403:. An important principle to follow in early play is "corner, side, center." In other words, the corners are the easiest places to take territory, because two sides of the board can be used as boundaries. Once the corners are occupied, the next most valuable points are along the sides, aiming to use the edge as a territorial boundary. Capturing territory in the middle, where it must be surrounded on all four sides, is extremely difficult. The same is true for founding a living group: Easiest in the corner, most difficult in the center.
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3421:) and vagueness - between playing a move that accomplishes too little and a move that tries to accomplish too much. Additionally, the stones already played are taken into consideration. The players aim not only at making efficient new moves, but also at playing moves that heighten the value of their previous moves, and at achieving maximum harmony in a global sense. One must strive to make each stone played important and valuable, that is, utilize its
3445:
it may gain, but on whether that move is sente. Generally, in the endgame, all the major areas are staked out— however, there are still points to be made, as well as possible ways to reduce the opponent's territory. A simple example would be a move that is dame (neutral point for you), but when filled in, it is sente, requiring white to fill a stone in their territory to answer. It would be thus said this is 'a one-point reduction in sente.'
3158:. Thick positions are important as they radiate influence across the board. An error that is often made by weaker players is to make territory in front of their thick position; this is inefficient because the player is likely to get that territory anyway. Doing so is also inflexible strategically, so invites enemy forcing moves at the border of the incomplete territory. Thickness is better used from a distance, as support for other actions.
418:) can be used to develop corner positions, and extensions along the side can be made. Usually, the center area is kept empty the longest. Plays are usually on the third or fourth line—the second makes too little territory, while the fifth is too easily undermined by a play on the third. A play on the fourth line is directed more towards influence to the center, a play on the third line more towards making territory along the side.
3062:. Groups can reach this state much earlier during play; a group of stones can quickly run out of options so that further play to save them is fruitless, or even detrimental. Similarly, further play to capture such a group is often of no benefit, except when securing liberties for an adjacent group, since if it remains on the board at the end of the game it is captured anyway. Thus groups can be considered "dead as they stand", or just
25:
3162:
push White towards its thick group. If Black is successful, the strength of the thick group may help destroy the invasion. Even if the invaders are not killed, the pressure exerted by the thick position can allow Black to profit from the attack, for example gaining territory or thickness in a neighbouring area whilst chasing the weak stones. A thick group can also support invasion of enemy spheres of influence.
138:
3129:. One major purpose of reading is to be sure that a local position can be neglected for a while. For instance, a player may be able to make gains by playing for a certain patch of territory. Yet, this play may be worth only a few points, and thus deemed unnecessary, depending on the state of the game. With confidence in one's reading, it becomes much easier to set priorities and switch around the board (see
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four liberties, while two adjacent stones in the center of the board form a unit with six; to capture the unit, an opponent would have to play stones on all of its liberties. Thus connected stones are stronger because they share their liberties. While two separate stones have a total of up to eight liberties, they can be captured separately from one another.
410:
in the corners, because in those places it is easiest to gain territory or influence. In order to be totally secure alone, a corner stone must be placed on the 3-3 point. However, if a stone is placed at a 4-4 point and the opponent invades, the first player can build a surrounding wall as the second
3444:
The endgame begins when large-scale contention over life and death, invasion, reduction etc. ends. Players then set about maximizing the boundaries of their territories while minimizing the opponent's territory. One must choose which of these moves is more urgent to play based not only on the points
3121:
One of the most important skills required for strong tactical play is the ability to read ahead. Reading ahead consists of considering available moves to play, considering the possible responses to each move, the subsequent possibilities after each of those responses, etcetera. Some of the strongest
3161:
For example, if Black has a thick group and a weak group nearby, and White attacks the weak group, Black can have its weak group run towards its thick group. If successful, the strength of the thick group will protect the weak group. Or, if White tries to invade near a thick group, Black can try to
3182:
A large part of the middle game of a game of Go may be spent by one player attacking the other player's weak group(s). What is important to remember is that in most cases the goal of an attack is not to kill the attacked group, but to gain territory or influence. The attack is more or less used to
3070:
would kill the enclosing group, thus freeing one or more liberties for the group that filled the space, can the play be considered. This can only be achieved if the liberties on the outside of the enclosing group have been covered first. Thus, enclosing an area of one or more liberties (called an
3069:
