Reducing Territorial Frameworks - Fujisawa Shuko

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    REDUCING TERRITORIAL

    FRAMEWORKS

    Attacking and Defending Moyos

    byFujisawa Shuko

    Translated byJohn Power

    Kiseido Publishing Company

    Tokyo, Santa Monica, Amsterdam

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    PREFACE

    The aim of a reducing move is similar to that of an invasion, in that

    it tries to prevent the opponent from enlarging his area. Limiting theexpansion of his territorial framework (moyo) or reducing its size may

    not bring you actual profit locally, but in the overall context it main-

    tains territorial balance, so it is a large-scale strategy. That means that

    you have to make a cool assessment of the overall position and that you

    have to articulate a strategy of defence and offence that applies to the

    whole board.

    The reducing move is not directly a fighting technique. However, it

    often serves as preparation for fighting elsewhere or provokes a counter-

    attack that makes fighting unavoidable. In contrast to the concreteness

    of an invasion, both the aim and the execution of a reducing move are

    abstract. Rather than local tactical skills, an overall strategic vision is

    called for, but for this very reason it is necessary to master its basic

    concepts and techniques. It may not be a fighting technique, but you

    must always be ready to fight.

    The first chapter of this book discusses the basic concepts of the re-

    ducing move. The next three chapters give a systematic presentation of 

    the important patterns or josekis. The fourth chapter attempts to give

    the reader a feeling for how reducing manoeuvres function in the con-

    text of whole-board planning by examining the strategic choices involved

    in deciding between reducing and invading, between surrounding andexpanding territory. The final chapter looks at examples, presented as

    pick-the-next-move problems, taken from my games. The most diffi-

    cult stage in a game of go is the transition from the opening to the

    middle game. To steer your course safely through this stage, a sound

    grasp of the theory and practice of reducing and invading is essential,

    and acquiring such a grasp is the first step towards giving your game

    greater profundity.

    I would like to acknowledge the invaluable assistance of the go

    writer Aiba Kazuhiro in putting together this book. I would also

    - i i i -

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    like to express my gratitude to the Ishi Press for making an English-

    language version available to go fans around the world. I hope that it

    can make a contribution to your understanding and appreciation of the game.

    October 1977 and June 1986 Fujisawa Shuko

    TRANSLATOR'S PREFACE

    With the publication of this book, the Ishi Press comes one step

    closer to achieving its goal of providing a complete coverage of the

    various fighting techniques of go.  Reducing Territorial Frameworks

    is intended to complement the coverage of invasion techniques pre-

    sented in Enclosure Josekis.  The two books are closely related because

    in the fighting of the early middle game a player usually has to make a

    direct choice between the two techniques of invading and reducing.His choice, of course, profoundly influences the subsequent course of 

    the game.

    This book was written by Aiba Kazuhiro, a leading go writer, in

    close collaboration with Fujisawa Shuko, Honorary Kisei. In my

    opinion, it presents the best and most systematic analysis of reducing

    techniques available in Japanese. It should serve not only as a valuable

    reference guide but also as a textbook in the techniques involved inreducing manoeuvres and in the underlying strategic concepts. Not

    only does it explain the tactics involved in reducing moves, it also

    attempts to provide the reader with the theoretical understanding

    necessary for making the correct choice between reducing and invading.

    As Shuko points out, there are intuitive elements involved in any

    strategic decision that can only be learnt from actual play, but I am

    confident that this book will provide the reader with a firm basis for

    experimentation in his own games.

    June 1986 John Power

    - iv -

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    TABLE OF CONTENTS

    Preface v

    Translator's Preface vi

    Glossary of Japanese Terms viii

    Chapter One: The Basics of Reducing 1

    Reduce or invade? 1

    The objectives of reducing moves 2

    Where to reduce 16

    Priority in reducing 21Making preparations for reducing 23

    Conclusion 25

    Chapters Two to Four: Reducing Move Josekis

    Chapter Two: Reducing the Side 27

    1. The Simple Shoulder Hit 28

    2. Shoulder Hit Against the Two-Space Extension 35

    3. The Capping Move 424. The Knight's Move 65

    5. The Large Knight's Move 72

    6. The Ear 75

    7. The Side Contact Play 78

    8. Attaching on Top 88

    9. One's Best Guess 93

    Chapter Three: Reducing Corner Enclosures 1021. The Small Knight Enclosure 102

    2. The One-Space Enclosure 114

    3. The Large Knight Enclosure 120

    4. The Star-Point Enclosure 124

    Chapter Four: Reducing the Chinese-Style Fuseki 129

    1. Reducing the Low Chinese-Style Fuseki 129

    2. The High Chinese-Style Fuseki 137Chapter Five: Attack and Defence 144

    Chapter Six: Problems 170

    - v -

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    GLOSSARY OF JAPANESE TERMS

    aji: potential

    atsui: thick, strong

     furikawari: trade, swap

    gaisei: outward influence

    hasamitsuke: clamp

    hiraki: extension

    kakari: approach move against a corner stone

    karami:  a splitting attack; a move which attacks two groups simul-taneously

    karui:  light (of stones with a flexible shape or which can easily be

    sacrificed as they have seved their purpose)

    katachi: correct shape

    kata-tsuki: shoulder hit

    kogeima: small knight move

    kyusho: the vital point

    leaning attack: see motaremiai:  points of exchange of approximately equal value — if the op-

    ponent takes one, one can always take the other

    motare: a 'leaning' attack, i.e. applying pressure to one group in order

    to build up strength to attack another

    moyo: a territorial framework — potential, not actual, territory

    nozoki:  peep

    ogeima: large knight move

    sabaki: settling a group by making a flexible and resilient shapeshimari: corner enclosure

    shinogi: saving an isolated group under attack 

    tsume: a checking extension, i.e. while extending from one's own posi-

    tion, one prevents the opponent from extending from his

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    CHAPTER ONE

    The Basics of Reducing

     Reduce or invade?

    The traditionally established order of priority in the fuseki is:

    1. empty corners, 2. enclosures or approach moves, 3. extensions,

    4. checking extensions (tsume), 5. jumps. This traditional order is not

    always observed nowadays, with the popularity of moves such as the

    3-3 and 4—4 points that occupy the corner in one move and dispense

    with the need for enclosures. Such moves arise from Black's desire tostart early fighting. Nevertheless, in fundamentals, fuseki strategy still

    hews to the traditional order.

    A reducing move  (keshi —  also known in English as an 'erasure') has

    the same value as the fifth move listed above, the jump. In the same

    sense in which an enclosure and an approach move have the same value

    (with the difference that the former is steady, the latter aggressive), a

     jump and a reducing move have the same value. The jump expands

    territory, the reducing move cuts it down in size. Likewise, a defensivemove surrounding territory and an invading move have the same value.

     Dia. 1.  When White has played the

    marked stone, expanding territory with

    Black 'a' and solidifying it with Black 'b'

    have the same potential value. If it is

    White's turn to move, reducing with 'a'

    and invading at 'c' or 'd' are worth thesame.

    When the opponent neglects to expand

    or defend his territory one takes advan-  Dia. 1

    tage of his omission to invade or reduce his moyo. Both sides have to

    take the whole board into account when planning the local strategy. In

    most games, an invasion or a reducing move will mark the transition

    from the opening to the middle game, from the fuseki to the fighting.

    Since the chances are that you'll be fighting inside your opponent's

    sphere of influence, you have to be very careful about your timing.

    - 1 -

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    In Chapter 5, we will refer to the problem of judging whether a

    reducing move or an invasion is called for, but for a detailed treatment

    of the latter, see the Ishi Press book  Enclosure Josekis. Here we would

     just like to compare the basic features of the two techniques.

    The objectives of reducing moves

    We indicated earlier that the aim of an invasion is to destroy terri-

    tory and that of a reducing move is to hamper the expansion of a moyo,

    but that is no more than a superficial analysis. By its very nature, a

    reducing move is likely to lead to a much wider-scale clash than an in-

    vasion, involving much more of the whole board, so in most cases it

    will have a large variety of secondary objectives. For example —

     Dia, 2, White 1 prevents Black from expanding his moyo. However,if White had a stone at 'a', it would also serve to expand White's own

    moyo. If Black had a stone at 'b', White might try using 1 as a foothold

    for setting up an invasion of the right side. Depending on the overall

    position, the same pattern can have different implications.

    The following is a list of some of the secondary objectives of an eras-

    ing move that come to mind.

    1. Maintaining territorial balance

    2. Limiting a moyo

    3. Probing the opponent's response

    4. Expanding one's own moyo

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     Dia. 2

    5. Creating a foothold for an invasion

    6. Mutual reduction

    7. Building centre territory

    8. Taking aim at defects in the opponent's shape

    9. Maintaining the balance of influence

    10. Reinforcing weak stones11. Making preparations for an attack 

    12. Following a shinogi strategy (i.e. leaving a weak group

    exposed to attack).

    The above by no means exhausts the list of possibilities. In most

    cases, a move will probably combine several of these objectives. How

    these tactics work out in actual play will be analysed in Chapters 5 and

    6; here we will just make a quick survey of the above list. The positions

    are taken from professional games.

