Baduk TV English: Kim Seongryong’s 007 Lessons: Lesson 23

Kim Seongryong’s 007 Lessons is a Baduk TV series that teaches you how to deal with unusual moves, overplays and trick moves. The presenter, Kim Seongryong, is a 9 dan professional Go player. This is lesson 23.

Lesson 23

Video: Kim Seongryong's 007 Lessons: Lesson 23

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Transcript of the video



Translated by Oh Chimin 7d for GoGameGuru.com

Edited by David Ormerod 5d

Hello, it's the time for 'Punishing Trick Plays' by Kim Seongryong.

I remember there were many trick plays that troubled me when I was young.

They were mostly related to the 3-4 point, rather than the 3-5 and 5-4 points.

Other trick plays look hard to understand, but once you know them, they are nothing.

But 3-4 is different. It's a series of complicated variations.

I had no idea how many josekis I had to study to understand the 3-4 point.

Likewise, trick plays based on 3-4 are varied and complicated.

But, if you learn about them one by one, you'll be able understand the 3-4 point.

Let's look at today's topic.

Black plays the large knight's move.

This bump is tricky and there are many variations from here.

We'll look at this move today.

Now let's consider the low approach.

There are many josekis that start with this approach too.

In response to the pincer, black answers with a knight's move.

Surprisingly, white jumps as far as this.

An incredible trick is hidden behind this move.

We'll also examine this move.

In response to white's pincer, black often presses like this.

We've already looked at some variations related to this move.

However, what if white bumps here?

Because of this move, I found myself in trouble many times when I was young.

Obviously this extension is fair enough.

However, the trick play hasn't started yet.

After the hane, white will cut like this.

It's a typical trick play.

In this variation, there are some useful moves which you should learn.

If white extends here, it will be simple to answer.

For example, this jump is one possible answer.

But when white cuts, black has to answer, do something with his separated stone.

Otherwise, white will gain a large territory here.

Let's look at this atari.

This looks simple, but white will come out like this.

After these forcing moves, black has to defend his weakness.

But these stones will be captured in a net.

White's position looks so good.

Black can't rescue these stones because of his cutting point.

It's no good.

If you don't know the answer, you'll find it very hard to respond.

But if you're familiar with this pattern, it'll become much easier to handle.

Look at white's position.

Because this stone is placed on the fourth line, black can cut here.

White has to come out.

As I said earlier, black can't break through here, because his cutting stones will get hurt.

So black needs to block on this side.

After that exchange, jump here.

Black can increase his liberties with this move.

At the same time, he can aim to move this stone out.

So white needs to be well prepared for this.

When black jumps, white can't block here.

If black connects, he'll get many liberties.

White's in trouble.

That's because of this aim, which we'll look into later.

Instead, white has to push and cut.

This leads to the famous 'tombstone squeeze' in the corner.

And this is the best way to reduce black's liberties.

After this atari, sacrificing one more stone is important.

This is the key move.

And there's another important move after black captures these stones.

Don't forget the throw-in.

Then black has only three liberties.

After the atari, there are only two more liberties.

Even if black connects here, it doesn't help.

Black dies.

If black pushes here, he can't rescue his three stones when white ataris.

This is a very useful technique, so please master this sequence.

However, black can continue to play here.

After white captures the three stones, black can recapture.

White's shape isn't ideal either.

So this is one possible variation.

It was considered to be joseki a long time ago.

But this is better for black.

Because black has more potential than white.

So this is the best way to respond to white's bump.

However, there are more trick plays within this variation which we'll also study today.

This was a relatively simple variation.

As you've seen, all the moves are fairly straightforward.

After the atari, block here. It's not complicated at all.

If you remember to jump, you won't get into trouble.

Even though white can capture black's stones, black's fine.

But there's one thing you shouldn't miss.

There's a pattern in which some players make a mistake.

Because they mistakenly think both variations are the same.

Be careful of this move.

When white blocks here, some players attach, thinking they have more liberties than white.

But that's an illusion. White can still connect here.

Black's shape is worse than in the previous variation.

It's as if black had fallen back and white pushed in here.

Therefore, white's move is a trick play.

The solution is quite easy.

