![]() StartingPoints Paths Referenced by
|
Pincer Nomenclature
Path: PincerPath · Prev: Pincer · Next: 44PointLowApproachOneSpaceLowPincer
Keywords: Joseki, Go term
The idea of a pincer (hasami) is to obstruct a clear two-space extension. There are six possible pincer points against an approach.
Black makes a pincer against the marked white stone by playing next at one out of a to f.
Here a, c and e are called low pincers, because they employ the third line. And b, d and f are called high pincers. Many considerations are involved in choosing between a high vs low pincer. Sometimes there are several equally correct choices of pincer. In this position all six pincers are seen in professional games (though the one at c is out of fashion). The same is true when Black has the 4-4 point and White approaches (at 6-3): with all pincers correspondingly moved one to the right, of course. When White approaches 3-4 at 5-4 some of low pincers are rare (see missing pincer). Discussion there suggests a new concept of quasi-pincer. The close pincers are a and b. These are the most forceful. That doesn't mean that they are the best, or most common. It depends how the fighting will proceed - a closer pincer may be counter-attacked more easily by a counter-pincer[1]. The close pincers are called one-space low (high) pincers (for example the 4-4 point low approach one-space low pincer). And so on with the two-space and three-space pincers, the number referring to the gap (the number of clear lines). For many years the two-space high pincer (in Japanese, nikentakabasami) was the favoured pincer of professionals in the position shown; but that judgement no longer has the same standing. A four-space pincer would be a pseudo-pincer. There are two distinct usages for 'counter-pincer'.
Here
Here Path: PincerPath · Prev: Pincer · Next: 44PointLowApproachOneSpaceLowPincer This is a copy of the living page "Pincer Nomenclature" at Sensei's Library. ![]() |