     Dia. 3 (maintaining territorial balance) (next page)

    White has secure profit in four corners, but Black has a large moyo.

    Considering the menacing influence of Black's thickness in the upper

    right, his moyo would probably turn into untouchable territory if he

    were allowed to enclose it with 'a'. This is the right time to play 1.White has to maintain the territorial balance; rather than preventing

    Black from expanding his moyo, he is preventing him from expanding

    his secure territory.

    3 -

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     Dia. 3

     Dia. 4 (the continuation)

    When Black attaches at 1, he is hoping for a fight with White 4, Black 8, White 9, Black 3, White 'a', Black 10. However, White makes a hane

    at 2, in spite of the fact

    that the ladder is un-

    favourable, then makes

    shape with the crude but

    effective sequence to 12.

    Instead of Black 13, at-tacking with Black ´b´-

    White 'a'-Black 14 is

    probably better.

     Dia. 4

     _ 4 _ 

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     Dia. 5 (limiting a moyo)

    Black has moyos in

    two places, White just

    one, but if White wereable to jump to 1 the

    scale of his moyo would

    dominate . the whole

    board. Now is Black's

    chance to limit the scope

    of White's moyo by strik-

    ing a blow at 1. This may

    help White to solidify his

    territory, but Black's

    own moyos are so thick 

    that they are virtually

    certain territory, so Black 

    is quite capable of com-

    peting territorially.  Dia. 5

     Dia. 6 (the continuation)The solid extension of White 1 restrains Black from attaching at 'a'.

    Consequently, Black 

    makes another reducing

    move at 2, nipping in the

    bud any attempt by White

    to expand his moyo on

    the left while also build-

    ing up Black's centre

    thickness. When White

    defends at 3, Black con-

    tinues at 4, loosely sealing

    off the centre. With his

    implied threat to attack 

    the two white stones on

    the right side, Black hasturned the centre into a

    moyo majestic in scale.  Dia. 6 

    - 5 -

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     Dia. 7(probing the opponent's response)

    White 1 reduces Black's left-side moyo. White is now interested to

    see whether Black an-

    swers at 'a' or 'b'. If 

    Black 'a', a black invasionat the top becomes a

    severe threat, so White

    would extend to 'c'; if in-

    stead Black 'b', then en-

    closing the right side with

    White 'd ' feels right. Black 

    will answer 1 differently

    if White leaves it till later,

    as Black 'e' and 'f' are

    more or less sente.

     Dia. 7 

     Dia. 8 (the continuation)

    Black counterattacks with 1, aiming to make White heavy. White

    slides into the side with 2

    and 4, laying waste to

    Black's moyo and cutting

    off a stone. He is satisfied.

    However, the fact that

    Black's position on the

    left side has been strength-ened means that the white

    stones at the bottom have

    been weakened, so White

    now does not have time

    to spend a move enclos-

    ing the right side. This

    was the aim of Black's

    strategy.

     Dia. 8 

    - 6

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     Dia. 9 (expanding one's own moyo)

    In the local context, White 1 and 3 are

    ever, if one surveys the

    whole board it becomesclear that they indirectly

    serve to expand White's

    centre moyo. If White

    bluntly set out to enclose

    the centre with a move

    like 'a', Black would

    counter with 'b', andWhite would probably

    lose out in the territorial

    contest.

    Now it is Black's turn

    to make a reducing move.

    simply reducing moves. How-

     Dia. 9

     Dia. 10 (the continuation)

    Black 1 is so slack that it can be called the losing move. White com-

    pletes his moyo with 2;

    when Black belatedly in-

    vades at 3, White force-

    fully blocks his way with

    4 and 6. Black 2 instead

    of 1 was the vital point.

    If White 'a', Black could

    continue at 3, threatening

    to swallow up the whole

    right side, and the game

    would be even. Note that

    White 2 at 'b' would be

    too greedy: White would

    not be able to attack 

    strongly enough if Black 

    invaded at 'c'.  Dia. 10

    7

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     Dia. 11 (creating a foothold for an invasion)

    Black 1 makes threats in all directions: it aims directly at the invasion

    at 'd', but it also rein-

    forces Black against the

    threat of White 'a' and inaddition aims at cutting

    White into two with 'b'

    or 'c'. If White answers

    by defending at the top,

    Black can use 1 as a foot-

    hold for launching an in-

    vasion on the left side.

    His strategy will be to eli-

    minate his thinness in the

    centre during the course

    of the ensuing fight.

     Dia. 11

     Dia. 12 (the continuation)

    Black 2 threatens to attach at 'a', so White is forced to make anotherdefensive move. Black 

    then invades with 4 and

    6. White judges that jump-

    ing out to 'b' would just

    help Black to strengthen

    his centre group, which

    in turn would weaken

    White's large group to the

    right, so he contents him-

    self with moving out with

    7 and 9. Black takes a

    firm hold on the white

    stone with 8 and 10, so

    his invasion has been a

    success. This sequence hasstrengthened his scattered

    stones in the centre.  Dia. 12

    - 8 -

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     Dia. 13 (mutual reduction)

    The aim of White's invasion at 1 is mutual reduction. If White played

    'a' or 'b', the game would become a contest in surrounding territory.

    Even so, if Black answer-

    ed 'a' or 'b' with a move

    around the centre point,

    White would be compelled

    to make a reducing move

    anyway. That would lead

    to a straightforward fight

    inside

    which

    want.

    White has a large se-

    cure territory on the left

    side, so if Black attacked

    Black's moyo,

    White does not

     Dia. 13

    White 1 from above, he

    would run the risk of fall-

    ing behind in territory.

     Dia. 14 ( the continuation)

    When Black answers at 1, White forces with 2, then switches to 4,

    making the maximum reduction possible. If he had simply played 6

    (omitting 4), then later on

    Black might attack at 'a'

    and turn the right side

    into an unassailable terri-

    tory. Black defends at 5instead of trying to split

    the opponent's forces as

    the two white stones at

    the bottom are light (once

    Black has answered them

    underneath with 1 and 3).

    Black is pinning his hopeson his own reducing

    move at 7, but he has

    been just a little out-

    played by White.  Dia. 14

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     Dia. 15 (building centre territory)

    White has an overwhelming lead in territory, so Black's only hope is

    to make effective use of 

    his influence at the top.

    Reducing with 1 is the

    first step: Black plans to

    make this stone the start-

    ing point for turning the

    centre into a moyo. Black 

    1 aims directly at the

    crosscut of Black White 'b', Black 'c' If 

    Black played 1 at 'd' or

    thereabouts, he would

    probably be headed for

    defeat when White jump-

    ed to 'e'.

     Dia. 15

     Dia. 16 (the continuation)

    Black switches to 2 once he has forced White to defend at 1. When

    White plays 3, Black ex-

    tends at 4, taking direct

    aim at White's weak point

    at 'a'. He succeeds in

    turning the centre into a

    moyo while White is keptbusy securing the right

    side. The depth of the

    moyo is impressive. Mak-

    ing 30 points in the centre

    will be quite enough to

    maintain the territorial

    balance. After 11, Black 

    forces with 'b' etc., thenexpands his centre with

     Dia. 16   'c'.

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     Dia. 17 (taking aim at defects)

    White 1 might look vague and purposeless, but actually it is a severe

    invasion; it aims at push-ing through at 'a', then

    cutting, and also at at-

    tacking at 'b'. Moreover,

    it provides a foothold for

    a deeper invasion. If 

    White plunged right in at

    'c' with 1, he would pro-

    bably be able to escapecapture, but while attack-

    ing him Black would build

    up his outward influence,

    which would have a harm-

    ful effect on White's

    neighbouring positions. Dia. 17

     Dia. 18 (the continuation)

    Black first strengthens himself at

    would probably be better

    for White to treat the bot-

    tom lightly and switch to

    'a', but even so Black can-

    not hope to launch a full-

    scale attack unless he firstreinforces himself with 5,

    so White is able to attain

    his objective by settling

    himself with 6 to 12. The

    only drawback is that the

    addition of the black 

    stone at 5 has painfully

    weakened the whitegroup above.

    the bottom with 1. Instead of 2, it

     Dia. 18 

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     Dia. 19 (the balance of influence)

    The marked black 

    stone is too wide an

    extension: holding back 

    at 'a' would have created

    better balance. Be that as

    it may, when the op-

    ponent overextends in a

    moyo contest you have

    to make a reducing move

    to maintain balance in

    the scale of the respectivemoyos. The bottom right

    is Black's biggest poten-

    tial area, so White comes

    in at 1.

     Dia. 19

     Dia. 20 (the continuation)

    Peeping at 2 after Black defends at 1 is nicely timed. When Black 

    emphasizes the right side

    by blocking at 3, White

    forces with 4, then moves

    towards the right with 6.

    If Black emphasized the

    centre by playing 3 at 'a',

    White would develop at'b' after 4. When Black 

    plays 3, 'c' is the only aji

    White has in the corner,

    but if Black 3 at'a', White

    can aim at 'd', which

    would give him a foothold

    for invading the right side.

