Which Moves Are Bad?
British Go Journal No. 18. October 1972. Page 4.
Figure 1 |
Amateurs often tend to be too interested in attack and defence, and forget that Go is a game of territory. Both players in this example are shodan.
- White 4: This nozoki is bad as it is unnecessary. It strengths black's position and does nothing to help white.
- Black 7:
A negative move. Black 1 in Dia 1 is good, taking away white's base and mapping out territory.
BGJ omitted the number '3' from that black stone.
- White 8: White should extend to A to prevent black 1 in Dia 1.
- Black 9: Correct. This is a vital point in black's shape.
- White 10: Too heavy. Run a way lightly - he should jump to 12.
- Black 11:
Black 1 in Dia 2 makes things difficult for white.
- Black 13: useless - he must play 14.
Black is only thinking about attacking white; he should be thinking about making territory. Early in the game it is impossible to capture a group like this. If Black had played as in Dia 1 he could attack the white group later in the early middle game. Always try to make territory while attacking early on - a direct attack is useless.
Many amateurs are afraid of large moyos. They tend to reduce them early on or not at all. Both players in this example are shodan.
Figure 2 |
- White 1: There is no need to play here now. he should play in one of the two lower corners.
- White 5. This is an overplay. Joseki is at A.
- Black 6:
After White's mistake, Black can play 1 in Dia 3. White jumps to 2 to try to make shape but black's warikomi at A will be painful for white.
- Black 12: This only hardens white's left side into actual territory, so I cannot give it my seal of approval, and playing this type of move is a habit one should try to lose. Black's invasion at B would be better.
- White 17: This move is too loose; there are many gaps in white's
prospective moyo on the upper edge. White should first play Dia 4 to
protect his weakness.
Both players here show a lack of feeling for influence and timing. Black 12 and 14 were unnecessary.
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