and 3 are the fastest way of ensuring space for future
eyes. Black 4 is strictly speaking too tight, the real joseki would
be to play at A and sometimes as far as B. Black 4, however, is
a very solid move which enables black to forget about his
stones here and regard them as settled. Although it is not the
best move it tends to make things easier.
Diagram 11
Diagram 15
Black's Doing Fine
Joseki
This is what white should go for, it may look very good for
black but his territory is not secure yet. (white 5 is not
absolutely necessary but it is a very nice point)
Diagram 18
Black can save half of the corner but once he plays at 2 it's a
one way street. Black 6 connects (above 4) and white can nicely
get a small life. It is a hard question what exactly (and when)
black has to solidify his territory without playing too slow.
Diagram 18a
A Joseki
This is a joseki, provided that the ladder after black 5 really
captures the white stone. If the ladder doesn't work for black he
can try to get an equal result by playing black 5 at A. In contrast
to dia 17, however, the white corner is alive and does not need
any reinforcement. Making life in the corner as in dia 17 is
painful for white since it automatically makes the black stones
stronger. Here, in dia 19, this is not the case and although black 5
at A might at times be possible it is most often not a good idea.
It is very important, by the way, to resolve the ladder, i.e. capture
the single white stone, at the earliest opportunity because if white
can in the future run away with this stone black is really in a tight
spot.
Diagram 19
The rule with the outside attachment is that you cut at the side you don't want. Giving one stone
to your opponent enables you to get a big return.
A revelation?
Entering at 3-3
Date: 1934-11-14,15
Black: Go Seigen
White: Iwamoto Kaoru (+2)
Black 11 is normal; white 12 can also
be played at C, which is a little low,
but simple. After white 16 black
usually connects at A and white
stretches at B. Black 17 is interesting,
white played at B next and black cut
at C. A trade followed, black
captured two white stones (16 and B)
and white captured black stone 3.
Diagram 22
Appendix 01
Index of joseki's mentioned in this episode: