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Overplay
Path: Mistake   · Prev: Korigatachi   · Next: Passive
    Keywords: Go term

An overplay tries to gain too much.

If the opponent replies correctly, it will show a loss, but if he makes a timid response or other mistake, it can succeed. Most trap plays are overplays.


In a handicap game White must overplay to be able to catch up and overtake the handicap advantage Black enjoys. Thus, overplay is relative. A play that would be an overplay in one game might be appropriate in a different game against a different player.


Charles Matthews In fact consideration of what White does in skilful handicap play is revealing about the nature of overplays. For example invasions may be legitimate plays, may be overplays that should end in mochikomi, or may live with correct play but give away too much influence.

  • In the opening White may play for large, loose frameworks on the assumption that Black will not invade correctly.
  • Characteristic of play in the middle game in handicap go is that White makes invasions of the type that give away too much influence. That leaves problems for White's other groups in making shinogi.
  • In the endgame White ought to be making correct plays and relying on Black's small mistakes to catch up. Speculative invasions are not good teaching, in general.

The true nature of handicap go with White is to be a little unreasonable, in a way that is hard to punish. I'd say obvious overplays are only part of it. White's natural strategy is of the amashi kind, but thinner than it ought to be.



Path: Mistake   · Prev: Korigatachi   · Next: Passive
This is a copy of the living page "Overplay" at Sensei's Library.
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