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1.
A bamboo joint can't be cut |
| 2.
Add a stone to the sacrifice on the third
line |
| 3.
Attach to make shape |
| 4.
Attack after making the other stones heavy
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| 5.
Approach from the wider side |
| 6.
Big groups never die |
| 7.
Capture a ladder as soon as you can |
| 8.
Capture what you cut off |
| 9.
Chess is a battle, Baduk is a war |
| 10.
Count your threats before starting a pae(ko)
fight |
| 11.
Cut to gain a liberty |
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12.
Defend while attacking |
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13.
Don't crawl any more than you have to |
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14.
Don't cut the one-space diagonal jump |
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15.
Don't give up key stones |
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16.
Don't make compact group of stones |
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17.
Don't make empty triangles |
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18.
Don't make only one huge territory |
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19.
Don't make two weak groups |
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20.
Don't touch stones you want to attack |
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21.
Don't try to surround an area with an open
skirt |
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22.
Don't try to surround the center directly |
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23.
Don't peep at a bamboo joint |
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24.
Don't peep at a cutting point |
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25.
Don't play near thickness |
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26.
Don't play pae(ko) theats that hurt you |
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27.
Each moves in a failed ladder costs seven
points |
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28.
Enlarge eye space to live |
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29.
Extend after the crosscut |
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30.
Extend three spaces from two stone wall |
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31.
Extend two spaces from a single stone |
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32.
Fill outside liberties first |
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33.
Give up worthless stones |
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34.
Good moves and bad moves are bedfellows |
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35.
If you lose four corners, resign |
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36.
If your stone is capped, play the knight's
move |
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37.
If high on one side, play low on the other
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38.
If you don't understand the ladders, don't
play Baduk |
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39.
If you're afraid of pae(ko), don't play Baduk
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40.
In a race to capture, take the pae(ko) last |
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41.
In the corner, four die and six live |
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42.
Keep inessential dansu(atari) till the end
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43.
Never push on the fifth or sixty lines |
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44.
One eye beats no eyes |
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45.
On the second line, Six die and eight live
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46.
Play in the center of a symmetrical formation
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47.
Play at the center of three stones |
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48.
Play first corner, side and center |
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49.
Play the first move in your upper right corner
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50.
Play vital points before big points |
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51.
There is death in the bend |
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52.
Sacrifice small to take large |
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53.
Strange things happen at the 1-2 point |
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54.
Start with the smallest pae(ko) threat that
works |
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55.
Strike at the head of two or three stones
in a row |
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56.
Strike at the waist of the knight's move |
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57.
Take territory while attacking |
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58.
The butterfly formation is bad |
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59.
The enemy's vital point is my own |
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60.
The larger eye wins the fight |
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61.
The one-point jump is never bad |
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62.
There are no ladders in a nine-stone game
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63.
The third line is for territory, the forth
line is for influence |
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64.
The tortoise shell is worth sixty points |
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65.
The second line is the line of defeat |
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66.
To reduce an opponent's large prospective
territory, strike at the shoulder |
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67.
Try to make the stork's wing formation |
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68.
Use the knight's move to attack, the one-point
jump to defend |
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69.
When you're winning, keep the game simple |
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70.
Win the stones, lose the game |
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1.
A bamboo joint can't be cut |
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A
bamboo joint is hard to cut because
there are two spots to be cut A and
B.
Therefore, it is one of the strongest
connections.
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Top
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2.
Add a stone to the sacrifice on the third
line |
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Abandon
a stone on the third line only after
you add another stone to make two stones.
This way, you can use all of 3. 5, and
7 as initiatives. |
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Top
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3.
Attach to make shape |
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When
making shape inside the opponent's territory,
attach to the opponent's stone.In the
reference figure on the left, Equivalent
points attaching with 1 makes a nice
shape of 3 atari, 2 bend or 11 stretch. |
| 10-¡â |
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Top
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4.
Attack after making the other stones heavy
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Before
attacking a stone, you have to make
the other stones heavy.Pincer with 3
can make the opponent ignore or 3.3
infiltration can make the opponent abandon
the territory.So you have to make the
other stones heavy before attack so
that the opponent may not easily abandon
the territory. |
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Top
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5.
Approach from the wider side |
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When
approaching from the opponent's corner,
approach from the wider side. If you
approach A, the narrow side, you will
be attacked. |
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Top
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6.
