Double-purpose plays

  Difficulty: Beginner   Keywords: Strategy

Any play that has two meanings, regarding tactics or strategy or both. For example double atari, or a play that defends your group while attacking your opponent, or a good ladder breaker that has some effect. Another tactical example is the double threat ladder-maker.

  • Karami is a technical term for double-purpose attacking plays that cut off and separate the opponent's weak groups, known also as splitting attacks.

Much of basic strategy aims at setting up double-purpose plays, or denying them to your opponent. See for example immediate life. Clearly they are in general useful, and a sign that you are co-ordinating different objectives. Sometimes they are also cases of the miai concept, but certainly not always.


However, you should be wary of reaching too hard for dual-purpose plays - finding moves that try to do two things at once, but do neither of them well. A true double purpose move doesn't compromise on either of its goals.

[Diagram]
Wishy washy  

This is a partial position from a game. B1 connects, builds a moyo and protects the corner, but achieves at most one of these purposes satisfactorily. Playing a to take territory (and build the moyo) or b to build the moyo (and connect) are probably better.


Double-purpose plays last edited by 69.68.182.121 on November 30, 2011 - 14:31
RecentChanges · StartingPoints · About
Edit page ·Search · Related · Page info · Latest diff
[Welcome to Sensei's Library!]
RecentChanges
StartingPoints
About
RandomPage
Search position
Page history
Latest page diff
Partner sites:
Go Teaching Ladder
Goproblems.com
Login / Prefs
Tools
Sensei's Library