The course of a game can be divided into three phases:
1st) The fuseki or start.
2nd) or medium game Chuban
3rd) Yose starting or end.
The fuseki is possibly the most difficult stage.
The beginner is the dilemma choosing an intersection to place
his stone when there are so many free. At this stage of the game must be
into account that the territory can be built more easily into corners.
Compare the number of stones that make needed to get 16 points of territory:
16 stones in the center. On one side: 12 stones.
In one corner 8 stones. Therefore, in the fuseki usually start
playing in the empty corners, and then on the sides of the board. The center is
always important, strategically, as in many other games, including football;
but it is more expensive to make territory, as more stones are needed.
Two examples of fuseki: 1) parallel Fuseki: where every player has
chosen to use one side of the board for arrange their forces.
2) Fuseki diagonal or Tasuki: Placement Cross stones evokes the form of a
tasuki, the cord with the samurai hold kimono sleeves.
Starting the beginning determines the development back in the game. Placing the
stones at this stage is like the formation of the skeleton of a child.
If done right, then the body will have a good structure to lean on.
Where? Very bad, no one matches? ...
Here? This I will tell you how it is not mosquito but his name, dragonfly,
They are called dragonfly, dragonfly small, bad example, this is great dragonfly, worst example
it ?, small dragonfly, enters and lives in ko does not make sense, it ?,
then we know, no ?, we know, here !, why ?, not going to go, why not ?, here comes and lives,
Why not here? enters and lives, have not done any point, this makes points
with much possibility of points ...
- Half game: chuban
The stones are filling the board and enter in contact with each other. It is like
the combat. This phase of the game has some resemblance
with chess. It is very important to know the technique of the game, know when a group
live or die, and learn to calculate different variants or combinations of plays.
- Endgame: yose
The territories are closing, and necessary
whet an estimate as accurate possible points that have or can get
to have each player.
Twelve, it ?, what points would, see, I ask,
this move I just made, how many points I have, more than 20 points,
I mean, the change would be far, this live, no ?, it lives and, well, then
black would play here or not ?, white here, black here, here white and black, it ?,
Who's next? white, fine, then, the yose for you to consider, consider the following,
If you play one you do not answer, because If you answer you're losing, you understand me?
so this is right ... next play right of black, if responding well, he has lost everything,
all ... then how will follow, here in the future, here,
it ?, you have seen the difference? ?, and how many points there are more than 20 ...
CAPTURE TECHNIQUES
- Escalera or shicho: better to lose only
a stone, and not increase the loss by adding more stones, because there is no escape.
Interleaved stones in the path of the ladder can change the outcome.
Consider this example ...
At the end: a heart! We see another case with the term JAL.
Capture ladder or Sicho in Japanese, It is one of the first things you learn on the go.
Here we have a situation atari for this white stone, you can escape
this white stone? Let's check it out. Black chases, escapes white, black, ah! you are right,
I managed to escape, because I make a mistake, let us repeat,
black, white, black, white, ...
I do not think ..., continue to the end,
indeed, she had no escape.
There is an old proverb that says
If you're not able to understand the stairs it is better not to go dedicate.
- Capture network (geta)
The stones have been trapped
Sacrificing stones (snap back) Hand over a stone, otherwise nothing is accomplished.
In some cases it is better not capture, as
It would be tantamount to swallow the bait and entrap.
LIFE AND DEATH OF STONES
Groups with two eyes are alive.
When a group of stones is alive means that It is invulnerable, an impregnable fortress.
This occurs as a logical consequence rules of capture. A group of stones
with only one eye can be captured because that eye can become the ultimate freedom
of the group. When the whole group is surrounded, enter the eye would not be suicide because
the whole group would be captured. Instead, with two eyes never comes into existence last
freedom, for at least two points those who can not enter: What are the two eyes
Enter either be suicide because the group is not captured, and
we still have freedom: the other eye. And also you can put two stones at a time.
Oh look! a stone in atari, indeed, would have to defend,
Now it's my turn, go, white He has totally dead,
what they should have done white? let's them ... Sure, it's
this is a false eye, there is only one eye for white, in fact, that white
He could have had two eyes, the position It should have been this.
If the adversary could enter one of both eyes, capturing stones, then
the eye is a fake eye. Although it is not the same group with two eyes
a group with an eye two intersections. A group with two intersections dies.
Three intersections can live if plays on the vital point.
With four or more intersections online He lives unconditionally.
Five free intersections may be insufficient to live.
And even six for the formation called rabbit, or even the vase.
During the game it may become necessary two eyes form a group to live,
or it may be sufficient simply to have the possibility of training them without
no stone add more.
This black group still has not made the
two eyes, but you can make when you need it, if white falls within the black territory
black plays and has two eyes, one and two. In Here is a mistake for black form
both eyes, because he loses a point of land, simply, just leave it,
It is alive and are four points of territory.
If a territory is very large, it should be
Also assess whether an invasion is possible the adversary. The invasion succeeds
If the invading group live in the invaded territory.
Never forget that while the stones continue on the board, continue to exert influence
and they have utility in the same manner as in nature nothing is wasted, and
everything is used or recycled.