     Dia. 20

    - 1 2 -

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     Dia. 21 (reinforcing)

    White 1 reduces the right-side moyo and, if Black 'a', also aims at

    strengthening the white

    group above with White'b ', Black'c', White'd'. If 

    White settles that group

    he will at one stroke take

    the lead: a group which

    should have become a tar-

    get for attack would have

    instead been transformed

    into thickness. White 1 at

    'e' would be more solid,

    but Black would probably

    ignore it and play at 'f'.

     Dia. 21

     Dia. 22 (the continuation)

    Defending on the side would only help the opponent, so Black counter-

    attacks, splitting White

    with 1. Plunging in at 2 is

    natural. Black looks like

    getting a double attack 

    (karami) with 5 and 11,

    but the game should befavourable for White if 

    he can rescue both his

    groups without suffering

    serious damage. Fights

    following from reducing

    moves often develop into

    whole-board warfare.

     Dia. 22

    - 1 3 -

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     Dia. 23 (preparing to attack)

    Black 1 not only limits White's moyo at the bottom but also prepares

    to attack the two white

    stones on the left side. If White reinforces them,

    Black can make a severe

    invasion at 'a'. If Black 

    can lay waste to this terri-

    tory, he will go into the

    lead; his adjacent groups

    are rock-solid and thewhite group on the upper

    right is still unsettled, so

    Black has no reason to

    fear a fight.

     Dia. 23

     Dia. 24 (the continuation)

    White therefore chooses to defend with 1 and 3, whereupon Black 

    attacks on a large scale

    by blocking at 4. White

    then cleverly makes shape

    with 5 to 9; Black in turn

    builds thickness up to12, then turns the top

    into territory with 16.

    White cannot hope to

    invade at 'a'.

    If Black had not played

    the marked forcing move,

    a white jump to the samepoint, threatening to at-

    tack the black group on

    the left, would probably

    be sente.  Dia. 24

    1 4

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     Dia. 25 (shinogi strategy)

    Tactically, Black 1 is a reducing move, but considering the depth of 

    White's large moyo, it is

    more like jumping into

    midair from a precipice.

    Moving out slowly and

    solidly with 'a', letting

    White defend at 'b',

    would be bad. Black 

    probably felt that if he

    played 1 at 'b', it would

    be harder to find a wayto settle his stone after

    White 'c'.

     Dia. 25

     Dia. 26 (the continuation)White attempts to capture Black by intercepting with 1. White would

    probably fall behind in

    territory if he defended

    at 8 with 1, letting

    Black backtrack to 'a'.

    Considering how tightly

    hemmed in he is, a ko

    with 2 to 8 is probably

    the best that Black can

    hope for. A trade fol-

    lowed later, with White

    playing a ko threat at 'b',

    then capturing the four

    black stones there.

     Dia. 26 

    - 1 5 -

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    Where to reduce

    As mentioned earlier, reducing manoeuvres are made during the tran-

    sition from the opening to the middle game. At this stage the player has

    to choose, taking careful stock of the whole board, among the four op-

    tions open to him: surrounding, expanding, reducing, and invading.

    If you play a reducing move too early, you may just help the opponent

    to strengthen his position; if too late, the opponent may counterattack 

    instead of defending.

    At the same time, the success of a reducing manoeuvre is determined

    by where you choose to reduce and by the overall state of the game. If 

    you miss the vital point, so far from achieving your objective, you maybecome subject to an attack; if you go wrong in your evaluation of the

    overall position, you may miss the decisive moment or have your lead

    upset.

    From the point of view of the player whose moyo is being reduced,

    you have to judge where to obtain compensation for the interference

    with the expansion of your moyo. If you make the wrong decision, you

    may give the opponent more profit than he deserves. The success or

    failure of a reduction depends upon the evaluation of time, place, andoverall position. To keep the loss suffered from a reduction to a mini-

    mum, you have to devise the most appropriate defence.

     Dia. 27.  White 1 is the key point for reducing: it stops Black from

    expanding his moyo by jumping to 5. If Black 2, White 3: White keeps

    one step ahead, so he is

    in no danger of being

    attacked. Since the mark-ed white stone is not at

    'a', White does not ap-

    preciably weaken his own

    position on

    Instead —

    the side.

     Dia. 27 

     Dia, 28.  A move like 1 will get White into trouble, as it invites Black to attack with 2 and 4. However, playing 1 at 3 would let Black secure

    a large territory with 'a'.

    How, then, does one establish the vital point for reducing?

    - 1 6

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     Dia. 28 

    The vital points for reducing moves can be categorized according to

    their locations in the corners and on the sides and also according to the

    criteria of shape.

    Reducing moves are most often played on the side; moreover, they

    are usually directed against the opponent's extensions along the third

    line. This is because the third line is the key line for extensions; the aim

    of reducing is to prevent the opponent from proceeding to the next

    stage in the formation of a moyo, namely, making a jump towards thecentre.

     Dia. 29.  White 'a', preventing Black from jumping to the same point,

    is the vital point for reducing. White 'b' and 'c' are points with a direc-

    tional bias, so the choice

    of these moves would be

    determined by the lo-

    cation of Black's moyo.White would only attach

    at 'd' in special cases, as

    that move makes it easy

    for Black to counter-

    attack.  Dia. 29

    Depending on the position, moves at 'e' and 'f' are also possible.

     Dia. 30.  (next page) If the opponent's extension is on the fourth line,

    an invasion rather than a reduction is more likely to be called for. Even so,

    when the opponent has a large, box-like moyo, you may have no choice

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    but to make a reducing

    move. The main candi-

    dates are White 'a' and

    'b'. In most cases, treat-ing the black stone like

    one on the third line by

    playing 'c' or 'd' invites a

    loss, as it helps Black to

    secure fourth-line terri-

    tory.  Dia. 30

    When the opponent has a deep moyo you may have to make a high

    move, reducing from 'midair' — the kind of move professionals refer to

    as 'one's best guess' (see Section 9, Chapter 2). However, most reducing

    moves are aimed at an extension by the opponent. The fighting these

    moves start is analysed in Chapters 2 to 4.

    The basic principles of reducing moves in the corner are exactly the

    same as those on the side. For example, in Dia. 31 both White 'a' and'b' treat the marked black stone as a third-line stone, and the same can

    be said for White 'c', which strikes at the shoulder of the stone below.

     Dia. 31 Dia. 32

     Dia. 32.  When the marked black stone is on the fourth line, White 'a'

    or 'b' would let Black take too much territory. White usually plays at

    'c', hoping to be able to exploit Black's open position on the side, White

    of course varies his approach depending on whether there is a white or

    black extension in the neighborhood, but if you bear in mind that an

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    invasion has the same value as a reducing move, there is no need to insist

    on making a reducing move.

    Even when playing in the centre, the same points may be valid for a

    reduction when one is concerned with a solitary opposing stone. To wit —

     Dia. 33.  In confronting the marked black stone, White 'a', 'b',and

    'c' are the vital points for reducing, just as they would be if the black 

    stone were on the side. However, when the moyo is of this scale, White

    'd' to 'g' are also worth considering. The vital points for an invasion are

    very limited, but in contrast there are a large number of possible reduc-ing moves; moreover, as long as you don't go in too far, no reducing

    move is going to be a

    fatal mistake. However,

    the feature of the reduc-

    ing move is that you will

    be able to evaluate it

    quantitatively and judge

    whether it was the most

    appropriate move in the

    light of the overall posi-

    tion.  Dia. 33

    When the opponent has a deep moyo, the question of depth takes

    precedence over finding the vital point. If you go in too deep, you will

    come under attack; too shallow and you help the opponent secure

    enough territory to upset the territorial balance and spoil your game.

     Dia. 34. White 1 is too

    deep. When Black plays

    on top at 2. White will

    get a bad result even if he

    lives.

     Dia. 34

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     Dia. 35.  When the opponent has no particular weakness in his moyo,

    the safety zone ends with the outer rim of his moyo, that is, the linelinking the two marked

    stones. However, if a

    black answer at 'a' is go-

    ing to put White behind

    in territory, he has to

    take the plunge and in-

    vade, attaching at 'b', for

    example, rather than re-ducing.

     Dia. 35

     Dia. 36.  From the point of view of shape, White 'a' becomes the vital

    point when White has the

    marked stone close up to

    the marked black stone.

    Even without the markedwhite stone, 'a' will often

    be the vital point, seeing

    that Black does not have

    a tight connection. Simi-

    larly -

     Dia. 36 

     Dia. 37.  White 'a' is the vital point vis-a-vis the marked black stone,

    but if there is no need

    for White to go in so deep,

    he can treat the black 

    stone like one on the third

    line and reduce with 'b'

    or 'c '. When Black's moyo

    is located on the left side,'d', 'e', and 'f' become

    the vital points.  Dia. 3 7 

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     Dia. 38 

     Dia. 38.  When Black 

    has played the large

    knight's move, 'a' is the

    move; anything deeper

    feels like an invasion. For

    a moyo on the left, the

    vital points would be 'b',

    'c', and 'd'.