Groups enclosing an area completely can be harder to kill. Normally, when a play causes an area completely enclosed by the opponent to become filled, the group filling the area is captured since it has no remaining liberties (such a play is called "suicide"). Only if the last play inside the area
3003:
A fundamental Go strategy involves keeping stones connected. Connecting a group with one eye to another one-eyed group makes them live together. Connecting individual stones into a single group results in an increase of liberties; for instance, a single stone played in the center of the board has
3081:
In the top right Black has 4 eyes, making that group alive. In the bottom left, Black is not so lucky. That group only has one eye, with no hope of making a second, meaning that the group cannot avoid being captured. White can play at C3, then A5, then A3, then A1, but this is not necessary; the
3021:
In a handicap game, Black starts with two or more handicap stones played before White's first move. If played in the traditional places on the "star points", these stones will be useful for the purpose of connection and separation of stones played closer to the edge ("lower"), as well as in many
3141:
In order to build a harmonious position, usually in the opening, one does not place all stones on the third line (for territory), nor all stones on the fourth line (for center influence). "Harmonious" as used here is not just an aesthetic quality; rather, it stands for a balance in the overall
3169:
group is also one that is hard to attack, but for a different reason. If a group has a large number of options, often including the sacrifice of part of it, it is called light. Because it is usually impossible to take away all or almost all options, attacking such a group is very hard for the
3109:
Determining ahead of time whether a group is currently alive, dead, or unsettled, requires the ability to extrapolate from the current position and imagine possible plays by both sides, the best responses to those plays, the best responses to those responses, and so on. This is called
3240:
by taking a stone of White's. White cannot immediately recapture; the rules state that white must, for the moment, play elsewhere. White may believe that good strategy requires they eventually recapture, but Black, on their next turn, will have the option of ending the
3007:
Since connecting stones keeps them secure, an important offensive tactic is to prevent the opponent from connecting their stones, while at the same time keeping one's own stones connected. This act of dividing the opponent's stones into separate groups is called
3425:
or potential, to the fullest extent possible. Thus, choosing the correct direction of play requires not only a deep understanding of the value of thickness, but also demands a good sense of positional judgment from the players.
3090:), the opponent cannot simultaneously fill both of them with a single play, and thus can never play on the last liberty of the group. Such a group, or a group that cannot be prevented from forming such an enclosure, is called
3154:
An outward-facing position that cannot be attacked, that is, one which can easily get two eyes or connect to a friendly live group and so does not need to answer enemy moves close by, is called
3101:
groups. Much of the tactical fighting in Go focuses on making one's own groups live, by ensuring they can make two eyes, and on making the opponent's groups die, by denying them two eyes.
3417:
The direction of play is a higher level concept in the opening, relating to the efficiency of stones played on the board. This involves the important trade-off between overconcentration (
3078:
3118:, and it is a skill that grows with experience. Many players study books of life and death problems to increase their skill at reading more and more complicated positions.
385:
has simple rules that can be learned very quickly but, as with chess and similar board games, complex strategies may be employed by experienced players.
368:
3022:
other ways. Right from the start, the White player's stones are under threat of separation, whereas Black starts with numerous potential connections.
3014:
While one should generally try to keep one's own stones connected, situations exist where doing so would be a wasted move. Stones are considered
3074:) can make the group harder to kill, since the opponent must cover all of its external liberties before covering the final, internal liberty.
3409:
is as a kind of gambit where the player accepts a potential loss on the local level in order seize the initiative by playing elsewhere.
89:
3260:
threat by White will force Black to choose between responding to the threat, and allowing White to recapture (thereby continuing the
3086:
From this, it is possible to create groups that cannot be killed at all. If a group encloses two or more separate areas (two or more
61:
42:
361:
68:
3058:
At the end of the game, groups that cannot avoid being captured during normal play are removed as captures. These stones are
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306:
75:
4772:
3245:, for example by filling in the spot White would use to recapture. To prevent Black from doing this, White can play a
3583:
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108:
57:
4877:
3271:
threat should threaten more damage to one's opponent's position than the value of losing the ko. If the ko is then
3029:, where the stones are arranged so that they share fewer liberties than if they were deployed in a straight line.
4725:
4343:
3043:
A key concept in the tactics of Go, though not part of the rules, is the classification of groups of stones into
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controls the flow of the game and therefore has a significant advantage. A player usually accepts
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opponent and brings little advantage. A weak group which is too important to sacrifice is called
35:
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in order to defend a weak position or to achieve a local advantage such as securing territory.
