Baduk TV English: Becoming 9 Kyu: Lesson 11

Becoming 9 Kyu is a Baduk TV series designed to help you break through to the single digit kyu ranks. The presenter is Kang Nayeon 5d. This is lesson 11.

Lesson 11

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Transcript of the video



Translated by Oh Chimin 7d

Edited by David Ormerod 5d

Becoming 9 Kyu - Episode 11.

Hello everyone, welcome back to 'Becoming 9 Kyu'. I'm Kang Nayeon 5d.

There are many aspects of Go from which you can benefit.

Through the game of Go, you can make many good friends.

Go friends are valuable, because you can play with them all day, while talking about life.

So I'm inclined to get along with my Go friends better.

I hope you'll benefit a lot from Go, while making good friends.

Let's begin today's lesson!

Chapter 1 - Joseki

Today, we'll focus on the three space low pincer with the 3-4 point.

I'd say this pincer is the least aggressive one.

Nevertheless, tenuki isn't a good option for white.

If white does so, this diagonal attachment isn't a bad exchange, but a strong move.

We discussed earlier how this attachment makes your opponent strong.

And I said that there were two exceptions when playing this attachment.

Firstly, it's possible when you can take away your opponent's base and attack their group.

Secondly, when you can make your opponent's position over-concentrated.

This is an example of the first case.

So it's a good move now.

If white extends here, black attacks with a knight's move.

Now white's group is in danger.

Because of that, white shouldn't tenuki here.

White should respond somehow.

As with the two space pincer, white can jump out like this.

Since black played a three space pincer, how about a three space jump?

It's an overplay. Black will separate white immediately.

Therefore, the two space jump is a proper move now.

The one space jump isn't appropriate because it's too heavy.

In response, black will answer with a two space jump.

White can settle down with this attachment at anytime.

So white pincers here, and a battle will begin.

However, white's pincer is less powerful than when black plays the two space pincer.

Black has more space at the top, so you should take that into account.

Let's look at some other moves for white.

With the two space pincer, this kosumi works well.

But what about this pincer?

In this case, the kosumi is slack.

Let's suppose the sequence is the same.

After black extends, white wants to pincer and attack black.

But if black jumps out, white's top right group is too far away.

This attack won't be successful, so the kosumi is inappropriate with the three space pincer.

So what other options are there?

This attachment is a possible move.

Black should hane, then white plays a tiger's mouth here.

We saw how important this extension was in an earlier lesson.

After that, black should extend here or play a knight's move like this.

Now tenuki is possible.

If black plays here, white can jump here.

If black approaches from this side, white plays here.

So this group is safe.

Let's look at black's resistance.

Instead of the extension, black can also atari here.

In response, white should atari and sacrifice her stone with fighting spirit.

This atari is a good forcing move.

In this case, this black stone is further away than other pincers.

Therefore, black shouldn't try to connect his groups.

He should tenuki or aim to attack white.

This concludes our investigation of the three space low pincer.

To be honest, this pincer hasn't been played much in modern games.

That's because players prefer intense battles recently.

However, it will be helpful for you to know about this pincer and use it in actual games!

Chapter 2 - Fuseki

Today we're going to look at big moves played on the sides.

First of all, a pincer is one example.

Fundamentally, a pincer is played to attack your opponent by taking away their base.

Shall we try the pincer we just learned?

After this pincer, white has little space to extend along the side.

This is the main intention of a pincer attack.

Because of that, there's no 'four space pincer'.

In this case white can play a two space extension.

So it's an extension rather than a pincer.

That's why you've never heard of a four space pincer.

The three space pincer is generally the maximum distance that still lets you attack.

Let's discuss the benefits of a three space pincer.

It not only attacks white, but also expands black's moyo here.

Because of that, this move kills two birds with one stone.

If white is able to extend here, black's moyo will be erased, and attacking white will become difficult.

So this pincer is a very good move in this case.

Let's see another example.

Approaching on the side is also big.

In this case, this approach is a very good move.

If you can invade your opponent's moyo next, it's even better.

If white tenukis, this invasion works.

Even though white's position is well organized, white needs to defend after this approach.

Now this invasion is quite severe.

In response, white should attach and enclose black.

But bumping here is good. This extension prevents black from connecting, but it's dangerous.

If black pushes here, many weaknesses are exposed.

So blocking here is the proper answer.

Then black can connect and get territory easily.

If white manages her group badly, it will be floating in the center.

Approach moves are bigger when they create good followups like this.

To prevent black's invasion, white should jump here.

There's another type of approach move, in which you aim to attack.

In this case, this approach is a very good move.

That's because this move aims to attack white.

If white tenukis, black will slide here and chase white into the center.

However, locally speaking, this diagonal attachment is a bad exchange.

That's because white can't attack black, nor make black's position over-concentrated.

