Weekly Go problems: Week 125

Here are the weekly Go problems for week 125.

Black plays first in all problems and all solutions are labeled ‘correct’. Have fun!

Easy Go problem

This is a tesuji you need to know. It’s all in the first move.


Download SGF File (Go Game Record)


Download the solutions to the easy problem as an SGF or PDF file.


Intermediate Go problem

Mastering this technique will see you through many difficult situations.


Download SGF File (Go Game Record)


Download the solutions to the intermediate problem as an SGF or PDF file.


Hard Go problem

Slow and steady doesn’t always win the race.


Download SGF File (Go Game Record)


Download the solutions to the hard problem as an SGF or PDF file.


Still want more Go problems?

You can find Go books packed full of life and death problems, tesuji problems and other valuable Go knowledge at the Go Game Shop.

Discuss other possible moves

If you have any questions or want to discuss any of these problems, please leave a comment below at any time. You can use the coordinates on the problem images to discuss a move or sequence of moves.

You can also download the solutions as a PDF or SGF file by clicking the links below each problem.

About David Ormerod

David is a Go enthusiast who’s played the game for more than a decade. He likes learning, teaching, playing and writing about the game Go. He's taught thousands of people to play Go, both online and in person at schools, public Go demonstrations and Go clubs. David is a 5 dan amateur Go player who competed in the World Amateur Go Championships prior to starting Go Game Guru. He's also the editor of Go Game Guru.

You can follow Go Game Guru on Facebook, Twitter, Google+ and Youtube.


  1. Nice hard problem. I don’t recall seeing it before.

  2. Nice sequence of problems

  3. An observation relating to the interface: If you play even the first move of a sequence marked as incorrect, you will immediately see a red X. This cheapens the problems unless you get them right on your first try. I think the feature should either be removed entirely or have an option to turn it off

    • agree

    • I disagree about cheapening the experience. I realize it’s a little jarring receiving a little red X every time get problem wrong — that is probably what you’re reacting to. However, this was intentional. It’s meant to encourage users to read rather than for users to try to seek out the right answer by trial and error. Reading practice is very important — it’s the only way to get better at Go.

      • The point is that the red mark appears immediately. To improve your reading, you have to explore wrong sequences as well, not just correct sequences. If you see a red X at the beginning of every wrong sequence, you might be tempted to think “oh well, no use wasting more time here, I already know this is wrong”. In a real game there are no red marks, nobody tells you if your move is wrong or not until it’s too late to go back.

        The old interface marked wrong sequences as wrong only at the end, which is the right approach in my humble opinion.

        • I understand it may be your desired option and it might make using the widget more pleasant for you. We must, however, make decisions about the right defaults for the player on GoGameGuru, to which some will say yea or nay. This, I believe, is the right default here, even though it differs from Eidogo.

          However, it may be reasonable to support this as a user-specified setting. I have added this as a note to https://github.com/Kashomon/glift/issues/29 — the settings button / window.

          • Hi,
            Usually I download the SGF files but I tried the glift interface for these problems and I like it better than the old one, good job!
            However, I agree with the others that setting the red mark at the end would be nice.

            And of course thanks for the problems. The hard one was just hard enough for me, my error was near the end (damned ko :)) but I got it right the 2nd time.

  4. >> It’s meant to encourage users to read rather than for users
    >> to try to seek out the right answer by trial and error.

    If this indeed is your primary goal then your reasoning is completely wrong. It is harder to solve the problem by trial and error if you are only informed about the solution being checked to be wrong after you have placed a considerable number of stones on the board. And it is easier if wrong branches of your search are cut off immediately. You should lure people deeper into the forest (of incorrectness) if you want them to think of consequences and start paying attention to where they should put their next steps.

  5. On second thought, what I said matters more if the solver’s goal is to spend less time on her trial and error and what you currently do may save her some time in exchange for some annoyance of early red crosses (one might think of adding an unpleasant sound, too). This effect — while purely psychologial — may overweigh. Unlike automated brute-force solvers, people are apparentely fine with spent time but are disturbed when someone tells them they are wrong too often.

  6. Hard problem kind of threw the sequence out there and made it obvious. I did like it but could we try a bit less obvious problem for the next?

  7. Younggil An says:

    Thanks Michael for your feedback. If this hard problem is too obvious for you, you’re already very strong. 🙂

    We thought there’re far more of kyu and lower dan players, so if we make it harder, it’ll be too hard for them.