Big groups never die |
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| Big
groups never die. If the number of stones
spread all over never ceases to grow,
The possibility of life also grows.
So it would be better to attack and
gain proper advantages rather than just
to capture a piece. |
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Top
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7.
Capture a ladder as soon as you can |
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Capture
a ladder as soon as you canIf you do
not as seen in the diagram,all the stons
in "X" area become sun-su(sente)
and they loose power in oncoming battles
though they are hu-su(gote), you should
strike the ladder as soon as possible. |
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Top
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8.
Capture what you cut off |
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Capture
what you cut offIf you do not capture
with 2 and connect with A, Capture form
and thickness do not match with elsewhere.
From the Black's angle, he or she has
to cut off first what is opposite to
the side that is preferred to capture,
Because the opponent will capture what
is cut off. |
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Top
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9.
Chess is a battle, Baduk is a war |
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| Chess
is a battle,and Baduk is a war. It takes
a while to engage in many battles repeatedly
using various strategies to lead to
an end of a game.When playing Baduk,
you should never be discouraged over
one loss because another game is ahead
of you, and you should never be too
proud of one win unless you are sure
to win next time. |
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Top
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10.
Count your threats before starting a pae(ko)
fight |
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Count
your threats before starting a pae(ko)
fight.You may be embarrassed to know
you do not have threats when you reckless
start a pae(ko) fight.When you do not
have threats, pae should be reserved
and you have to build your threats somewhere
else. Then, it would be harder for the
opponent to respond. |
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Top
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11.
Cut to gain a liberty |
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In
the capturing race, cutting off like
1 ends up with gaining one move. Attack
by 3 will cause Atari by white and you
will die short of liberty.But cutting
off by 1 first forms a suicide that
prevents Atari. |
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Top
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12.
Defend while attacking |
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You
have to defend yourself while attacking.Bend-connect
with 1, 3 by Black weakens White's basis.
Black's corner forms a perfect house.
Without bend-connect, White will possibly
regain its strength and you will suffer
from 3.3 attack. |
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Top
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13.
Don't crawl any more than you have to |
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Do
not crawl any more than you have to.There
is no choice for White when Black's
move creates initiative, but you do
not have to extend as far as X.When
not in a specific situation, you should
not crawl any more than you have to. |
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Top
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14.
Don't cut the one-space diagonal jump |
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You
are not expected to win if you recklessly
try to cut 'the one-space diagonal jump'.As
seen on your left, trying to cut off
a white stone made 2, 4 precede and
the stone cut off by 6 became a bad
move.'the one-space diagonal jump'move
implicates many moves around so you
should not cut it unless you have perfectly
figured out reading. . |
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Top
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15.
Don't give up key stones
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You
have to know what is a key stone and
what is not.4 '¡ã' stones of black are
all insignificant but Black's '¤·' are
all key stones. You have to build up
key stones with 1 and find a way to
attack White's '¡à'.If you save 4 stones
with A, you will end up with making
insignificant stones heavier. |
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Top
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16.
Don't make compact group of stones |
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Compact
groups of stones do not work well. They
are heavy, yet less effective.When Black
makes a cut off with ¡ã, do not try to
save White stones but just keep extending
with A. |
| 6-¡ã |
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Top
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17.
Don't make empty triangles |
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Empty
triangles represent a very bad form.
When Black pushs on you with 2, you
have to take it with 3, then the empty
triangle of White's 4 and Black's 5
is inevitable. And still, a White stone
places on Black's vital point. As for
Black's 3, should-stick to A is a proper
move. |
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Top
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18.
Don't make only one huge territory |
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One
huge territory apparently looks huge.
But it is not that promising and is
forced to face too many end games. When
White makes a cut off with 1, put on
a hat around A and attack.The territory
will shrink, but you have to keep attacking
on White and take advantage elsewhere. |
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Top
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19.
Don't make two weak groups |
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Two
weak groups are hard to control. Though
there is a weak group on upper sides,
attack is made from right side.Brilliant
attacks by 2, 4 and 6, 8 from equivalent
points of A and B , and White is out
of control.You have to control weak
groups first so that they may later
work for next fights. |
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Top
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20.