     Dia. 39.  Against the

    diagonal move, White

    plays 'a', 'b', etc.; against

    a black moyo on the left,

    White 'c' or 'd'.

     Dia. 39

    Priority in reducing

    Priority is, of course, determined by the whole board, but as an aid

    in making up your mind, it may help to learn how to evaluate relative

    size in the local context.

    First, what is the scale of the moyo or territory the opponent will

    get if you don't reduce?

     Dia. 40. (next page) White 1 obviously becomes a much bigger move

    if Black has a stone at 'a'. Needless to say, the value of 1 changes again

    if there is a white or a black stone at 'b'. In other words, the size of a

    reducing move depends not just on the size of the enemy moyo being

    reduced but also on the moyos in the background.The next factor determining the size of a reducing move is the value

    of the follow-up moves it creates for you or, conversely, the follow-up

    aims it creates for the opponent.

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     Dia. 40

     Dia. 41. White 1 not only limits the size of Black's bottom moyo butalso provides a foothold for invading Black's position on the right side.

    If Black had a stone at 'a', meaning that White had nothing to aim at

    there, the value of White 1 would be greatly reduced, for then it would

    only affect the bottom.

    Moreover, if White had a

    moyo around 'b', provok-

    ing Black 2 and 4 would

    be a minus, as Black could then aim at plung-

    ing in on the left. In that

    case, White 1 would

    clearly be too deep.

     Dia. 41

    Another factor affecting the value of reducing moves is the relative

    thickness (strength) and thinness (weakness) of the neighbouring posi-tions. White 1 in Dia. 43 is much more severe than White 1 in Dia. 42.

    The presence of the marked white stone in Dia. 42 might seem irrelevant

    at present, but it will turn out to have a bearing on the problem if 

    White 1 comes under attack.

    In conclusion, however-, one must repeat that the key factor deter-

    mining the suitability of a reducing move is the whole-board position.

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     Dia. 42

     Dia. 43

     Making preparations for reducing

    In the basic sequence of fuseki operations, reducing moves are pre-

    ceded by checking extensions (tsume, i.e. extensions that check exten-

    sions by the opponent). At that stage, you need to start mapping out

    your strategy and to decide whether you are going to aim next at

    reducing or invading.

     Dia. 44.  If Whitemakes the conservative

    extension to 1, he is

    clearly aiming at the

    shoulder hit at 'a'. If he

    played 'a' after extending

    to 'b', Black would push

    up at 'c', whereupon

    White 'b' would becomea bad move too close to  Dia. 44

     — 23 —

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    a strong enemy position. Furthermore, White 1 has the effect of mak-

    ing Black 'd' less attractive for Black; in contrast, if White 1 were at 'b',

    Black 'd' would have good follow-up moves, such as jumping sideways

    to 'e' and invading at 'f'. The conservative extension of 1 makes thesemoves uninviting for Black.

     Dia. 45.  White 1 aims

    at invading at 'a'. If 

    Black subsequently ex-

    pands his position with

    2, White either competes

    territorially with 'b' orreduces from a different

    direction with 'c'.

     Dia. 45

    Before reducing, you may want to make preparatory manoeuvres to

    make the reduction most effective. In Dia. 46, beginning with the

    shoulder hit at 3 is bad;

    Black builds thickness by

    pushing up at 'a'. How-

    ever, if White first forces

    with 1, strengthening his

    corner, then 3 is good.

    Black 'a' now would

    probably make Black 

    overconcentrated.  Dia. 46 

    There are also standard probes that one can play.

     Dia. 47.  White 1 is a typical probe (see Enclosure Josekis,  page 2).

    White intends to switch elsewhere, but first he wants to see how Black 

    responds, so that he can decide whether to aim at reducing or invading

    later on. If Black 'a ', White is satisfied with getting 'b' for later; he would

    probably stop worrying about the black moyo and switch to 'c', strength-ening his position there.

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    If Black answers 1 at 'b', the hane at 'a' becomes possible; that makes

    it easy to invade at 'e', so White can switch to 'd'.

    If Black answers 1 at 'f', then White can use the contact play at 'g'

    to reduce Black's moyo;

    if instead at 'h', White

    crosscuts at 'a', setting

    up various forcing moves.

    Naturally White has to

    watch the timing of 1; if 

    he gets it wrong, he just

    helps the opponent to

    strengthen himself. Dia. 47 

     Dia. 48.  The 3-3 contact play

    Black 'a', White aims next

    at 'b' or 'c'; if Black 'b',

    White will be satisfied

    with having created the

    aji of White 'd', so hewill now focus on the

    side, reducing at 'e', for

    example.

    is another well-known probe. If 

     Dia. 48 

    There are many other possible probes. For example, you can peep

    at the opponent's weak points to see whether he connects or counter-

    attacks, or you can play on the outer margin of his moyo to see whetherhe defends it or counterattacks.

    Whatever you do, you should at least investigate the possibility of 

    making preliminary manoeuvres or playing suitable probes in order to

    maximize the efficiency of your reducing moves. Just because it is safe,

    a reducing move should not be played too facilely.

    ConclusionTo round off our discussion, let's review the main points.

    First, it is only natural to observe the basic fuseki priority of playing

    extensions and checking extensions  (tsume)  first; if the opponent has

    defects in his defences, you have to decide whether to invade or reduce

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    or whether just to watch developments a little longer. Then you have to

    evaluate the overall position and decide where you are going to reduce

    and with what objectives. If you can, you should make preparations to

    maximize the effectiveness of the reducing move, then force your op-

    ponent's hand by striking at the vital point.The actual patterns involved in reducing manoeuvres are straight-

    forward, and since you are approaching the opponent's stones from the

    centre, there's a high degree of safety. However, reducing also entails

    helping the opponent to solidify his territory, so if you have set your-

    self the wrong objectives in the context of the overall position, you

    may  just give the opponent a helpful push into the lead.  If   you go

    wrong  in the depth of the intrusion, your reducing move could reveal

    itself as slack or as an egregious overplay. Whenever you are consider-

    ing a reduction, you must carefully compare it with the alternative in-

    vasion, basing your analysis on a hardheaded appraisal of the whole

    board.

    Footnote:  a large life-and-death problem

    Plunging headlong into

    a deep moyo sometimescreates a large-scale life-

    and-death problem.

    White counters Black 

    1 by making a determined

    attack with 2 and 4. That

    lets Black lay waste to

    the side territory with 5,

    but White continues hisattack with 6. If Black 

    were not confident of 

    saving his group, he would

    have to flee to 'a' with 5,

    leading to White 5, Black 

    'b'. White: Otake; Black: Fujisawa Hosai

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    REDUCING MOVE JOSEKIS

    CHAPTER TWO

    Reducing the Side

    As we have explained in the first chapter, reducing moves have a

    wider range of objectives than invasions and are keyed more to the

    overall position. Consequently, even though the patterns are quite

    simple, it doesn't pay to follow a certain pattern blindly without care-

    fully thinking out the objectives behind it and investigating the follow-

    up moves.However, it is often possible to analyse systematically the local

    variations. To some extent, josekis have been developed for such basic

    reducing techniques as the shoulder hit, the capping move and others.

    The large number of examples from actual games of fighting in large

    moyos built up from corner enclosures has yielded many local set pat-

    terns. The aim of Chapters Two, Three and Four is to present system-

    atically these set patterns in the corner, but there is no reason why theycan't be applied to sequences on the sides and in the centre. The main

    difference, of course, is that corner josekis are usually the opening

    moves of the game, whereas reducing-move josekis appear well into the

    game. In the sense of 'a set sequence made up of the best moves for both

    sides in the local situation', however, the concept is identical.

    Reducing-move josekis do not have as many variations as invasion

     josekis. However, they must be chosen in the context of the whole-board strategy, that is, they must take the overall position into account.

    In Chapters Two to Four, we will look at the three main categories of 

    reducing moves — on the side, attacking a corner enclosure, attacking

    the Chinese-style fuseki — and we hope to show how one's play varies

    according to the background and the objective of the reducing move.

    Of the three categories, reducing moves on the side are the proto-

    type of the reducing move. Learning their basic patterns is the starting

    point for mastering this technique. Moves such as the shoulder hit and

    the cap may look simple, but the opponent can make a wide variety of 

    responses, so these moves require a sound knowledge of the different

    patterns to gain success.

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    1. The Simple Shoulder Hit

     Basic diagram

    What action should White take against the black moyo? At this stage,

    with the game so open, there are plenty of possibilities, including the

    extension to 'a', the approach move at 'b', and the reducing moves 'c',

    'd', and 'e'. Here we will limit the discussion to 'c', the deepest reducing

    move; we will deal with 'd' and 'e' later, but here let's just note that

    these two moves would also aim at expanding White's own moyo.

     Basic Diagram•

     Joseki 1

    White 1 aims not just at reducing the bottom area but also at holding

    Black's right-side moyo in check. When Black has just one solitary stone

    being attacked, he first pushes up at 2 to make White heavy, then plays

    4 to stop him from getting a base on the side. This is the set pattern.