CONNECTING YOUR STONES:
A proverb says that if you go have six groups on the board, at least one die.
This means it is best to join stones unturned.
Japanese terms used for They are most widespread in the West have.
Of course, the best way to understand He is practicing.
- Nobi: direct connection from a stone. In Overall it's a solid but slow play,
as we can see in the chart, where black cover less territory playing nobi.
But sometimes it is the best move; for example, to save a stone in atari; or to penetrate
in the territory of the opponent.
- Kosumi: athwart. No connection
direct, but can there be when needed.
- Bamboo Knot: a secure connection.
So there is a proverb that says: "Do not try breaking a lump of bamboo. "
- Watari: move is done in the first or second line connecting two groups.
- Tsugi: Connecting stones avoiding cuts. Contact with the stones of the adversary:
- Tsuke: Contact advances. A headstone itself in direct contact with another adversary.
- Kiri: Cut.
- Hane: move diagonally own stone
that comes into contact with an enemy stone.
- Boshi: "hat". Advances made a line
in front of an enemy stone, preventing It escapes or expansion towards the center of the board
Saltos:
. Iken-Tobi: jump line. . Niken-tobi: jump two lines.
. Keima: move similar to horse jumping chess.
. Ogeima: same as keima, but a long line.
. Monkey jump: In the endgame, Monkey jumping is one of the techniques
most important to reduce the territory the adversary.
SPECIAL SITUATIONS
The development of the game on the board produced
special situations. Here are some:
- Seki: Coexistence. Both players live.
Special case. In the corner: this training seki is not because the starting end, after
to eliminate all ko threats, could form a winning ko.
We see here the case of a double ko seki.
Here we see the so-called "thousand-year ko":
It is so called because, in principle,
neither player wants to play there.
- Triple ko: It is an exceptional case Tables can remember, because if
both players want it, come to a endless repetition of moves.
FORM AND STYLE
Good style is related to the effectiveness,
ie achieving certain goals with the least number of plays.
simply by observing the position of the stones on the board, and seeing their distribution
You can deduct the level of the players. A game between professionals always show
a distribution provided with forms beautiful and efficient.
There are ways of over-concentration of stones that are inefficient.
The best move, the correct play than ever It is sought which would fulfill the
After several objectives:
- Expand the territory.
- Reduce the territory of the opponent. - Ensure the stones themselves.
- Endangering the stones of the opponent. - and gain influence.
Strategic Concepts
Influence and territory
During the game should be produced a balance between the two aspects, as
concerned only one of them is harmful.
The stones do not serve only to build territory. They are instruments of force elements
power, and from that force can consolidate the territories at the right time.
At the beginning of the game it is not recommended
try to make sure territories, as the stones must respond in the most
satisfactory to constant fluctuations of the game. It is imperative to understand how
the game is evolving and where we must address the potential of our stones.
The fourth line is called the line of influence.
The third line of the territory. And second, the line of defeat because
it is achieved very little influence and very little territory.
Sabaki: It involves a rapid and agile development stones, serving a global goal
and long term. No emphasis is on saving stones individually.
Aji: Literally, "taste". One or more stones, which, although already lost, continue
It is a source of concern for the adversary, or a latent threat.
It is said that a position "has bad aji" when there are latent threats that the adversary
You can take advantage when the appropriate conditions are met.
Miai: Two points of equal value. If a player occupies one of them, the opponent will play in the other.
Furikawari: To exchange one group by another,
influence territory, etc.
Yosumiru: move by test performed
to see how it responds the adversary. It forces you to define and remove options to your
position, while maintaining their own.
JAPANESE TERMS
As an example, let's explain some terms the go in Japanese.
- Joseki. It is a series of plays studied relative to a corner generally
during opening or fuseki, involving a territorial division or exchange of
influence satisfactory for both players.
-St-san: the 3-3 point in any of the
four corners. It is a safe spot to live and make territory, but does not exert much influence
the rest of the board.
- Komoku: point 3-4. Takamoku: point 5-4.
- Hoshi (Star): the point 4-4. It's in
the 4th line, the call line influence. These points lead to many possible combinations.
- Kikashi: play that forces the opponent to answer.
- Hamete: move with trick or trap. Whether responds well, causing great losses to whom
makes, but if you guess wrong, earnings usually too large.
- Hasami: Pincer Attack. Two stones attacking another from two different sides.
- Moyo: broad outline territorial yet insured.
- Semeai: A fight or race between two groups wherein the amount of freedom available
each determines the result thereof. - Shibori: literally wring or squeeze.
Pressure is making some sacrifice keep the Sente, while the territory is reduced
adversary, or external influences is obtained.
- Sente: move if it is not answered causes
heavy losses. It means taking the initiative and choose where to play, setting the direction
the game that the opponent must follow.
- Gote: advances which need not be answered.
It means losing the initiative.
- Tenuki: Play elsewhere on the board,
without answering the last play of the opponent. Entails gain the initiative or sente.
- Tesuji: tactical move of great skill It solved a difficult situation.
PROBLEMS GO
As an example, we see some problems
of some difficulty, and their solutions.
Instruction game
We complete the game played in 1683 between Honinbo Dosaku and Yasui Sunchi
of previously we saw only the end
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