Don't touch stones you want to attack
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Be
careful when touching weak stones. If
Black responds to White's attack by
'¡â' with placing stones lower than 1,
White will be easily controlled.Should-stick
to 4 brings about White's stand-up against
1, then you have to make 1 point jump,
slowly degrading the opponent's basis,
and attack. |
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Top
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21.
Don't try to surround an area with an open
skirt |
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Surrounding
an area with an open skirt does not
contribute to a territory.When 1 tries
to make a cut off, it would be better
to attack Black 1 than to protect the
territory with 2. Because you have to
watch A again later anyway, it's like
a blow on your face. |
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Top
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22.
Don't try to surround the center directly |
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| The
center looks huge but actually it is
not. And forming a territory in the
center requires blocking all four directions
in advance, which is also easily breakable.So
it would be better to start forming
a territory from a corner or a side,
and extend to the center from then than
to block the center. |
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Top
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23.
Don't peep at a bamboo joint
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It
dose not look good to peep at a bamboo
joint. Peeping with Black 1 does not
make a bamboo joint but moves of 2,
4 definitely creates peeping at a bamboo
joint.In this situation, just jumping
off to A is a good move. |
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Top
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24.
Don't peep at a cutting point |
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Watch
for a good chance to cut it when you
find a good spot to cut.Peeping and
having the opponent connect it is a
great loss. It is like you are willing
to get rid of the opponent's weakness.
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Top
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25.
Don't play near thickness |
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Do
not get too close to the opponent's
thickness because you will have weak
groups as soon as you are attacked.In
this arrangement, you are doing well
enough if you make a move around A.
This way, you will decrease the opponent's
thickness and protect your territory
at the same time. |
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Top
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26.
Don't play pae(ko) theats that hurt you |
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Don't
play pae(ko) theats that hurt youWhite
plays a pae threat with 1 and Black
takes it, and this ends up with great
loss because some moves remaining around
A which can easily get cut. If you play
pae threats too much, pae burden for
the opponent decreases accordingly.
So you may have a great loss though
you have won the pae(ko). |
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Top
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27.
Each moves in a failed ladder costs seven
points |
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Developing
a ladder is the last move that you have
to makeWhen thinking of adding a stone
that inevitably causes the opponent's
thickness after hitting the stone, each
moves in a failed ladder costs seven
points. |
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Top
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28.
Enlarge eye space to live |
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There
are many cases you have to enlarge eye
space to liveFor example, you can make
a shape to live by enlarging eye space.
But you have to be careful because there
are some cases where you have to make
a move at the vital point rather than
to enlarge eye space in order to live.
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Top
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29.
Extend after the crosscut |
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It
is advantageous to extend after the
crosscut. Abusing Atari cause the opponent
to strengthen and yourself to weaken.
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Top
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30.
Extend three spaces from two stone wall |
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As
seen in the diagram, it is suitable
to extend three spaces (to 1 or A) from
two stone wall (¡ã). It is easy to reconnect
after the opponent has cut it.
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Top
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31.
Extend two spaces from a single stone |
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As
seen in the diagram, it is suitable
to extend two spaces from a single stone
(¡ã). If you extend three or four spaces,
it is hard to connect it when the opponent
tries to cut it, and you will also have
two weak groups if the opponent's background
is strong. |
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Top
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32.
Fill outside liberties first |
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In
the capturing race, it is fundamental
to fill outside liberties as seen on
the right. Filling liberty inside 5
with 1 causes Black to be captured short
of one move. |
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Top
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33.
Give up worthless stones
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When
Black tries to cut off you with 1, it
is the worst move to extend to 3 in
order to save White's two stones. You
may save your ass but you still have
to crawl on the second line for a little
while. Just abandoning 2 and 4 to occupy
6 of great power is more promising for
White. |
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Top
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34.
Good moves and bad moves are bedfellows |
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diagram
1
diagram 2
|
Good moves and
bad moves are bedfellows. A move's final
fate is subject to detailed circumstances.
So it is important to make a move suitable
for the situation rather than to memorize
each move. In the diagram 1, Black's
1 is a good move. And in the diagram
2, Black's 2 is a bad move; it should
be placed on A. |
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Top
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35.
If you lose four corners, resign |
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Corners
are the best place for building a
house (crosses). If you give in all
of your 4 corners to your opponent,
You are unlikely to win. The corners
are important, so you have to make
a move at the corners first.
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Top
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36.
If your stone is capped, play the knight's
move |
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