    Extending at 3 gives

    White a foothold for at-

    tacking the right side, so

    he is content to back-

    track with 5, which helps

    his left-side moyo, or al-

    ternatively to jump to-

    wards the centre with 'a'

    or 'b' .  Joseki 1

    The subsequent fighting depends on the overall position. Black muststrive to make the three white stones a target for attack; for his part,

    White will be very happy if he can make them operate as thickness.

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     Dia. 1 (after the joseki)

    In the local context,

    defending at 1 makes

    good shape. Another

    powerful strategy is to

    play Black 'a', White 'b',

    Black 'c', so that Black 

    can aim at the cutting

    point at 'd'.

     Dia. 2(White's follow-up)

    White aims at the 1-3

    combination, fixing up

    his shape while splittingBlack. In the context of 

    the overall position,

    plunging into the right

    side or jumping to 'a'

    might also be a good

    strategy.

     Dia. 3 (an extra push)Pushing up an extra

    move with 1 before slid-

    ing to 3 is a quasi-joseki.

    Black has to weigh the

    plus of his augmented in-

    fluence against the minus

    of White's additional rein-

    forcement. Note that 3

    at 'a' would leave bad aji.

     Dia. 4 (disagreeable)

    If Black omits the

    sliding move, extending

    to 3 instead, he doesn't

    like the result when

    White blocks at 4. Thismove affects the base for

    both sides and also re-

    duces Black's liberties.

     Dia. 2

     Dia. 4

    - 2 9 -

     Dia.3

     Dia. 1

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     Dia. 5 (Black keeps

     pushing)

    Black should only

    keep pushing up when hecan put his influence to

    really effective use. That,

    in turn, would imply that

    White's original shoulder

    hit was misjudged.

     Dia. 6 (keeping one step

     ahead)

    Black plays 3 when he

    wants to move into the

    centre ahead of White.

    White is left with 'a',

    however, so this is not

    really proper shape for

    Black.

     Dia. 7 (the question of  the right side)

    If Black turns at 3, he

    can take sente and switch

    to 5. White will aim at 'a'

    after 4. If White 'a' is

    painful, then 3 is prob-

    ably bad. If White 4 at'b', Black still plays 5.

     Dia. 8 (imperfect shape)

    If White jumps to 2,

    his shape crumbles after

    3 and 5. If White 6 a t 'a' ,

    Black 'b' becomes the

    vital point.

     Dia. 8 

    - 3 0 -

     Dia.5

     Dia. 6 

     Dia. 7 

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     Dia. 11 (simple extension)

    If Black 1, White plays

    lightly with 2. If Black 

    later pushes in at 'a',

    White won't answer at 'b'.

    White could, of course,

    also play 2 at 'a'.

     Dia. 11 Dia. 12 (heavy)

    Black 1 is heavy. If White 2, Black gets an ideal development with

    Black 3, White 'a', Black 

    'b', but there is a strong

    possibility that White willignore Black 1. Even if 

    White does play 2, there

    is no guarantee that he

    will answer Black 3 at 'a'.

     Dia. 13 (concentrating on defence)

    The aim of Black 1 is

    solely to defend the bot-

    tom area. Playing 2 im-

    mediately is unreason-

    able, but Black must

    realize that there are vari-

    ous ways that White

    could attempt to utilizethis aji.

     Dia. 14 ( giving way)

    If White  2,  having to

    answer submissively at 3

    is painful for Black. White

    can also play 2 at 'a'. In-

    stead of 3 -

     Dia. 12

     Dia. 14

    - 3 2 -

     Dia. 13

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     Dia. 15 (sabaki for White)

    Black 3 here gives

    White good moves at 4

    and 6. This hurts Black's

    right-side position.

     Dia. 16 ( thick but.. .)

    Cutting at 1 is about

    the best move Black has,

    but White now breaks

    into the right side. The

    question is how much

    use Black can make of his

    centre thickness.

     Dia. 17 (crawling)In most cases, crawling

    at 2 is submissive and in-

    sipid. Black may connect

    underneath with 4, but

    he gets a low position and

    bad aji. He can no longer

    expect to be able toattack White.

     Dia. 18 (just territory)

    If Black keeps crawling

    with 1 and 3, his territory

    is unimpressive. Now it

    is White who builds thick-

    ness.

     Dia. 15

     Dia. 16 

     Dia. 18 

    - 3 3 -

     Dia. 17 

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     Dia. 19 (a natural se-

    quence)

    Black 3 and 5, which

    give the same result as

    Dia. 12, are a morenatural sequence. In this

    position, White would

    probably invade at 6

    next.

     Dia. 20 (bookish)

    White 2 and 'a' make

    correct shape for connect-

    ing, but after defending

    at 3 Black aims at a

    fierce attack at 'b'.

     Dia. 21 (hard to link up)The aim of White 3 is

    to settle the group lightly

    and also to make it diffi-

    cult for Black to link up.

    If Black settles the shape

    with 4 and 6, White plays

    7; Black can play 'a', buthe gets a thin shape.

     Dia. 22 (light shape)

    If Black 1, White 2

    makes a light shape; the

    idea is to make miai of 

    'a' and 'b'. He can be

    satisfied with his re-duction.

     Dia. 22

    - 3 4 -

     Dia. 21

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     Dia. 23 (keeping White

    heavy)

    Black attaches at 1 to

    stop White from settling

    himself lightly. If White

    2, we get the same re-sult as in Dias. 15 and 16.

    White has cut Black's

    moyo down to size.

     Dia. 24 (precondition for 

    the clamp)

    Black only plays the

    clamp at 1 when he can

    face the fight after 2

    with confidence.

     Dia. 24

    2.  Shoulder Hit Against  the Two-Space Extension

    When you make the shoulder hit, you have to accept that unavoid-

    ably you are going to help the opponent to strengthen his stones. If it

    so happens that this makes him overconcentrated, that's just what you

    want. In view of this, the shoulder hit is most often deployed against a

    two-space extension on the third line.

     Basic diagram

    Shallow reducing moves like 'a' and 'b' let Black make a large territoryat the bottom. In some positions, that might be perfectly acceptable,

    but in the local context

    the shoulder hit at 'c' is

    more attractive. White

    wants to secure a foot-

    hold for attacking the

    right side while reducing

    the bottom.

     Basic Diagram

    - 3 5 -

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     Joseki 1

    Black 2 is the stan-

    dard reply to White 1. If 

    White 3, Black does his

    best to avoid becoming

    overconcentrated by

    moving out with 4, which

    makes correct shape.

    Playing 2 or 4 at 'a' would  Joseki 1

    make Black overconcentrated, as the space between the two-stone wall

    and the marked stone would be too narrow.

    White moves out with 5: he has his eye on an invasion of the right

    side. Depending on the surrounding positions, White might also play5 at 'b'.

    Black usually switches elsewhere next, as White 5 is considered as

    concluding the joseki, but continuing here immediately by harrying the

    white group might be a powerful strategy. Territorially speaking, Black 

    'c' is a big move, as it links up the black groups and stops White from

    getting a base; however, Black's group is already settled, thanks to the

    marked stone, so linking up a safe group would be a little slack. Dia. 1 (spoiling White's shape)

    One standard proce-

    dure for attacking White

    is to try to spoil his shape

    with 1 etc. The aim is to

    make White heavy and to

    reinforce the right side

    during the course of thesubsequent fighting.

     Dia. 2 (steady)

    Black 1, at the 'ear' of 

    White's shape, is a vital

    point: it menaces White's

    connection. If White de-

    fends at 'a', Black con-tinues with 'b'.

     Dia. 2

    - 3 6 -

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     Dia. 3 (the alternative jump j

    If White makes the other jump (the marked stone), Black forces with

    1 and 3. Black's aim after

    making White heavy is tocontinue by attacking

    with 'a', in the hope of 

    denying White an oppor-

    tunity to

    right side.

    invade the

     Dia. 3

     Dia. 4 (the 'ear')The less precipitate at-

    tack with 1 .which presses

    White to decide his stra-

    tegy, is also a strong

    move.

     Dia. 5 (low position)Solidifying Black's

    territory with 1 and 3

    takes the pressure off 

    White. The marked black 

    stone is now overcon-

    centrated.

     Dia. 4

     Dia. 5 Dia. 6 (light connection)

    Black 1 and 3 also make Black overconcentrated, so they are not to

    be recommended. White

    defends lightly with 4 or

    'c' or 'd', assuming that

    the Black 'a'-White 'b'

    exchange may be madeat any time. If Black 

    omits 3, White 3 makes

    White strong. Dia. 6 

    - 3 7 -

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     Dia. 7 (the jump )

    If White jumps side-

    ways to 3, Black settles

    the shape with 4 and 6.

    Peeping with 7 before

    connecting with 9 is

    correct timing.

     Dia. 8 (a severe attack)

    However, Black 3 is

    the vital point for attack;

    White's position looks alittle cramped. White 3

    in Dia. 7 is probably

    dubious, at least in this

    position.