Since it makes black stronger, it's a bad exchange.

In fact, it's very hard for white to respond here.

That's why this approach is very good.

How about this corner enclosure?

Then white will extend and settle down. Black loses a good opportunity.

You shouldn't miss such vital points in the fuseki.

Now we'll learn about splitting plays.

When splitting your opponent's moyo, you need to look for a place where you'll be able to extend in both directions.

For example, if black approaches here, white can extend.

If black plays here, white can extend on the other side.

That's a splitting play.

This is one of the big moves on the side. Let me explain why.

If black plays in the middle of his moyo, it'll get a lot thicker.

If white wants to reduce the moyo, she has to invade.

If white invades at the bottom, the top part will be completed as black attacks the group.

If white invades here, black's bottom right is likely to get larger.

To prevent this, white should split here.

In response, black should approach from the side where he has a better moyo.

In some cases, it's possible to leave this area for later.

So black can decide where to approach at a later stage.

Let's look at our final example.

Invasions on the side can be excellent.

We often see this sort of position in handicap games.

In general, white players focus on speed in such games.

Without finishing the joseki, white approached here.

Some players like territory, so they enclose the corner like this.

Of course, this move is very good and worth one move.

But since white's position is very weak, this invasion is a nice move!

Even though white is stronger, she'll be surprised by this invasion.

By invading here, black separated white into two weak groups.

It's quite hard for white to deal with this situation.

So, even in handicap games, look carefully at each position.

When your groups are solid, you should punish your opponent's thinness like this.

When that condition is satisfied, you can invade no matter how early it is.

Today, we learned about various good moves on the side.

They were pincers, approaches, splitting plays and invasions.

I hope you'll apply these skills in your games to great effect!

Chapter 3 - Tesuji

This time, we'll focus on attacking tesujis.

Have a look at this.

White invaded black's moyo. I think this is too deep.

How can black punish white?

If black jumps like this, white will jump too.

After that, it's hard to capture this white group.

What if black caps here to prevent the jump?

White can easily escape with a kosumi. It's impossible to shut white in now.

Knight's moves win running battles - a knight's move is the answer.

White will try to escape with this attachment, but this hane is a good continuation.

White should extend, then black blocks here.

It's very hard for white to live on the inside.

In addition, even if this group is cut off, black can still live by capturing this white stone.

So white is in a difficult situation.

If you learn attacking tesujis like this, you'll be able to corner your opponents more often.

Let's look at some more examples.

This variation is a result of black's attachment and extension.

Many of you play this joseki.

According to the joseki, white should extend somewhere around here, but she tenukied.

How can black punish white here?

In this case, this pincer is a good attacking tesuji.

After this move, white's in trouble.

If white pushes, black strikes at the head of white's two stones.

We learned about bad shapes earlier.

Now white's forced to make an empty triangle.

If white hanes, cutting here is very powerful, and white's in big trouble now.

So making an empty triangle is inevitable. After that, black defends his weakness.

Then white's group is weak, without a base.

This knight's move will be a good forcing move later.

How about this kosumi instead?

This knight's move is still a nasty move for white now.

When your opponents tenuki here, you should pincer at the vital point to punish them.

In doing so, you can attack white and take control of the game!

Please remember these examples and use them in your games!

Chapter 4 - Life and Death

Let's see some practical life and death problems.

This sort of shape often appears in actual games.

Black haned here, then tenukied, assuming that this group was alive.

But it was the wrong idea.

White threw in here to capture the corner, but that was a mistake too.

If black plays well here, he can rescue his group.

How can black do so?

This tiger's mouth is the answer.

If white captures this stone, black makes an eye and easily saves the corner.

Therefore, this placement is a better choice for white.

However, blocking here is a good response.

Because of black's hane on the first line, white can't connect like this.

This would be self atari. So white should capture this stone instead.

By connecting here, black can capture this white stone and live in the corner.

It's an unsatisfactory result for white.

As I said, this throw in is a mistake.

In this case, this attachment hits the vital point.

Black should connect. Then if white descends here, black dies.

Even though black expands his eyespace, he can't rescue his group.

You'll encounter this sort of variation from time to time, so it's worth learning this tesuji.

Let's move on to the next problem.

This shape also appears quite often in real games.

White tried to capture black by throwing in.

Black has to play carefully to save his group.

In this case, making an eye is the answer.

When white makes this placement, black mustn't capture this stone.

If white connects, the whole group will die.

Instead, black should block here.

Because of this black stone, white will be captured is she connects here.

Capturing this stone is the only option, but then black can live by capturing this white stone.

This is a very useful tesuji, so I recommend that you remember it.

That brings us to the end of today's lesson.

If you have any questions, please send them in to me!

After looking at your questions, I'll respond to them!

Thank you!

Baduk TV English at GoGameGuru.com