Chapter Five Close Range Play 2: Shape Up!
Chapter Five Close Range Play 2: Shape Up!
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Chapter Five
Close Range Play 2
1
1
These plays, which are the conventional supported contact plays, are then
of primary interest. In each case Black 1 tries for the maximum advantage,
measured by getting over the gain line, while remaining close enough to the
initial Black stone to see some benefit from its proximity. Because of their
importance, and the variety of possible outcomes, we devote two pages to
each of them.
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2
3
C
D
R S
3
2
Q
P
(Left) Answer B is a butting play (4.5) and therefore usually bad shape.
(Right) After C Black may continue with P, Q, R, S or T.
2
3
1
1
4
Answer P allows White to give Black an empty triangle (left), but does
consolidate over the gain line. This pattern is sometimes seen, when both
the initial stones are on the third line. After Q, which is a more normal idea,
White can connect solidly (right); but might also play any of the x points
instead to cover the cut indirectly, or stick out at y.
Shape Up!
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1
1
3
(Left) A normal idea is for Black to extend at 1, one way into the basic
attach-extend pattern. Black 3 at A causes bad shape for both. (Right)
Answer S is a special purpose technique, used here to live quickly.
3
2
4
7
1 2
5
3 8
6 4
9
5 7
6 8
(Left) White should play atari at 2, and let Black live small and in gote.
Black A later will be big. (Right) This is a typical case of response T.
White 4 seems to allow Black life too easily, considering that Black played
away here. These two examples belong with the material of 12.1.
3 D
1 2
1
2
C
B
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C
D
4
2
5 3
Whites normal answers are A to D here. (Cf. also 4.4, for a shape to avoid.)
White at A can be said to depend on the ladder in the right-hand diagram.
3
2
4
3
2
If that ladder is good for White, and Black has to play atari on top (left),
White is doing well because of the cutting points marked x. (Right) White
at B simplifies the development to a trade of influence.
3
7
2
4
5
3
2
6
When White answers at C, two standard patterns may occur. (Left) The
attach-block shape made by Black 3 is a corner opening, in which Black 7 is
important to guard the nose weakness in the corner (see 4.3). (Right) The
attach-extend pattern again, which was met in 5.2 in another form.
Shape Up!
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C
B A
3
1 5
2
10
Before extending in the attach-extend pattern, one can play the bulge point
(3 in the left-hand diagram). In this case, Black leaves behind the useful
cutting sequence Black A, White B, Black C. (Right) There is this possible
capturing race in prospect. White 6 saves the corner, but Black is able to
play useful moves on the outside affecting the marked White stone.
Whites answer D makes it easy for Black to take the bulge point.
3 1
2
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This butting play (left) is for special purposes only. It doesnt aim to get
over the gain line. It loses out on influence, because Black 1 ends up so
close to White. The diagonal attachment (right) is still something of a loss,
and should be used to attack. In each case Black 1 is a local concession.
The steel post (left) works well sometimes, when Black can defend territory
to the left and also attack to the right. The footsweep (right) is a harderworking play, but has a weakness at A (see 7.5).
1
1
These are constructive plays for influence or central territory. They aim
only for a reasonable result, pushing back the opponent. In fact there are
real virtues in plays that leave the opponent wondering how to build power.
Shape Up!
70
1
1
4 2
3 2
3
4
(Left) Black 2 hane is the competitive way to reply. Then Black 4 is the
way to consolidate territorial gain. (Right) White may well cross-cut.
Fighting after a cross-cut is addressed in 7.1 and 7.2.
6
2 5
4
3
3
4
(Left) In the case of the angle play, Black can once more push across the
gain line. (Right) A cross-cut again; normally White 3 looks unreasonable.
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5.6 Ko lock
6
4 1 2
5
3
7
2
1
This is a new name, from China via South Africa, for an old idea. (Left)
The basic pattern. White 2 double atari will usually leave Black little choice
about capturing the White stone; and then White can block Blacks progress
upwards. (Right) White 7 completes the pattern, shutting Black in.
4 8
2
3 6
A
5
C D
B
What is effectively the same shape can arise with a different order of plays.
White 1 is a tesuji for some cross-cut fights. White 7 takes in the ko. Black
8 leaves White pondering whether to: play for influence with A, Black B; to
fight with C; or to repeat the idea with White D.
6 7
8 3 2 9
4 5
1
7
6
8
White 1 here is almost a trick play. With 6 Black falls for the ko lock (left).
Black should instead cut resolutely and fight (right). (See also p.106.)