If you can find this throw-in, white will be in big trouble.

White has to capture this stone, and then move this stone out.

After that, attaching here is tesuji.

After black hanes, white can't atari.

So you can capture these four stones. Don't forget the throw-in!

So white's trick play is punishable.

But there's another one.

Instead of the push, how about blocking here?

This is a famous trick play.

Black needs to connect, then white will jump.

After that, black has to move his stone out.

If white pushes, black comes out again.

Since this trick play is popular, you need to prepare for it.

The crucial moment occurs after white hanes.

Remember to turn here, to ask white how she'll answer.

Normally, white should answer like this.

But, in this case, this kosumi is trickier.

Then black has to come out.

White has a plan when she kosumis.

When black ataris, white normally needs to atari underneath.

Since white has a weakness here, the corner is nearly alive.

Black's position is better and thicker than white's.

But white will atari here.

Capturing this stone isn't a good idea. It's quite different to the previous variation.

In this case, you have to extend here.

When white connects, you can cut.

It seems like white's in trouble, but this jump is a tesuji.

Don't be afraid of this move.

This is the most crucial moment. You must answer properly.

If black hanes, white will connect.

Black has to atari, then white can cut black.

White's sacrifice strategy works very well. It's bad for black.

So don't forget this move.

First extend here.

When white answers, ponnuki.

White has to capture black's three stones, then you can rescue the corner.

Black's already connected under, so you can capture these stones.

Black's position is much better than white's.

Don't be afraid to sacrifice these stones.

Remember to make a ponnuki. After you trade, you'll gain lots of points!

The ponnuki is the solution to white's trick play.

We've learned about the high approach.

However, this low approach is often played too.

It's called the "3-4 point low approach".

White has many choices.

This kosumi is the simplest response.

And these moves are all possible.

White can also attach like this.

As with the 4-4 point, this attachment is also possible. These are the simple answers.

Pincers are more complicated and there are many types of pincers.

These pincers are all playable.

Even this move has been played recently.

The variations of the 3-4 point are infinite.

The high approach is simple in comparison.

Whereas the low approach can become very complicated.

So beginners often favor the high approach.

Strong players tend to choose the low approach.

Lee Sedol 9p prefers this approach move and he's created many new josekis.

This one space pincer is the basic pincer, but it hasn't been played much by pros recently.

That's because white can't expect a good result from this pincer.

Recently, these pincers are quite common.

But this one isn't played very much anymore.

However, there are still many complicated josekis arising from this pincer.

If black plays a knight's move, white normally pushes and cuts.

This is the most common response.

Then black has to atari first.

If white plays a knight's move, black captures white's stone.

Or, white can move her stone out.

It's sort of simple. But what about this jump?

It's a classic, representative trick play.

We need to investigate how black gets into trouble.

Since white didn't push, many players would separate white, like this.

In fact, everyone would think it was obvious.

But how will you answer if white hanes here?

If you feel like you're being tested and insulted, you'll surely find yourself in danger.

But if you view this shape with suspicion and think carefully,

You'll avoid a failure and succeed.

Let me show you how black gets into trouble.

It's almost a catastrophe.

Some people will be tempted to separate white like this.

And they think white will end up with two weak groups as a result.

White will push and cut.

Then black will attack the corner, after exchanging this atari.

If white can't capture black's group on the outside, the corner will die.

But black's already fallen for white's trick.

When white blocks, black has no choice but to descend.

After that, here's another forcing move.

Inevitably, black has to answer.

At this point, white exchanges this move.

If black falls back, white will be able to increase her liberties.

White can't shut in black like this.

After exchanging ataris, black can cut and escape.

Without sufficient preparation, white will never enclose black.

However, white has a nice move.

There's a reason why white pushes here.

At this point, white needs to cut here.

After that, this atari is another good move.

When white ataris, black has to connect.

These exchanges make it possible for white to enclose black.

Since white's weaknesses are removed, black can't escape.

Inevitably, black has to capture white's group.

All these moves are sente.

Even this atari is sente!

After spending many of moves, black captures five stones - worth ten points.

Let me count how many points black gained. It's only 18 points.

White took sente and she can approach here.

White acquired an iron wall.

