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Volume IV: Wattle Strategies
The Korean Go Association's
Learn to Play Go rVolume IV: Wattle
Janice Kim
Strategies
1 dan
Jeong Soo-hyun
9 dan
Drawings by Brian D'Amato
Good Move Press
Published by Good Move Press PO Box 6984 Denver, CO 80206 www.samarkand.net
All rights reserved. This book or any part or parts hereof may form without written permission from Good Move Press.
ISBN 0-9644796-4-8
Printed in Canada
not
be reproduced in any
Preface & Acknowledgements Edward Lasker, the well-known chess player, once said "If there are aliens, they play Go." Others have gone so far as to postulate that not only do aliens play Go, but that Go itself is a message from the aliens to us. One might wonder in that case what the aliens are trying to say. So far in my research I've been noticing recurring patterns in Go that Ispeculate hold the key to the aliens' code. Many of these patterns are documented here for the first time. I've taken the liberty of naming some of them, although this was an ago¬ nizing task, as in the case of the "Alien Symbol" (the "Poodle" being a close-running second choice). Throughout the text, "I" refers to Janice Kim, who is fully responsible for errors, omissions, and mistranslations of the extraterrestrial signals Ihave been receiving. As a way of making the "great pronoun debate" work for us, I've adopted the convention that Black is male and White is female.
Volume IV, the continuation of the Learn to Play Go series, assumes knowledge of basic ideas and terms covered in the first three volumes, including dual life, eyes and eye shapes, basic capturing techniques, haengma or the six basic relationships between stones, basic opening theory, and counting and scoring the game. Knowledge of Go terminology is de-emphasized, although the terms hane, sente, and atari are used fre¬ quently and should be familiar to the reader. Key terms to know are in boldface and described within the main body of the text, or in notes below the text when a fuller description would break the flow. .
This volume is designed so that any player who has read the first three volumes should have no inordinate difficulty understanding and using the information pre¬ sented — with the exception of the "Extra for Experts" sections, which may require deeper study to grasp fully. However, Istrongly believe that even much more experi¬ enced or higher-ranking players can benefit from studying the often-overlooked fun¬ damentals which this book endeavors to cover.
Thanks to my family, Michael J. Simon, Brian D'Amato and the D'Amato family, David Mechner, John Lee, and Barbara London. More thanks to Liz Shura, Valerie Blum, and the extraordinary Jonathan Englander and Bruce Price.
— Janice Kim September 1, 1997
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Part
The Middle Game Many people feel lost in the middle game. It's true that it's hard to know ifyou are making mistakes in the opening, so it may seem easier. And there are more stones on the board in the middle game, so it may appear more complex. But actually there are fewer places to play in the middle game than in the opening, and you are playing with more information, so don't let the middle game throw you.
Invasion and Reduction i.
The Difference
Knowing the techniques of invasion and reduction, and the difference between them, is crucial in middle-game fighting. Both techniques are used to neutralize your opponent's potential territory, but there is a big difference. In an invasion, you operate inside a hostile area to prevent it from becoming territory. A reduction works from the outside to prevent your opponent's area from getting any bigger. Invasions can be dangerous — there's a chance your stones may be killed when they are deep in your opponent's sphere of influence. Reduction is a safer way of playing. However, if an invasion suc¬ ceeds, it has a greater effect than a reduction.