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Opening Theory
Made Easy
Twenty Strategic Principles to
Improve Your Opening Game
by Hideo Otake 9-dan
translated by John Power
The Ishi Press
Tokyo • San Jose • London
Published by
The Ishi Press, Inc.
CPO Box 2126
Tokyo, Japan
Contents
Preface ..................................................................................... v
Glossary ................................................................................. vi
Chapter One
Fuseki Fundamentals
Principle 1
Corner enclosures aim at side extensions.................... 2
Principle 2
Be flexible in deploying from the star point.............. 10
Principle 3
Find the right pincer..................................................... 18
Principle 4
Have a counterplan to deal with invasions............... 26
Principle 5
The 5-4 stone aims at outside influence..................... 36
Principle 6
The 4th line is the line of development,
the 3rd line is the line of completion.......................... 44
Principle 7
Build box-like moyos.................................................... 52
® Copyright 1992 by The Ishi Press, Inc.
All rights reserved according to international law. No part
of this book may be reproduced by any mechanical,
photographic or electronic process, nor may it be stored in
retrieval system, transmitted or otherwise copied for public of
private use without the written permission of the publisher
originally published in Japanese by the Nihon Ki-in as:
Tsuyoku Naru Fuseki no Shintoku
Chapter Two
Good Shape
Principle 8
Family feuds waste resources ..................................... 62
Principle 9
Don't permit a hane at the head of your stones ....... 70
First Printing October 1992
Printed in the USA
Principle 10
You can never catch up if you push from behind .... 78
Principle 11
The empty, triangle is bad shape................................. 88
Principle 12
The ponnuki is worth 30 points .................................. 96
Principle 13
Don't atari automatically ............................................ 104
Preface
The stones do not come into contact very much in the
opening stage, so on the surface it seems reassuringly
peaceful. On the other hand, judging what the biggest
moves are can be perplexing. Everything is too vague -
it's hard to establish a criterion for evaluating different
moves. Yet if you neglect the fuseki, you can't hope to
make progress at go. After all, it's the basis of your whole
game.
The fuseki is certainly amorphous, but concealed within
it are a number of key points, points of crucial importance
to your overall development. Gaining an understanding of
what these points are is certainly a sure way to improve.
In this book I have selected what I consider to be the 20
key points of the fuseki and explained them with concrete
examples. This book is made up of three chapters, but the
division is not very significant. I recommend that the
reader treat my 20 principles as proverbs and familiarize
himself with them until they become second nature
factually several traditional go proverbs are included).
Knowledge of these principles will help you to develop a
deeper understanding of the fuseki and to master its basic
strategy. That in turn will make you a much stronger go
player.
I would like to thank the go writer Murakami Akira for
his help in putting together this book.
Chapter Three
Strategy
Principle 14
Attack the opponent by stealing his base ................112
Principle 15
Don't attach against weak stones ............................. 120
Principle 16
Try to kill two birds with one stone .........................128
Principle 17
Use thickness to attack ...............................................136
Principle 18
Keep away from solid positions ...............................144
Principle 19
Reduce a large moyo lightly ...................................... 152
Principle 20
Don't cling to stones that have served their
purpose......................................................................... 160
Otake Hideo
August 1985
Glossary
aji - potential (options, possibilities)
atari - the threat to capture a stone or a group of stones on the
next move.
Chapter One
Fuseki Fundamentals
fuseki - the opening moves of the game (usually defined as
lasting until the first fight begins).
gote - a move not requiring an answer; losing the initiative.
Compare sente.
A common pitfall in studying any subject is to rush
on to the more advanced areas before one has properly
mastered the basics. To avoid making that mistake, I
would like to begin by reviewing the fundamental prin-
ciples that really are basic to an understanding of the
fuseki.
bane - a diagonal move played from a friendly stone in contact
with an enemy stone.
joseki - a set sequence of moves, usually in the opening. Locally
they are the best moves for each side.
miai - points of exchange; interchangeable point.
moyo - a large territorial framework, potential but not actual
territory.
ponnuki - the shape made when a stone is captured by four
enemy stones.
sabaki - making light flexible shape in order to save a group.
sente - a move that must be answered or an unacceptable loss
will be suffered.
tesuji - a skilful tactical move.
Principle 1
Corner enclosures aim at side extensions
Dia. 1: the key point for both sides
An extension in the direction of 1 is the biggest point on
the board. Thanks to Black's solid base in the corner, there is a
strong possibility that the area between the corner enclosure
and the extension will become black territory. White would
also like to extend to 1 from his corner enclosure below, so we
can conclude that 1 is the key point for both sides.
After an enclosure, what next?
The first steps in the fuseki emphasize the corners. When
you play a 3-4 stone, in particular, you should waste no time
enclosing the corner This will usually build about ten points
of secure territory.
However, the value of an enclosure is not just the points
of territory it surrounds. Securing a solid base in the corner
makes it easy to develop along either side from the corner.
Dia. 2: looking like black territory
If White responds with an extension of his own at 1, the
idea is to expand Black's territorial framework into the centre
by jumping to 2. The area inside the extension is now begin-
ning to look like black territory.
Theme diagram
Where should Black aim with his next move?
Dia. 1
Dia. 2
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