3183:
restrict the opponent's options and make it impossible for them to make territory or influence.
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An example of inefficiency or poor coordination of stones in the context of connection is the
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A player whose moves compel the opponent to respond in a local position is said to have
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threat is a move that forces one's opponent to respond, or risk a punishing blow. A
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411:(invader) is forming a live group, thus exerting strong influence on a large area.
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3264:), or ending the ko, but having a damaged, poor position elsewhere on the board.
3122:
players of the game can read up to 40 moves ahead even in complicated positions.
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Groups which are not definitely alive nor definitely dead are sometimes called
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if no move by the opposing player could prevent them from being connected.
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3133:). Not changing gears at the correct time can be a loss of opportunity.
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3125:
In general, go players refer to analysis of positions as
3507:"Corners, then sides, then center at Sensei's Library"
406:
The first moves are usually played on or near the 4-4
3658:
3340:
means 'preceding move' (lit: 'before hand'), whereas
3452:
3355:. In most games, the player who is able to maintain
49:. Unsourced material may be challenged and removed.
3573:
4869:
3608:British Go Journal Nr. 110, Spring 1998, page 11
3574:Nakayama Noriyuki (1984). "Memories of Kitani".
3531:"The Opening – Corner, Sides, Centre – Magic Go"
3399:move and plays elsewhere, they are said to play
3322:
3307:
3066:, by both sides during the course of the game.
3388:play that prevents the opponent from making a
3372:) players typically try to play all available
3329:
3314:
3674:
3344:means 'succeeding move' (lit: after hand').
362:
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3303:are important in higher level Go strategy.
3681:
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136:
3655:about Go strategy, concepts, history etc.
3598:
109:Learn how and when to remove this message
3592:
3483:"Fuseki- Nihon Kiin Encyclopedia Series"
3076:
16:Techniques for winning in the game of Go
4870:
3601:"Analyzing Ko Struggles Theoretically"
3662:
3177:
3412:
3395:When a player ignores an opponent's
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388:
47:adding citations to reliable sources
18:
13:
4773:Taiwan Chi Yuan Culture Foundation
3275:, the trade was still beneficial.
399:The whole board opening is called
14:
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3082:Black group is dead as it stands.
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3599:Tavernier, Karel (Spring 1998).
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3376:moves and then play the largest
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414:After that, standard sequences (
23:
4726:All Japan Student Go Federation
3629:"Ko Threat at Sensei's Library"
3136:
34:needs additional citations for
4803:Games played with Go equipment
3621:
3543:
3523:
3499:
3475:
3225:
1:
3469:
3236:Suppose that Black begins a
3146:) connection of the stones.
7:
4768:Singapore Weiqi Association
4713:International Go Federation
3448:
3323:
3308:
10:
4894:
4480:Long Ode to Watching Weiqi
3551:"GoBase.org - Go Proverbs"
3437:
3288:
3229:
3104:
3036:
392:
4840:
4781:
4691:Chinese Weiqi Association
4673:Australian Go Association
4658:
4536:
4415:
4357:
4300:
4209:
4071:
3793:
3728:
3698:
3576:The Treasure Chest Enigma
3330:
3315:
2999:Connection and separation
315:Computers and mathematics
267:Players and organizations
58:"Go strategy and tactics"
4758:Mind Sports Organisation
4696:Hong Kong Go Association
4407:Lee's broken ladder game
4285:Nihon Ki-in Hall of Fame
343:AlphaGo versus Lee Sedol
4878:Go strategy and tactics
4746:Korea Baduk Association
4708:French Federation of Go
4668:American Go Association
4623:Monte Carlo tree search
4397:The Game of the Century
3351:; the other defends in
3187:Territory and influence
3150:Thickness and lightness
211:(corner-based openings)
4763:New Zealand Go Society
4703:European Go Federation
4678:British Go Association
4438:The Girl Who Played Go
4292:Professional handicaps
3688:
3347:One player attacks in
3203:This section is empty.
