Baduk TV English: Becoming 5 Kyu: Lesson 23

Becoming 5 Kyu is a Baduk TV series that aims to teach the fundamental knowledge required to reach 5 kyu. The presenter is Shim Wooseop 7 dan. This is lesson 23.

In Korea, 5 kyu can actually be quite strong, so even dan level players will find some useful knowledge here.

Lesson 23

Video: Becoming 5 Kyu: Lesson 23

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Transcript of the video



Translated by Oh Chimin 7d for GoGameGuru.com

Edited by David Ormerod 5d

Hello everyone, welcome to 'Becoming 5 Kyu', I'm Shim Wooseop 7d.

Recently I visited a new Go club, which my friend opened in a nearby city.

Many of his friends visited the club to celebrate the opening with him.

A visitor asked me for a four stone teaching game.

I accepted and we enjoyed the game.

It's unusual for people to ask stronger players for a game.

Courage is necessary if you want to get better at Go.

Sometimes one teaching game can affect your Go strength greatly.

Ask stronger players for a game if you have the opportunity.

Let's start today's lesson.

Let's have a look at the fuseki.

The sanrensei fuseki is the most practical one in handicap games.

You just need to learn some patterns.

If you've been watching this program, this sequence will be familiar.

It's always good to make a basic formation.

If you investigate the related variations carefully, you'll never forget them.

You can pincer here, but jumping is more common.

If white extends, black should approach here.

Here's the same joseki as before.

It's the basic variation.

We've looked into white's invasion on the right side.

Once you know the variations, you don't need to worry about the invasion.

As I said, the first move is very important.

Depending on the situation, black can kosumi from the other direction.

White has no choice but to push here.

This hane is the strongest response.

Of course, black cuts here.

This jump is a good tesuji.

Black has to protect the bigger moyo.

White can always live with the peep.

However, it requires great effort to get a good result.

This connection turns out to be the right answer.

We've been investigating this push.

As we saw last time, white couldn't get a good result with this move.

He has to find another move.

In this case, this atari is the only move.

So white can separate black.

It's hard to come up with this, because white has many cutting points.

Let's look at the double atari first.

White has to connect, then black will capture.

After that, white can hane. If black tenukis, this atari will be so big.

Black has to answer.

What do you think of the result?

Even though black's moyo looks nice, white's corner is very large.

I think white's territory is better than black's influence.

Instead of the ponnuki, black could play differently.

How about the extension?

If white answers, he'll lose the three stones on the right. It's bad.

Therefore, he has to rescue this stone. Then black will push here.

White can fall back happily.

There's some aji in black's moyo and in the center.

White's moyo looks massive. It isn't good for black.

Black needs to think of another move.

Up to here, it's one way street.

If black double-ataris, white can control the situation.

Let's try this atari.

Because of the ladder, white can't rescue this stone.

Black's territory is too big. It's no good.

White has to sacrifice stones on the left.

But before doing so, white should exchange this atari, to leave some aji.

After that, he can connect.

This atari is also sente.

Normally allowing two ponnukis is inconceivable.

But it's the only way to rescue the right side group.

After the sacrifice, white can fight by cutting here.

The focus is on the capturing race.

This atari isn't good, because white's group is stable, while black's isn't.

Before cutting white, this atari is essential.

Here's the capturing race.

Black has to increase his liberties.

When black pushes here, white can't block.

Now we can check out the outcome.

Black bumps, then white ataris.

If black connects, he'll lose the capturing race.

These stones have three liberties, but it's white's turn.

[And black needs to make an approach move.]

So black can't play here.

If white captures this stone, black's group will die.

Black can make a ko like this.

However, it's a one step ko.

If white saves his two stones, it'll be a normal ko.

But he won't play there. He'll be satisfied with the one step ko.

So the conclusion is that it's a ko.

Black's moyo looks great.

However, white's territory is considerable.

Since the ko favors white, it's even.

In summary, black can't get a good result with the push.

If black connects, he can keep his moyo solid and leave some aji to aim at later.

White's group is more flexible than it looks, so black shouldn't attack white.

Let's move on to the practical life and death problems.

Here's another practical variation.

These extensions have been exchanged, and the stones are quite close together.

In other words, this position is very solid.

But this hane is too simple.

Now black's moyo is impeccable.

Because of that exchange, white can't invade at 3-3.

Let's have a look at the peep.

It's an asking move.

If black responds here, this exchange is profitable for white.

White can hane here and play a forcing move later.

Moreover, he can push and cut like this.

The aji is unpleasant for black.

If black captures the two stones, white can cut here.

This move isn't a good idea. White will harass black by cutting here later.

It's humiliating.

Therefore, black should connect at once.

The bottom area is very solid, so white has to push here.

Can white survive in the corner?

The jump looks conceivable.

But if black bumps here, white won't get a good result.

In the last lesson, these extensions hadn't been exchanged.

White rescued the corner with this move.

How about playing here now?

Black has two choices.

If black hanes, white can't save his group.

Because this isn't a forcing move for white anymore.

Without the exchange, it was sente and white could live.

But now it isn't sente. White's dead.

Because of that, white has to sacrifice these two stones.

If black extends, white cuts.

If black blocks, white can capture these two stones.

Compared to the normal endgame play, it's a lot better.

If black connects, white should play here before connecting.

After that, he can make some points in the corner.

The owner of the corner has changed.

This is a success for white.

This attachment is the strongest response.

White can't gain anything with the connection.

Instead, he has to persevere.

Unfortunately for black, he can't extend here.

If black insists, this throw-in is a tesuji.

Even if black captures it, his group will die.

Therefore, this extension doesn't work.

Capturing this stone is the proper move.

Now we have one of the most practical tsumego patterns.

White has to hane first.

Then this extension is a wonderful move.

This hane isn't good.

This rectangular shape never dies.

White's group is alive with miai.

Black can't capture this group.

Therefore, black mustn't hane in haste.

This variation is easy to misread.

Many would come up with this move on first instinct.

If you can do that, you have a good sense for vital points.

But, in this case, it doesn't work.

Because white can hang tough with this move.

If black extends, this move is very calm and nice.

If black plays here, white won't connect.

Instead, he'll atari.

This group lives with miai.

So black has to play elsewhere.

In this case, 2-1 is the vital point.

If white ataris, black will counter-atari.

If white captures, black can cut here.

White's dead.

Because of that, he has to extend.

And now it's time to play on this the vital point.

White has to connect here. The ko is visible now.

But, before starting the ko, black should make this exchange first.

After white answers, black can start the ko.

But how should we assess the result?

This ko occurs from this position.

Undoubtedly, it's a big success for white.

If you learn how to make these sorts of invasions, it will help you a lot in actual games.

Thank you!

Baduk TV English at GoGameGuru.com