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Day Seven: Example games
[4]Model games on a 19x19 board

· We are now going to look at the 19x19 board. We will show the first 30 moves from the opening to the middle game to give you a rough idea. If you play ten games, they will all be different. If you play 100 games, not one will develop in the same way. If the opponent plays a different move, the whole game will change, so you rarely see a game develop the way you want or expect. Enjoying this variety is the heart of Go. You don't get irritated when the game doesn't proceed the way you planned. To have the opponent play in a way that's completely new to you actually should make you happy. A new world will open to you, so opponents who play in a new and different way are valuable. The secret of making progress is to enjoy each game.
(a) Game one
· Dia. 1 (Black 1 - White 10)
· From Black 1 to White 4, the players play in the open corners. The corners are important, so occupying an empty corner before the opponent is favourable. With Black 5 to White 8, the players are playing on the sides. The side is next most important after the corner.
Up to 9, Black builds an expansive position. In the opening, it's important to play on a large scale. Of course, there are various different ways of playing, so the important thing is to be flexible and to try everything.
Dia. 1
· Dia. 2 (Black 11 - White 20)
· Black strengthens his bottom right position with 13 and 15. White reinforces the top left with 12 and 14, but the scale of Black's position looks bigger. Therefore, White invades the right side with 16, plunging into Black's camp.
This kind of perilous development is common in the middle game. The problem now is what will happen to White 16 to 20.
Dia. 2
· Dia. 3 (Black 21 - White 30)
· With 21, 23, and 27, Black's influence in the bottom right has been almost converted into black territory. Black is very unlikely to lose when he gets such a large three-dimensional territory. This game is an ideal development for Black. The white group on the right side flees with 28 and 30. White's formation on the left side will not necessarily all become white territory. Black may invade, so no one can predict what will happen.
Dia. 3
(b) Game 2
· Dia. 1 (Black 1 - White 10)
Both sides occupy a corner in one move with Black 1 and White 2, but both spend two moves on occupying a corner with 3 and 5 and 4 and 6. Occupying a corner with one move is simpler, but two moves make a stronger position. If you invest two moves on a corner, it's quite likely to become your territory.
Black 7, White 8, and Black 9 are important points on the side. White 10 is close to Black 9, but this kind of move is also possible.
Dia. 1
· Dia. 2 (Black 11 - White 20)
· With Black 11, 15, and 17, the black position in the top right becomes three-dimensional. White expands his bottom left position with 12, 14, and 16. White tries to invade at the top with 18, so Black tries to block him with 19.
Dia. 2
· Dia. 3 (Black 21 - White 30)
· Black more or less blocks off the top with 21. White expands his top left position with 22 and 24, but Black checks its expansion with 23 and 25. White 26 is an attempt to reduce the size of Black's position on the right side. Black 29 links up the centre stone and reinforces Black's top right position.
Dia. 3
(c) Game 3
· Dia. 1 (Black 1 - White 10)
· Black 1 and 3 are played in opposite corners. Ditto White 2 and 4. This is another opening pattern. Black plays a second move in the top right, so this area becomes a black territory. White plays 6 in the bottom left corner before Black gets a chance to play a second move there. White moves ahead rapidly with 8 and 10; this is a common strategy.
Dia. 1
· Dia. 2 (Black 11 - White 20)
· White plays near White at the bottom with 12. Black flees with 13 and 15, but White chases persistently with 14 and 16. This kind of chase is a feature of the middle game. At first, it won't be easy to know what to do in situations like this, but don't worry: it's just as puzzling for the opponent. If you fail, you can play another game, so the main thing is to have fun.
Dia. 2
· Dia. 3 (Black 21 - White 30)
· Black moves out into the centre with 23, then develops along the right side with 25. White expands his top left position with 26 to 30, but Black builds a large position from the top right along the top and along the right side with 27 and 29. In the opening, it's important to develop your positions.
· We have looked at a 19x19 game from the opening to the middle game. There's no need to understand the meaning of every move exactly. It's enough if you just get a general idea of how the game develops. Knowledge is important in Go, but your intuition and feeling for the game are also important.
Dia. 3
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Day Seven: Example games
[1]The opening [2]Until the middle game
[3]Near the end [4]Model games on a 19x19 board
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