     Dia. 9 (depending on the right side)

    Black 4 is a strongmove if Black has a solid

    position on the right side.

    In this position, counter-

    attacking with 5 at 6

    would probably be un-

    reasonable because of the

    marked black stone. After

    1 0 -

     Dia. 10 (attacking on a

    large scale)

    The sequence to 16

    follows. The marked

    black stone is overcon-

    centrated, but Black can

    look forward to making alarge-scale attack on

    White.

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     Joseki 2Even when Black has

    the two-space extension,

    2 and 4 still make good

    shape. If White 5, Black 

     jumps to 6. White 5 aims

    at reducing Black's lib-

    erties; jumping to 'a' in-

    stead would be a little  Joseki 2slack. The hane at 'b' instead of 6 would, in most cases, just help White

    to strengthen himself with 'c'.

    Compared to Joseki 1, this joseki takes more territory and scoops

    out White's base; the drawback is that Black cannot expect to mount

    much of an attack on White later. Even if White tenukis after 6, Black 

    has no severe follow-up. However, White can make good shape with

    White 'd', Black 'e', White 'f'. If White is feeling really aggressive, he

    might stake the game on an invasion of the right side instead.

     Dia. 11 (preparing for an aerial attack)Pushing up an extra move with 1 before sliding to 3 is also a powerful

    strategy: Black is aiming

    at attacking on top at 'a'.

    This threat may persuade

    White to jump to 4. As

    always, the drawback for

    Black is that the marked

    stone is overconcentrated.

     Dia. 12 (beware the ladder)

    The presence of the

    marked black stone robs

    White 2 of forcefulness.

    What is more, Black cancounterattack with 3 and

    5 if the ladder favours

    him. Dia. 12

    - 3 9 -

     Dia. 11

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     Dia. 17 (ignoring the bottom)

    Black can cap at 2 if 

    he wants to build up a

    strong centre position and

    is prepared to write off the bottom. If Black's

    neighbouring positions

    are solid, he might even

    have a crack at capturing

    White.

     Dia. 18 (encirclement)

    Black's attack at 2 isan attempt to encircle

    White. This drives the op-

    ponent into Black's own

    moyo, so he has to know

    what he is doing.

     Dia. 19 (wrong choice)

    When Black has made

    a three-space extension

    (the marked stone), the

    shoulder hit is a mis-

    take. Black 2 and 4 eli-

    minate the possibility of 

    a white invasion at 'a'.

     Dia. 20 (target for attack)

    If you make a shoulder

    hit against a really strong

    position, you just create

    a target for the op-

    ponent to attack. Leaving

    aside positions in whichsuch a deep reduction is  Dia. 20

    the only way to avoid losing, this strategy will get you into needless

    trouble and lead to a disadvantage.

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    3. The Capping Move

    One way to nip a moyo in the bud is to cap at precisely the point

    the opponent would like to jump to. The capping move works well in a

    great variety of positions and actually seems to be more common thanthe shoulder hit. As a rule, it is used against a stone on the third line.

    The opponent has vari-

    ous ways of answering the

    capping move. Here we

    shall just look at some

    simple positions, restrict-

    ing ourselves to the seven

    answers from 'a' to 'g' in

    the basic diagram. If you

    include the corresponding  Basic Diagram

    moves on the left side and tenuki, that makes a total of 13 answers.

    Incidentally, in addition to reducing, the cap also serves as an

    attacking move.

     Dia. 1 (an example from a game)

    In actual games, the

    position will usually be

    more developed than in

    the basic diagram. Here

    White 1 forces Black to

    defend at 2. White then

    makes light shape by

    moving out into thecentre with 3, which

    also aims at attaching

    at 'a'.

     Dia. 2 (example of an

    overplay)

    When the marked ex-

    change has been made,capping at 1 is unreason-

    able. White is in trouble

    after Black 2.  Dia. 2

     Dia. 1

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     Joseki 1

    Black 2, which follows the proverb, 'answer the capping move withthe knight's move', is the standard answer. Black of course has toanalyse the neighbouring positions or the overall position when deciding

    whether to play 2 on the right or on the left. The following are someof the criteria influencing his choice:

    play on the side where you can take the bigger or the more secureterritory;

    play on the side where it would hurt you more to have the opponentdrive a wedge through your territory;

    play on the side where you want to develop towards the centre.Experience in actual play is the only way to develop your ability to

    make the correct decision.Black 2 aims at attack-

    ing White with 'a' or attaking territory with 'b'.White's follow-up is tobreak up Black's territorywith 'c' or to emphasize

    the centre with 'd' or 'e'.  Joseki 1He could also flee lightly with 'f', postponing his decision about whatto do at the bottom. We shall examine all these options in order.

     Dia. 3 (shallow)

    If Black has solid neigh-

    bouring positions, White

    will be satisfied to force

    once more with 1 beforedropping back into the

    centre with 3. In some  Dia. 3

    positions, this might be sufficient to maintain overall balance.

     Dia. 4 (the ladder?)

    White plunges boldly

    into the side with a view

    to keeping the black groupsto the left and to the right

    separated. If the ladder is  Dia. 4

    unfavourable for White, then Black has the threat of 'a'.

    - 4 3 -

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     Dia. 5

     Dia. 5 (invading)

    White 1 is the correct

    point at which to invade.

    Black 2 is the standardresponse. If White con-

    tinues with 3, however,

    his group becomes heavy

    after Black 4.

     Dia..6 (extending sideways)

    If White 3, Black 4

    spoils White's shape. If White 'a' next, Black 

    plays 'b'.

     Dia. 6 

     Joseki 2Once having attached at 3, White must continue with the crosscut of 

    5, which is a tesuji for settling a group. This enables White to fix up his

    shape; the drawback is that Black also strengthens himself. Ideally, White

    would like to play 3 and 5 after making some preparatory manoeuvres

    to lead Black into an overconcentrated shape.

    Black 6 is the usual

    answer to 5. White's sacri-

    fice gives him two forcingmoves at 7 and 9, so next

    he can fix up his shape

    with 11. There are, of 

    course, other ways of 

    connecting besides 11,

    and on occasion White  Joseki 2

    might even switch elsewhere.

    There are other sequences, but this is the most basic pattern. How-

    ever, the result to 11 is ideal for White, so Black might make one of the

    various counterattacks available to him along the way.

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     Dia. 7 (depending on the

    ladder)

    Black ataris at 1 only

    when the ladder is favour-

    able. White will havetrouble settling himself 

    if he can't atari at 'a'.

     Dia. 8 (switch in strategy)

    White will most likely

    switch to the atari at 2

    when the ladder is un-

    favourable. Black's bot-tom area is broken up,

    but he has the conso-

    lation of being able to at-

    tack at 7. He could also

    fight the ko instead of 

    connecting at 5.

     Dia. 9 (unattractive)

    The atari on top at 1

    is not appealing. Even if 

    White just submissively

    follows orders with 2 and

    4, Black loses too much

    territory.

     Dia. 10 (reverting to

     Dia. 8)White can also counter

    with 2, aiming at the re-

    sult in Dia. 8. If Black 3

    at 4, White is happy to

    extend at 3. Note, how-

    ever, that playing 2 at 4

    would give Black the op-

    tion of connecting at 2.

     Dia. 7 

     Dia, 10

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     Dia. 11 (the thrust)

    Thrusting with 1 can

    be a very strong counter.

    If White 2, Black im-

    proves on his result inDia. 9 with 3 and 5. If 

    White plays 2 at 3 or at

    5, Black extends at 2 and

    welcomes the fight.

     Dia. 12 (pulling back)

    Pulling back at 1 is alittle submissive. White

    plays 2 and 4, or, if that

    is uninteresting, 2 at 4.

     Dia. 13 (fight the ko?)

    If Black answers 2 at

    3, he avoids giving White

    the two forcing moves in

    Joseki 2. The drawback 

    is the bad aji he gets after

    White 4. If next Black 'a'

    or 'b', a ko fight follows.

     Dia. 14 (gote)

    If Black 1, White takes

    sente with 2. If Black 

    doesn't add a stone at 3,

    his bad aji will be un-

    manageable.

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     Dia. 15 (refusing to fol-

    low orders)

    White plays 2, expect-

    ing Dia. 13. If Black cap-

    tures the white stone, he

    gets it, but Black might

    counter with 3. After 6,

    the continuation from

    Black 'a' to White 'd' is

    natural. Instead of 5 -

     Dia. 16 (heading for a fight)

    Black can also capture

    at 1. That will probably

    lead to a fight, with Black 

    cutting at 5.

     Dia. 17 (strongest)

    If the ladder is favour-

    able, Black can make thespectacular counterattack 

    of 2. A difficult fight will

    follow.

     Dia. 18 (regardless of the

    ladder)

    Black can counterat-

    tack even when the ladder

    is unfavourable, provided

    that he ataris at 1 before

    extending at 3. White has

    to choose between build-

    ing a base on the left

    with 2 here and making

    a counter-atari with 2 at3, in which case he tries

    to build a base on the

    right.  Dia. 18 

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     Dia. 19 (crude)

    In most cases, cutting

    bluntly with 2 and 4 does

    not work well. Whitebuilds a base with 5 and

    7: he is taking territory

    during the course of the

    fight, so his prospects

    look good.

