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Go strategy and tactics

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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. 2844: 2837: 2830: 2823: 2816: 2809: 2802: 2795: 2788: 2781: 2774: 2767: 2760: 2753: 2746: 2739: 2732: 2709: 2702: 2695: 2688: 2681: 2674: 2667: 2660: 2653: 2646: 2639: 2632: 2625: 2618: 2604: 2597: 2574: 2567: 2553: 2546: 2539: 2532: 2525: 2511: 2504: 2497: 2490: 2483: 2469: 2462: 2439: 2432: 2425: 2418: 2411: 2404: 2397: 2390: 2383: 2376: 2369: 2362: 2355: 2348: 2341: 2334: 2327: 2304: 2297: 2290: 2283: 2276: 2269: 2262: 2255: 2248: 2241: 2234: 2227: 2220: 2213: 2206: 2199: 2192: 2169: 2162: 2155: 2148: 2141: 2134: 2127: 2120: 2113: 2106: 2099: 2092: 2085: 2078: 2071: 2064: 2057: 2034: 2027: 2020: 2013: 2006: 1999: 1992: 1985: 1978: 1971: 1964: 1957: 1950: 1943: 1936: 1929: 1922: 1899: 1892: 1885: 1878: 1871: 1864: 1857: 1850: 1843: 1836: 1829: 1822: 1815: 1808: 1801: 1794: 1787: 1764: 1757: 1743: 1736: 1729: 1722: 1715: 1701: 1694: 1687: 1680: 1673: 1659: 1652: 1629: 1622: 1615: 1608: 1601: 1594: 1587: 1580: 1573: 1566: 1559: 1552: 1545: 1538: 1531: 1524: 1517: 1494: 1487: 1480: 1473: 1466: 1459: 1452: 1445: 1438: 1431: 1424: 1417: 1410: 1403: 1396: 1389: 1382: 1359: 1352: 1345: 1338: 1331: 1324: 1317: 1310: 1303: 1296: 1289: 1282: 1275: 1268: 1261: 1254: 1247: 1224: 1217: 1210: 1203: 1196: 1189: 1182: 1175: 1168: 1161: 1154: 1147: 1140: 1133: 1126: 1112: 1089: 1082: 1075: 1068: 1061: 1054: 1047: 1040: 1033: 1026: 1019: 1012: 1005: 998: 991: 984: 977: 954: 947: 933: 926: 919: 912: 905: 891: 884: 877: 870: 863: 849: 842: 819: 812: 805: 798: 791: 784: 777: 770: 763: 749: 742: 728: 721: 707: 684: 677: 670: 663: 656: 649: 642: 635: 628: 621: 614: 607: 600: 593: 579: 572: 3196: 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 2986: 2860: 2611: 2560: 1119: 940: 856: 756: 735: 714: 586: 556: 430: 4847: 3457: 2979: 2972: 2965: 2958: 2951: 2944: 2937: 2930: 2923: 2916: 2909: 2902: 2895: 2888: 2881: 2874: 2867: 2851: 2725: 2716: 2590: 2581: 2518: 2476: 2455: 2446: 2320: 2311: 2185: 2176: 2050: 2041: 1915: 1906: 1780: 1771: 1750: 1708: 1666: 1645: 1636: 1510: 1501: 1375: 1366: 1240: 1231: 1105: 1096: 970: 961: 898: 835: 826: 700: 691: 565: 549: 542: 535: 528: 521: 514: 507: 500: 493: 486: 479: 472: 465: 458: 451: 444: 437: 3004:
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.
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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.
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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.
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other ways. Right from the start, the White player's stones are under threat of separation, whereas Black starts with numerous potential connections.
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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.
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threat by White will force Black to choose between responding to the threat, and allowing White to recapture (thereby continuing the
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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
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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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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
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in order to defend a weak position or to achieve a local advantage such as securing territory.