In contrast, it can be seen that black's stones are inefficient.

This is the worst of the worst.

It's an archetypal example of a trick play.

Even when you capture several stones, you can still end in failure like this.

That's why this is a representative trick play.

Let me show you a better response.

You should be careful when white jumps.

If you try to separate white, you'll end up in trouble.

Well, the first move is fine.

But when white hanes, never try to split white.

As soon as you do so, you're in trouble.

The answer is this jump.

The first thing to do is avoid being separated.

After that, white must connect somehow.

If she answers here, then black can now cut white.

After white defends, you can make use of the previous jump.

With this pressing move, you can harass white's stone.

You need to learn to play this sort of combination.

In order to do so, I recommend that you try to take a broader view of the board.

By attacking white, you can develop good influence on the outside.

There's another possible response.

This move is very thick and nice.

If white extends, black can separate white.

So white can't play like that.

Instead, she has to play a tiger's mouth. Then black ataris here.

After that, black extends. White's position is low and fragile.

On the other hand, black's is thick and great.

This white stone is too close to black's thickness.

So there are two possible answers.

These moves are the best counters against white's trick play.

Don't forget this move, or it will bring disaster to you.

Now it's time to review an actual game!

We'll look at a game played on the Baduk N TV server.

There were two problems that I'd like to point out.

Both of them are interesting. Let's have a look.

Look at the bottom right.

Even though black attached, there's still aji in the corner.

After white invaded at 3-3, black suffered greatly.

Let's look at black's mistakes.

The focus is on the bottom right corner.

Normally, this move is the best defense.

After that, white has to answer and you can tenuki.

But some players tend to attach here, to secure the corner more efficiently.

However, this kind of move is called "pointless sente".

In other words, it really isn't sente because you still have to defend after that move.

So it's nothing more than gote.

How about this defense?

Black secures the corner, but it's much worse than the shape I showed you earlier.

Black wanted to take sente, so he tenukied.

But it made the situation worse.

In a large knight's position, black needs to fall back.

Then black can minimize the damage and secure the corner somehow.

However, black was too greedy.

After exchanging this hane, black played a tiger's mouth.

But this position is vulnerable.

After white played this knight's move, black couldn't capture white's group.

White easily lived in the corner.

As a result, black lost his base.

But, at this point, white made a huge mistake.

When black attached here, white should've been more careful.

She should've haned and connected, then this group would've lived easily.

This attachment is a famous tesuji.

When there's more than one external liberty, white's alive.

It's a seki, so black would be in trouble.

Let's review this from the beginning.

I recommend that you remember this variation.

Black's attack was supposed to fail.

White's move order was wonderful.

Even if black attaches, white lives with the hane.

But white didn't play like this.

When black attached, white just descended here.

In this case, black has to push and aim at white's weaknesses.

He can also push and block here.

White still isn't alive.

But due to black's thinness on the outside, black can't play like this immediately.

However, it's still severe aji for black to aim at.

This cut was another big mistake!

This attachment was a great tesuji and white lived.

Black couldn't capture the corner.

If black ataris, white can counter atari, so this group's fine.

But the black player didn't know that.

Let me show you again.

When white descended, the push and cut was a big mistake.

If he'd blocked here, he could've made a ko.

But, unfortunately, he missed it.

Unable to capture, black peeped and extended, to try to attack white.

But that jeopardized the entire situation.

After this peep and extension, black's entire group was in danger.

It was the worst variation black could have chosen.

Black should've maintained his composure.

If he'd defended like this, it'd be a long game, despite the damage in the corner.

Black's aggressive strategy wasn't good at all.

White unleashed a wonderful counter-attack.

Because of that, black's whole group was in trouble.

This epitomizes the proverb "a bad move provokes another bad move".

Even if you make a mistake, you need to maintain your composure.

I hope that you'll get some new ideas from this game review.

When playing Go, you'll sometimes think about makeshift solutions.

However, if they're inappropriate, it can be worse than doing nothing.

This occurs quite often.

As a result, sometimes a big group can suddenly die.

When in doubt, you need to look again and defend.

Don't forget this, put it into practice!

Thank you!

Baduk TV English at GoGameGuru.com