     Dia. 20 (frontal clash)

    Resisting directly with1 and 3 is just what Black 

    wants. White's moves are

    too blunt.

     Dia. 21 (avoiding a fight)

    Black 2, trying to take

    sente without fighting,

    may sometimes be a good

    strategy. White 3 makes a

    light shape, White 'a' a

    thick one.

     Dia. 22 (tenuki)If the centre takes

    priority, Black may ig-

    nore 1 to attack at 2. If 

    Black 2 is a good move,

    that means that White 1was a bad strategic mis-

    take.

    - 4 8 -

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     Dia. 23 (a rap on the

    head)

    White 3 is a positive

    move which forestallsBlack 'a' and attempts to

    direct White's strength

    towards the centre. It is a

    special strategy which

    gives priority to central

    influence over reducing

    Black's moyo.

     Dia. 24 (solid)

    Black 2 is solid but a

    little submissive. White

    will move out around 'a'

    and aim at playing 'b'

    later.

     Dia. 25 (unreasonable)Attaching at 3 immedi-

    ately is usually an over-

    play. When Black counter-

    attacks with 4 and 6, he

    gets a stronger position

    than in Dia. 19 and

    White is heavier.

     Dia. 26 (satisfactory for 

    White)

    If Black 4, the result

    to 11 is painful for Black.

    The 1—2 exchange is a

    gain for White. Instead of 

    connecting at 10, Black 

    will probably choose to

    fight the ko.

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     Dia. 27 (also good for 

    White)

    Making the hane un-

    derneath at 4 gives White

    a good sequence from 5.In the result to 9, Black 

    has been forced to play

    much more submissively

    than in Joseki 2.

     Dia. 28 (sente for Black)

    Capturing at 2 is cor-

    rect. In this result, themarked exchange has re-

    moved Black's bad aji.

    Even if White plays 1 at

    3, capturing at 2 is still

    good enough for Black.

     Dia. 29 (gote for Black)

    If Black 2, Whiteusually extends at 3.

    Black 4 is a little slack:

    Black has let White build

    influence in sente.

     Dia. 30 (sente for Black)If Black pushes up

    once more, then connect-

    ing at 3 becomes sente.

    However, White 4 is thick 

    and the threat of White

    'a' has become more

    severe. White 2 at 'b' isout of the question be-

    cause of Black 2. If Black 

    3 at 'b', White plays 'c'.

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     Dia. 31 (aiming at the

    cut)

    Black 4 is a strong

    answer to 3. White might

    turn at 'a' before playing

    5; the latter move at 'b'would also make light

    shape. White controls the

    centre, so he is reason-

    ably satisfied.

     Dia, 32 (staking every-

    thing on the centre)

    Forcing with 3 stopsBlack from playing 4 in

    Dia. 31, but White can

    no longer aim at 'a', so

    there is an advantage

    and a drawback.

     Dia. 33 (leisurely)

    In most cases White 3will be too mild. Black 

    aims at 'a'.

     Dia. 34 (lightly, lightly)

    White plays very

    lightly with 3, keeping all

    the aji on the side in re-

    serve. This is a good

    strategy when 3 serves to

    expand a centre moyo.

    - 5 1 -

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     Joseki 3

    Black attaches at 2

    when he wants to expand

    his bottom territory onthis side. He accepts that

    White is going to get

    centre influence.

    White 3 is the standard

    answer. Black 4 rein-  Joseki 3

    forces the bottom area and forces White to defend at 5. Later Black can

    enlarge his territory with 'a' or secure the bottom with 'b', giving Whitecarte blanche in the centre.

    If Black does nothing, White can make a thick shape with 'c'. He can

    also aim at reducing the bottom area by attaching at 'd'. The point to

    bear in mind about this joseki is that Black attaches at 2 when he

    doesn't mind letting White strengthen himself in the centre.

     Dia. 35 (simple expansion)Black 1 and 3 build

    territory on the 6th line,

    but White gets so much

    extra influence that this

    might not be profitable.

    If playing Black 5 at 'a'

    is feasible, White will

    keep 4 in reserve.

     Dia. 36 (good shape)

    White 4 and 6 make

    good shape. In this posi-

    tion, however, White 4 at

    'a' feels right.

     Dia. 36 

    - 5 2 -

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     Dia. 37(seizingsente)

    The two-step hane of 

    1 and 3 is an aggressive

    measure to take sente.

    White 4 and 6 are good

    style, but Black achieves

    his aim with 7 and 9.

    However, White builds

    thickness, so the evalu-

    ation of this result de-

    pends on the overall

    position.

     Dia. 38 (protecting terri-

    tory)

    The exchange of Black 

    1 for White 2 is also com-

    mon. Black 1 at 'a' or 'b'

    is also possible.

     Dia. 39 (diagonal con-nection)

    White 1 works better

    in the centre, though it

    weakens the threat of 

    White 'a'. The continu-

    ation to 10 is possible,

    in which case White 11

    looks good.

     Dia. 40 (large-scale)

    Black 2 is just right

    for defending the side.

    White will aim at attack-

    ing with White 'a', Black 

    'b' , White 'c' later.

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     Dia. 41 (checkingBlack's

    expansion)

    White extends at 1 if 

    he wants to stop Black from expanding the bot-

    tom area, but then Black 

    2 is severe. If fighting

    with White 'a' is not

    feasible, then White 1 is

    probably dubious.

     Dia. 42 (compliant)

    Black 2 is just what

    White wants. White makes

    light shape with 3 for an

    ideal result.

     Dia. 43 (extending side-

    ways)The merits of Black 4

    are determined by

    whether or not White 7

    is feasible.

     Dia. 44 (what Black 

    wants)If White has to com-

    promise with 1, Black ex-

    tends at 2 and is satisfied.

    If White wants sente, he

    plays 1 at 3, followed by

    Black 1, but then the

    bottom becomes so large

    that the value of sente

    is diminished.

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     Dia. 45 (passive)

    If Black continues

    after Dia. 43 by defend-

    ing at 1, White is more

    than satisfied. In most

    cases, White 2 rather

    than 'a' will be the pro-

    per reinforcement.

     Dia. 46 (strengthening

    White)

    Black can take terri-

    tory with 1 and 3, but

    strengthening White like

    this is reprehensible.

    Black cannot expect to

    do well in the fight

    when he cuts at 5. The

    aji of White 'a' remainsa nuisance.

     Dia. 47(challenge)

    Will cutting immedi-

    ately work? When White

    counters with 2 and 4,

    Black resists with 5 and7. The result to 11 is

    satisfactory, providing

    the ladder works.

     Dia. 48 (centre fight)

    If White 2, Black 

    reduces his liberties byconnecting at 3. Every-

    thing will be decided by

    the centre fight.

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     Dia. 49 (avalanche)

    Sliding into the bot-

    tom area with 3 and 5

    effectively reducesBlack's

    territory. White is happy

    with his shape after 7. If 

    Black 6 at 'a', White plays

    'b', Black 6, White 7.

    White 7 at 'c' is bad be-

    cause Black 7 makes his

    position cramped.

     Dia. 50 (most unreason-

    able)Cutting at 1 is un-

    reasonable. White can

    settle himself with 2 and

    4 (or 2 at 'a') regardless

    of the ladder relationship.

     Dia. 51 ( hane on top)

    Black 1 leads to a diffi-cult fight after 2 and 4.

    If the fight is unreason-

    able for White, an alter-

    native is to make shape

    with 2 at 3, Black 2,

    White 'a'.

     Dia. 52 (counters to the

    contact play)

    White can choose be-

    tween 'a' and 'b' when

    Black attaches at 2, but

    before making up his

    mind one feasible strategy

    is to do something in the

    bottom right corner witha view to making the

    hane at 'c'.

    - 5 6 -

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     Joseki 4

     Joseki 4

    The aim of thrusting

    up at 2 is to secure the

    profit at the bottom and

    to deny White the chance

    to create any aji. White's

    only option is to extend

    in either direction, but

    then Black will play 4

    and 6 on the other side.

    In this shape, there is nothing tricky that White can try. Locally, his

    continuations are to split open the bottom with 'a' or 'b', to push alongon top with 'c', or to reinforce his shape with 'd'.

    Black 2 is not very aggressive, however, so there is a strong possi-

    bility that White will ignore it and switch elsewhere. In this position,

    for example, a good plan would be for White to invade at 'e' the instant

    Black starts to surround the bottom territory.

    Thrusting at 2 is not a move one plays unless one has to.

     Dia. 53 (very submissive)

    If Black 1, White

     jumps to 2. Black may

    secure the bottom terri-

    tory, but White gets cen-

    tre influence.

