Baduk TV English: Becoming 5 Kyu: Lesson 24

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 24.

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

Lesson 24

Video: Becoming 5 Kyu: Lesson 24

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Transcript of the video

Translated by Oh Chimin 7d for

Edited by David Ormerod 5d

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

A long time ago, I was collecting data and materials to publish a book.

The book was aimed at young children, especially beginners.

As I read other books, I realized something important.

There was a useful formula which I didn't know about.

It was about the size of a big eye in a capturing race.

A 4 space eye is worth 5 liberties, 5 is worth 8, and 6 is worth 12. [Ed: 7 is worth 17.]

I'd suffered from having to count liberties in such capturing races.

I realized that understanding the fundamentals is very important in Go.

Since then, I often look through Go books, even those for beginners.

I hope you'll make a habit of reading books. You can learn a lot from them.

Let's begin today's lesson.

We'll start with the fuseki.

We've nearly finished looking at the sanrensei formation (three stars in a row).

You need to familiarize yourself with patterns and use them in your games.

Sanrensei is even more common in handicap games.

This is one of the easiest josekis.

After that, white needs to prevent black from setting up a double wing.

Here's another simple joseki.

You need to make the patterns your own by studying them and playing them in games.

We'll finish looking at this invasion today.

You've learned about the fourth line invasion.

To state the conclusion first, white can't get a good result from it.

However, we need to investigate some more variations.

This kosumi is the best attack in this situation.

This hane is white's most severe resistance.

But black can cut and fight, because he has many stones nearby.

Because of that, white's in an adverse situation.

Black should enclose the wider side, forcing white to live on the inside.

This peep is white's only hope.

As you've learned in previous episodes, connecting here is black's best answer.

Sometimes players get greedy.

If black pushes, white can counter with this atari.

This time, we'll look into this atari.

If white rescues this stone, black will cut white and there's no weak point anymore.

If white connects here, black captures.

Let's investigate whether or not white can cut here.

If the corner is captured, white's territory will be better than black's ponnuki.

However, capturing the corner isn't easy.

Because white's group isn't alive yet either.

This tiger's mouth isn't good.

And if black jumps here, this attachment is powerful.

Even though it looks strange, this move is good.

Since the atari is sente, this group is quite flexible.

However, this attachment is still a good attack.

Black will hane and connect.

From here on, it's a one way street.

Up to here, black has no way to resist.

Black can't play here, so he has to connect first.

After that, he can atari and capture these four stones.

Locally speaking, white can capture the group with this move.

The problem is that this white group isn't alive either.

Black has many liberties, and he can attack white like this.

These moves are all sente.

White can't make two eyes anymore.

In contrast, black has a large number of liberties.

Therefore, white's attack is unsuccessful.

It was a very complicated variation.

So this atari seems quite plausible.

White can't get a good result with the push and connection.

Instead, he has to come out here.

Thanks to that exchange, black can push here now.

Without it, white could atari here.

In this situation, white has to connect.

Can black capture white with this move?

The focus is on the life and death of white's group.

If white plays here, black will peep.

Even if white connects, his group will die.

At this point, we need to think more carefully.

Remember, "The opponent's vital point is your own". Here's the vital point.

If your reading considers what your opponent wants to do too, you can often find a good move.

Because of black's weaknesses, this move is sente.

If black connects, this atari is sente.

After this move, white lives easily.

Even though black tried hard to attack, he gained nothing.

And this group is isolated.

It's similar to the variation I showed before.

In that variation, black extended here, enlarging his moyo.

But how about this exchange? It's very bad.

In addition, this black group is unstable.

So you need to get used to simple and proper moves.

If you become greedy, the outcome won't be very good.

Our study of these invasions has nearly finished.

What's the conclusion?

The basic variation is best.

When white peeps, you have to let go of greed.

Black can't succeed with this push.

Connecting here is the best answer.

I hope you'll remember this variation and review it.

If your opponent tenukis, don't forget to attack white.

It's a severe punishment.

Then white's strategy is a failure.

Because of that, white's invasion isn't good, in general.

But if you don't know these details, you may incur severe damage.

However, you can protect yourself by learning about it!

Let's move on to the practical tsumego problems.

This is a frequent variation.

Normally, black needs to extend here.

Tr: The video cut to a different position, and white's approached on the right after black's knight's move.

This jump protects the corner, while separating white. It's a good move.

But when black's stone is placed on the fourth line, there's more aji.

Many players believe that the corner is fine with the iron pillar.

However, there are some flaws in it.

Professional players like this jump.

For amateur players, this aji will be a burden during the endgame.

This is the safest move. You don't have to worry about the corner after this.

Let's have a look at the difference.

In this case, white can't do anything in the corner immediately.

If white invades, black has to play the strongest response.

It's hard for white to live inside.

He can make a ko, but it's very unnatural.

If black cuts, it'll be a ko, but he won't play here.

Instead, he'll atari, and it's still a ko.

Even if black falls back, white still has to win a ko to live.

2-1 is the vital point.

After black thows in, it's still a ko for life.

Besides the ko, black will get thickness the outside.

White doesn't need to play like this.

This peep is a forcing move.

Then, if white encloses here, black will have to spend many moves capturing the corner the corner stones.

In addition, black has to be careful of the bad aji in the corner.

Because of that, this knight's move is safer.

Since the invasion is unprofitable, white can jump here first.

Black might jump to avoid being enclosed,

But he's still vulnerable to this peep.

After the exchange, white can live in the corner so easily.

Black has to connect, then white can kosumi and live.

Black's effectively shut in.

White can threaten the corner with the kosumi.

And he can aim to invade the corner.

White can't live with the 3-3 invasion.

But, in this case, this is a nice move.

If black attaches, white has a good combination.

I guess you've seen this sort of move before.

If black cuts, white bumps here.

If black blocks, this move is sente.

If this group lives, black will be in trouble.

If black hanes, don't respond directly, pinch here instead.

Black can't connect because he has cutting points.

That's the aim of the kosumi.

So, is the attachment an overplay?

This move is also conceivable.

If black hanes here, white will connect.

Later on he can attach here, and attack the whole group.

Black will have to defend in gote. It's no good.

Can black capture this group?

This knight's move is typical in this sort of situation.

If black hanes, white cuts.

After that, white hanes here.

At this point, this throw-in is a tesuji.

It's a ko.

If white wins the ko, black's whole group will die.

So black can't choose this variation.

After this exchange, these moves are possible.

Even though white could make a ko, he'll extend here instead.

Some of you may recognize that this will be a 'bent four in the corner'.

According to the [Japanese] rules, white's usually dead.

But it's a different story if black's surrounding group isn't alive.

Black will have to start a ko in this case.

In conclusion, the knight's move is the best way to defend when white approaches here.

I'm looking forward to seeing you next time.

Thank you!

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