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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
4600: 4492: 4401: 4358: 4097: 3794: 411:(invader) is forming a live group, thus exerting strong influence on a large area. 407: 258: 174: 4130: 4123: 3770: 4525: 4511: 4429: 4307: 4257: 4218: 3742: 3737: 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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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
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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: 3567: 2998: 3303:are important in higher level Go strategy. 3681: 3667: 3186: 3149: 369: 355: 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 3190: 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: 4889: 3642: 3429: 3278: 3082:Black group is dead as it stands. 3032: 4845: 3599:Tavernier, Karel (Spring 1998). 3455: 3376:moves and then play the largest 3194: 2984: 2977: 2970: 2963: 2956: 2949: 2942: 2935: 2928: 2921: 2914: 2907: 2900: 2893: 2886: 2879: 2872: 2865: 2858: 2849: 2842: 2835: 2828: 2821: 2814: 2807: 2800: 2793: 2786: 2779: 2772: 2765: 2758: 2751: 2744: 2737: 2730: 2723: 2714: 2707: 2700: 2693: 2686: 2679: 2672: 2665: 2658: 2651: 2644: 2637: 2630: 2623: 2616: 2609: 2602: 2595: 2588: 2579: 2572: 2565: 2558: 2551: 2544: 2537: 2530: 2523: 2516: 2509: 2502: 2495: 2488: 2481: 2474: 2467: 2460: 2453: 2444: 2437: 2430: 2423: 2416: 2409: 2402: 2395: 2388: 2381: 2374: 2367: 2360: 2353: 2346: 2339: 2332: 2325: 2318: 2309: 2302: 2295: 2288: 2281: 2274: 2267: 2260: 2253: 2246: 2239: 2232: 2225: 2218: 2211: 2204: 2197: 2190: 2183: 2174: 2167: 2160: 2153: 2146: 2139: 2132: 2125: 2118: 2111: 2104: 2097: 2090: 2083: 2076: 2069: 2062: 2055: 2048: 2039: 2032: 2025: 2018: 2011: 2004: 1997: 1990: 1983: 1976: 1969: 1962: 1955: 1948: 1941: 1934: 1927: 1920: 1913: 1904: 1897: 1890: 1883: 1876: 1869: 1862: 1855: 1848: 1841: 1834: 1827: 1820: 1813: 1806: 1799: 1792: 1785: 1778: 1769: 1762: 1755: 1748: 1741: 1734: 1727: 1720: 1713: 1706: 1699: 1692: 1685: 1678: 1671: 1664: 1657: 1650: 1643: 1634: 1627: 1620: 1613: 1606: 1599: 1592: 1585: 1578: 1571: 1564: 1557: 1550: 1543: 1536: 1529: 1522: 1515: 1508: 1499: 1492: 1485: 1478: 1471: 1464: 1457: 1450: 1443: 1436: 1429: 1422: 1415: 1408: 1401: 1394: 1387: 1380: 1373: 1364: 1357: 1350: 1343: 1336: 1329: 1322: 1315: 1308: 1301: 1294: 1287: 1280: 1273: 1266: 1259: 1252: 1245: 1238: 1229: 1222: 1215: 1208: 1201: 1194: 1187: 1180: 1173: 1166: 1159: 1152: 1145: 1138: 1131: 1124: 1117: 1110: 1103: 1094: 1087: 1080: 1073: 1066: 1059: 1052: 1045: 1038: 1031: 1024: 1017: 1010: 1003: 996: 989: 982: 975: 968: 959: 952: 945: 938: 931: 924: 917: 910: 903: 896: 889: 882: 875: 868: 861: 854: 847: 840: 833: 824: 817: 810: 803: 796: 789: 782: 775: 768: 761: 754: 747: 740: 733: 726: 719: 712: 705: 698: 689: 682: 675: 668: 661: 654: 647: 640: 633: 626: 619: 612: 605: 598: 591: 584: 577: 570: 563: 554: 547: 540: 533: 526: 519: 512: 505: 498: 491: 484: 477: 470: 463: 456: 449: 442: 435: 428: 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: 