     Dia. 54 ( two-step hane)

    Black 3 (instead of 

    the extension at 4) is also

    possible. White 4 and 6

    are the standard answer,

    but in some cases Whitemay be able to resort to

    force by extending at

    'a' with 6.  Dia. 54

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     Dia. 55 (an overplay)

    Cutting at 3 is un-

    reasonable even when the

    ladder  favours Black.

    White makes shape with4 to 10 and can face the

    fight with confidence.

     Dia. 56 (White becomes

    heavy)

    If White 1, Black 

    always hanes at 2,making

    White heavy. Black 2 at

    'a', letting White jump

    again to 'b', would be

    unbearably submissive.

     Dia. 57 (one-space jump)

    Black may be content

    to play at 2, submissivethough it be, as it miti-

    gates the threat of 'a'.

    White will probably

    switch elsewhere, as Black 

    has no strong follow-up.

     Dia. 58 (the vital point)If White 1, Black 

    counterattacks with 2

    and 4. The marked black 

    stone now reveals itself 

    as a contact play at the

    vital point.

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     Dia. 59 (good shape)

    If White 5, Black de-

    scends at 6. The marked

    black stone is now muchmore useful in the fight

    than one at 'a' would be.

    N e x t -

     Dia. 60 (the threat of the

    ladder)

    White plays 1 to 5,hoping to use the threat

    of the ladder at 'a' to

    settle his stones. If that

    ladder is bad for Black,

    he connects at 3 with 2

    and should be able to

    handle the fight.

     Dia. 61 (the two-space

    extension)

    Unless White has in-

    fluence in that direction,

    extending to 2 is likely

    to be a slack move.

    Black has no prospect

    whatsoever of being able

    to attack White.

     Dia. 62 (making shape)

    White 1 works easily.

    Even if Black counter-

    attacks with 2 and 4,White has no trouble

    making shape up to 11.

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     Dia. 63 (squashed flat)

    If Black answers un-

    derneath at 2, White can

    be content to pull back at 3. If Black 4, White

    squashes Black flat with

    5 and 7.

     Dia. 64 (helpless to resist)

    Crosscutting with 3 is

    also good, of course.Black has virtually no

    way of resisting.

     Dia. 65 (the diagonal

    move)

    As a rule, Black 2 iscrude; Black's shape is

    spoiled when White

    pushes along at 3. If 

    Black 4 and 6, White

    attaches at 7; the best

    Black can do is to hane

    at 'a'.

     Dia. 66 (thickness)

    Extending at 1 stores

    up strength. Reducing

    with 2 is the safety-

    first move for White.

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     Dia. 67(counter-cap)

    If Black has strong

    neighbouring positions,

    he may return tit for tat

    by capping at 2. In somepositions he might even

    have a chance of captur-

    ing White.

     Dia. 68 (attacking from

    the outside)

    Black might also ig-nore the bottom in favour

    of building strength in

    the centre by attacking

    with moves like 2.

     Dia. 69 (where to defend)

    The capping move hitsat the centre of a more-

    or-less symmetrical shape,

    so the defender is faced

    with the problem of de-

    ciding which side to

    answer on. With the

    knight's move we enunci-

    ated some principles for  Dia. 69the defender: surround the larger or more secure territory, leave open

    the side where a splitting move won't hurt you, play on the side where

    you want to move out into the centre, etc. (see page 43).

    The problem in the position here is that the position is not perfectly

    symmetrical. Black's answer will have a big effect on the development

    of the game, so we should review the possibilities. A further compli-

    cation is that one has to take into account the subsidiary aims of thereducing move, such as reinforcing the opponent's position, preparing

    for an attack, and so on. These aspects will be analysed in detail in

    Chapter 5, but here we can look at the basic points.

    -6 1 -

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     Dia. 70 (taking secure

    territory)

    Black 2 is the standard

    answer. If Black had a

    stone at 'a', it would bemore than that: it would

    be essential. Invading at

    3 the instant Black de-

    fends is natural. This is

    the result White was hop-

    ing for.

     Dia. 71 (seizing theinitiative)

    However, Black takes

    sente with 1 and 3. Black 

    7 or 'a' then parries or

    mitigates the threat of 

    White 'b' and seizes the

    initiative for Black.

     Dia. 72 (the larger side)

    If Black 2, White in-

    vades at 3, leaving 'a' and

    'b' as miai (those weak-

    nesses make the right

    side the smaller one).

    N e x t -

     Dia. 73 (going on theoffensive)

    The correct counter

    for Black is to recapture

    sente with 1 to 11 so that

    he can switch to attack 

    with 13. This is a sure

    and steady developmentfor Black, though terri-

    torially the result is just

    a little slack.

    - 6 2 -

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     Dia, 74 (attaching)

    Black can also take

    sente with 2 and 4, then

    defend at 6. However,

    the overall picture is notso interesting for Black:

    White builds centre thick-

    ness and continues at 7.

     Dia. 75 (attaching on the

    other side)

    If Black 2 and 4 on

    this side, White shouldextend at 5. If Black 

    cuts at 'a', White sacri-

    fices with White 'b' to

    Black 'e', then invades

    at 'f'.

     Dia. 76 (thrusting up)

    If Black 2, then Whitehas to choose which side

    he wants to play on. The

    left side looks bigger, so

    White 3 is correct. White

    waits for Black to sur-

    round territory with 4

    and 6, then invades at 9. Dia. 77 (giving up the

    right)

    If White 3, Black 

    abandons any idea of 

    turning the bottom right

    corner into territory (be-

    cause 3 has limited itspotential). Black 6 at 'a'

    also looks good.

     Dia. 77 

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     Dia. 78 (ideal develop-

    ment)

    White 1 reduces

    Black's moyo and ex-

    pands White's. If Black 2,

    White immediately in-vades at 3. His strategy

    is working perfectly.

    White also threatens to

    strengthen himself by

    attaching at 'a'.

     Dia. 79 (correct for  Black)

    Consequently, in this

    kind of position Black 

    must move out towards

    the centre with 2.

     Reference diagram

    If Black 2 at 'a',White can play 'b', Black 

    'c', White 'd'. Given that

    Black needs to answer on

    the left, Black 2 is

    superior to 'e' because it

    makes it harder for White

    to play 'f'. White can con-tinue his reducing ma-

    noeuvre by moving out

    with 3, but Black main-

    tains territorial balance

    by laying waste to White's

    territory with 4. In this

    example from profes-

    sional play, the proverb,  Reference Diagram

    'answer the capping move with the knight's move', does not apply.

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    4. The Knight's Move

     Basic diagram

    We have already

    looked at White 'a' and

    'b' in this position, which

    is so open that there are

    many possibilities. In

    some games, White 1

    may well be the best

    move. How do you tell?  Basic Diagram

    The only answer is by having a good look at the whole board.

    White 1 is halfway between the capping move and the shoulder hit.

    White 'c' is a more severe follow-up with 1 than with 'b', so Black may

    defend at 'd'; if so, White enters at 'e'. Note that White's left-side moyo

    has not been weakened, as he can aim at pressing down on Black at 'f'.

     Dia. 1 (what White wants)

    If Black 2, White in-stantly invades at 3. The

    result to 14 is ideal. Next,

    White can aim at develop-

    ing his left-side position

    with 'a'. Instead of 8 -

     Dia. 2 (Black must resist)

    If he has any pride,

    Black should make some

    attempt to resist. If Black 

    plays 1, he can probably

    take sente.

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     Dia. 3 (a joseki for the

    overall position)

    Since White is aiming

    at pressing at 'a', Black 

    forestalls that by extend-

    ing to 2. This permitsWhite 3, but Black 

    switches to defence at 4.

    He is thinking of the

    whole board rather than

    the local position.

     Dia. 4 (forcing moves)

    From the same stand-point, Black might try

    attaching at 2, the idea

    being to get in some

    forcing moves before

    making the kosumi at 8.

    Joseki 

    The kosumi is a stan-dard shape move in re-

    sponse to the knight's

    move. It prevents White

    from pressing down on

    Black at the same point

    while aiming at press-

    ing down on White at  Joseki

    'a'. White can break up the bottom area with 3 and 5, but Black doesn'tmind as he was reluctant to defend at 'b' to begin with.

    Black 6 is the vital point: Black must crawl here to stop White from

    getting a base on the side. If White plays 7 to forestall a black hane be-

    tween 5 and 7, Black can choose between attacking on top at 'a' and

    defending territory while attacking with 'c'. Either way, in playing 2

    Black bases his strategy on attack; during the fighting he hopes either

    to defend his right-side moyo or to slide into White's left-side moyo.The position would, of course, be all the better for Black if he had an

    extension at 'd ' and it is with this in mind that he plays Dia. 3 or 4 above.

    - 6 6 -

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     Dia. 5 (emphasizing the

    centre)

    If the centre is more

    important than the side,

    White might prefer toplay 1, even at the cost

    of permitting Black 'a'.

    If Black dislikes the pros-

    pect of White 'b', he can

    answer 1 at 'c'.

     Dia. 6 (Black counter-

    attacks)When White plays 1,

    he hopes for Black 'a',

    White 'b', but in almost

    all cases Black will do

    better to counterattack 

    with