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Aliases (info)
ThousandYearKo
MannenKo

Paths
KoFighting

Referenced by
GoTerms
EnglishGoTerms
ANoviceTriesToWri...
TheLongLGroup
KoMaster
TsukeNobiPushFight
OldChineseGoTerms
KanazawaSolution20
KanazawaSolution18
BQM42

 

Ten Thousand Year Ko
Path: KoFighting   · Prev: HanamiKo   · Next: MolassesKo
   

A ten thousand year ko, thousand year ko or mannenko is a ko that is not interesting for either Black or White to start early on. Players usually wait until very late in the game to actually start it (hence its name). One of the players also has the option of turning it into a seki.

[Diagram]
Diag.: Ten-Thousand Year Ko (see below for source)

A basic corner shape that leads to this mannenko is the long L Group.



BillSpight:

It is difficult for either player to start a ten thousand year ko because, when the ko is converted to a regular ko, the other player takes first.

[Diagram]
Diag.: White converts ko

[Diagram]
Diag.: Black converts ko

It is easier for Black to convert this ko because he has less at stake.



The above example was borrowed from an [ext] article by John Fairbairn that appeared on the MSOWorld site

The paragraph which goes with the diagram follows:

"Segoe built up a commanding lead but carelessly allowed a ten-thousand year ko to develop. In such a ko (see Diagram 1 below), the player with the stones on the inside has the option of taking the ko and then playing another move inside to make the position into a true ko. In practice, finding time to win two kofights and sufficiently big threats to do so can take a long time - ten thousand years. He also has the option of winning the ko and connecting, creating a seki. At the time of the Segoe-Takahashi game there was a third option no longer available: do nothing."



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This is a copy of the living page "Ten Thousand Year Ko" at Sensei's Library.
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