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4530: 4523: 4516: 4509: 4504: 4497: 4490: 4483: 4476: 4473:Igo Hatsuyōron 4469: 4462: 4455: 4448: 4441: 4434: 4427: 4419: 4417: 4413: 4412: 4410: 4409: 4404: 4399: 4394: 4389: 4384: 4379: 4374: 4369: 4363: 4361: 4355: 4354: 4352: 4351: 4346: 4341: 4334: 4329: 4328: 4327: 4320: 4310: 4304: 4302: 4298: 4297: 4295: 4294: 4289: 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: 4136: 4135: 4128: 4114: 4113: 4112: 4107: 4100: 4095: 4083: 4081:Capturing race 4077: 4075: 4069: 4068: 4066: 4065: 4058: 4053: 4046: 4041: 4036: 4029: 4022: 4015: 4010: 4005: 4000: 3993: 3986: 3979: 3972: 3965: 3960: 3953: 3948: 3943: 3936: 3929: 3922: 3915: 3908: 3901: 3894: 3887: 3880: 3873: 3866: 3859: 3844: 3839: 3831: 3826: 3819: 3814: 3807: 3799: 3797: 3791: 3790: 3788: 3787: 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houses 251: 246: 241: 233: 232: 228: 227: 226: 225: 217: 215:Life and death 212: 204: 196: 182: 177: 172: 167: 166: 165: 155: 147: 146: 145:Game specifics 142: 141: 133: 132: 126: 125: 117: 116: 31: 29: 22: 15: 9: 6: 4: 3: 2: 4890: 4879: 4876: 4875: 4873: 4858: 4855: 4853: 4852:Go portal 4848: 4843: 4842: 4839: 4831: 4828: 4826: 4823: 4821: 4820: 4816: 4815: 4814: 4811: 4809: 4806: 4804: 4801: 4799: 4797: 4794:Game record ( 4792: 4790: 4787: 4786: 4784: 4780: 4774: 4771: 4769: 4766: 4764: 4761: 4759: 4756: 4752: 4749: 4747: 4744: 4743: 4741: 4737: 4734: 4732: 4729: 4727: 4724: 4723: 4721: 4719: 4716: 4714: 4711: 4709: 4706: 4704: 4701: 4697: 4694: 4692: 4689: 4687: 4684: 4683: 4681: 4679: 4676: 4674: 4671: 4669: 4666: 4665: 4663: 4661: 4660:Organizations 4657: 4649: 4646: 4644: 4641: 4639: 4638:KGS Go Server 4636: 4635: 4634: 4631: 4629: 4626: 4624: 4621: 4619: 4616: 4612: 4609: 4607: 4604: 4602: 4599: 4597: 4594: 4592: 4589: 4587: 4584: 4582: 4579: 4577: 4574: 4572: 4569: 4567: 4564: 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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: 4458: 4451: 4444: 4437: 4430: 4423: 4337: 4323: 4263: 4226: 4219: 4199: 4192: 4183: 4140: 4131: 4124: 4117: 4103: 4086: 4072: 4061: 4049: 4044:Shoulder hit 4032: 4025: 4018: 3996: 3989: 3982: 3975: 3968: 3956: 3939: 3932: 3925: 3918: 3911: 3904: 3897: 3890: 3883: 3876: 3869: 3862: 3855: 3851: 3847: 3835: 3822: 3810: 3803: 3781: 3757: 3750: 3743: 3713: 3689: 3632: 3623: 3611:. Retrieved 3607: 3594: 3575: 3569: 3558:. Retrieved 3554: 3545: 3534:. Retrieved 3525: 3514:. Retrieved 3510: 3501: 3490:. 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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 195:) 187:( 112:) 106:( 101:) 97:( 87:· 80:· 73:· 66:· 39:.

Index


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Rules
Handicaps
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List of terms
Strategy and tactics
Opening
theory
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Life and death
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History
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Variants
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