3083:
203:(whole-board openings)
4377:AlphaGo vs. Lee Sedol
3380:move on the board. A
3289:Further information:
3080:
4718:Irish Go Association
4520:The Surrounding Game
4073:Strategy and tactics
3016:tactically connected
180:Strategy and tactics
43:improve this article
4618:Future of Go Summit
4546:Computer Go UEC Cup
4387:Blood-vomiting game
4367:AlphaGo vs. Fan Hui
338:Internet Go servers
231:History and culture
124:Part of a series on
4808:Go and mathematics
4789:Benson's algorithm
4751:Myongji University
4392:Ear-reddening game
4372:AlphaGo vs. Ke Jie
4227:Dunhuang Go Manual
3651:, a collaborative
3178:Attack and defense
3084:
323:Go and mathematics
4865:
4864:
4628:Smart Game Format
4359:Games and matches
4313:Ranks and ratings
3413:Direction of play
3223:
3222:
2996:
2995:
2992:
2991:
395:Go opening theory
389:Go opening theory
379:
378:
292:Ranks and ratings
119:
118:
111:
93:
4885:
4850:
4849:
4507:Sensei's Library
4494:The Master of Go
4402:Kamakura jubango
4382:Atomic bomb game
4275:European players
3683:
3676:
3669:
3660:
3659:
3649:Sensei's Library
3637:
3636:
3625:
3619:
3618:
3616:
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3596:
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3538:
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3527:
3521:
3520:
3518:
3517:
3503:
3497:
3496:
3494:
3493:
3487:www.yutopian.com
3479:
3465:
3460:
3459:
3366:In the endgame (
3335:
3333:
3332:
3326:
3320:
3318:
3317:
3311:
3295:The concepts of
3218:
3215:
3205:You can help by
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4777:
4654:
4532:
4527:The Weiqi Devil
4431:The Divine Move
4411:
4353:
4332:Honorary titles
4308:Go professional
4296:
4258:Oskar Korschelt
4220:Classic of Arts
4205:
4067:
3817:Board positions
3789:
3724:
3694:
3687:
3645:
3640:
3633:senseis.xmp.net
3627:
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3511:senseis.xmp.net
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4568:
4563:
4561:AlphaGo Master
4558:
4548:
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4540:
4534:
4533:
4531:
4530:
4523:
4516:
4509:
4504:
4497:
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4476:
4473:Igo Hatsuyōron
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4288:
4287:
4282:
4280:Female players
4277:
4267:
4260:
4255:
4250:
4245:
4240:
4238:Four Go houses
4235:
4230:
4223:
4215:
4213:
4207:
4206:
4204:
4203:
4196:
4189:
4188:
4187:
4180:
4178:Empty triangle
4170:
4165:
4163:Opening theory
4160:
4155:
4153:Life and death
4150:
4145:
4137:
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4112:
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4095:
4083:
4081:Capturing race
4077:
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3037:Main article:
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145:Game specifics
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4794:Game record (
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4638:KGS Go Server
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4452:The Go Player
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3382:reverse sente
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3112:reading ahead
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302:Organizations
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259:List of games
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175:List of terms
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99:November 2016
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54:Find sources:
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32:This article
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26:
21:
20:
4818:
4795:
4731:Kansai Ki-in
4686:China Qiyuan
4566:AlphaGo Zero
4526:
4519:
4512:
4500:
4493:
4485:
4479:
4472:
4466:Hikaru no Go
4465:
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4086:
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4044:Shoulder hit
4032:
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4018:
3996:
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3757:
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3689:
3632:
3623:
3611:. Retrieved
3607:
3594:
3575:
3569:
3558:. Retrieved
3554:
3545:
3534:. Retrieved
3525:
3514:. Retrieved
3510:
3501:
3490:. Retrieved
3486:
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3235:
3214:October 2021
3211:
3207:adding to it
3202:
3181:
3171:
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3143:
3140:
3137:High and low
3126:
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3024:
3020:
3015:
3013:
3009:
3006:
3002:
413:
405:
398:
381:The game of
380:
307:Competitions
224:(Go puzzles)
219:
206:
198:
179:
163:professional
105:
96:
86:
79:
72:
65:
53:
41:Please help
36:verification
33:
4736:Nihon Ki-in
4576:Crazy Stone
4349:Tournaments
4301:Competition
4233:Emperor Yao
3963:Monkey jump
3933:Korigatachi
3829:Divine move
3419:korigatachi
3226:Ko fighting
408:star points
333:Go software
328:Computer Go
4825:Capture go
4606:Leela Zero
4581:Darkforest
4487:The MANIAC
4104:Shinfuseki
3560:2024-01-22
3555:gobase.org
3536:2024-01-22
3516:2024-01-22
3492:2024-01-22
3470:References
3405:. Playing
3384:play is a
3114:, or just
69:newspapers
4571:AlphaZero
4538:Computers
4253:9 Pin Zhi
4243:Four arts
4158:Mirror Go
4098:Kobayashi
4056:Thickness
3771:Clamshell
3730:Equipment
3708:Handicaps
3613:8 October
3463:Go portal
3430:Endgame (
3247:ko threat
3144:strategic
3099:unsettled
3053:unsettled
244:Equipment
158:Handicaps
4872:Category
4857:Category
4813:Variants
4643:Pandanet
4586:Fine Art
4459:Go World
4264:Oshirogo
4168:Proverbs
3700:Overview
3449:See also
3232:Ko fight
3010:cutting.
280:European
249:Variants
193:strategy
170:Proverbs
4633:Servers
4556:AlphaGo
4551:Engines
4513:Shibumi
4424:AlphaGo
4338:Jubango
4270:Players
4248:Hoensha
4211:History
4200:Tsumego
4184:Ponnuki
4110:Shusaku
4093:Chinese
3997:Myoushu
3976:Myoushu
3951:Liberty
3912:Kikashi
3834:Double
3751:Katsura
3267:A good
3127:reading
3116:reading
3105:Reading
275:Players
239:History
221:Tsumego
185:Opening
83:scholar
4742:Korea
4722:Japan
4682:China
4596:KataGo
4591:GNU Go
4193:Tenuki
4148:Ladder
4132:Taisha
4125:Nadare
4118:Jōseki
4087:Fuseki
4050:Tesuji
4019:Sabaki
4008:Pincer
3983:Nakade
3946:Ladder
3940:Kosumi
3891:Kakari
3884:Joseki
3870:Hayago
3856:tenuki
3766:Stones
3582:
3407:tenuki
3402:tenuki
3392:move.
3291:tenuki
416:Joseki
401:fuseki
285:Female
208:Jōseki
200:Fuseki
189:theory
85:
78:
71:
64:
56:
4819:Batoo
4782:Other
4648:Tygem
4601:Leela
4501:Ranka
4173:Shape
4143:fight
4039:Shape
4033:Sente
4013:Probe
3990:Nerai
3898:Keima
3852:sente
3811:Atari
3795:Terms
3782:Yunzi
3776:Slate
3744:Goban
3738:Bowls
3720:Rules
3604:(PDF)
3397:sente
3390:sente
3374:sente
3357:sente
3349:sente
3338:Sente
3309:sente
3297:sente
3280:Sente
3172:heavy
3167:light
3156:thick
3131:sente
3092:alive
3045:alive
153:Rules
90:JSTOR
76:books
4830:Sygo
4796:kifu
4062:Yose
4026:Seki
4003:Peep
3969:Moyo
3957:Miai
3926:Komi
3905:Kiai
3877:Jigo
3863:Hane
3854:and
3848:Gote
3842:Eyes
3836:hane
3823:Dame
3758:Kaya
3714:Komi
3653:wiki
3615:2013
3580:ISBN
3440:Yose
3432:yose
3423:aji,
3386:gote
3378:gote
3369:yose
3361:gote
3353:gote
3342:gote
3324:gote
3301:gote
3299:and
3284:gote
3282:and
3273:lost
3088:eyes
3064:dead
3060:dead
3049:dead
62:news
4611:Zen
4324:Kyū
4318:Dan
3804:Aji
3209:.
3072:eye
3051:or
45:by
4874::
4141:Ko
3919:Ko
3850:,
3691:Go
3631:.
3606:.
3578:.
3553:.
3509:.
3485:.
3336:.
3331:後手
3316:先手
3269:ko
3262:ko
3258:ko
3254:ko
3252:A
3249:.
3243:ko
3238:ko
3174:.
3165:A
3094:.
3055:.
3047:,
383:Go
191:;
130:Go
4798:)
3682:e
3675:t
3668:v
3635:.
3617:.
3588:.
3563:.
3539:.
3519:.
3495:.
3434:)
3334:)
3328:(
3319:)
3313:(
3216:)
3212:(
3142:(
370:e
363:t
356:v
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187:(
112:)
106:(
101:)
97:(
87:·
80:·
73:·
66:·
39:.
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