![]() StartingPoints Referenced by
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9x9 Openings
Here are the possible opening moves on a 9x9 board, in roughly descending order of popularity from a set of pro games [1].
[55]
The 5-5 point seems to be the most popular opening.
[34]
There are many choices after 3-4, but of these, h-k have appeared only once in the set.
[44]
a appears about twice as often as any other choice.
[53]
a is about twice as popular as anything else, and f appears only once.
[54]
a is more popular than the others.
[33]
No doubt other choices are possible as well.
Discussion[1] mgoetze: Maybe you should specify which set of pro games you're talking about... from the recent Ricoh PairGo games, [a first move at] e seems to be quite popular nowadays (at 6.5 komi)...
DougRidgway They are all fairly popular: in my current set, largely taken from Gobase, b-e have been played 70, 47, 30, and 27 times respectively, out of 311 games. Also see
ilanpi (4K) Here are some general comments about 9x9 opening
theory. I hope that these are consistent with what can be
found in professional 9x9 games, e.g., as
in I believe that I am correct in stating that the opening in go ends with the first invasion or reduction. The reason for saying this is that this is when fighting begins, so the game will proceed along unpredictable tactical lines, as opposed to general opening principles. That said, one can almost conclude that the opening in a 9x9 game will last at most 5 moves. This is because if both sides develop territorial frameworks in the first 4 moves, e.g., corner enclosures, then Black's 5th move can increase his territorial influence, but it seems that White, on his 6th move cannot hope to compete by increasing his, so is virtually forced to invade Black's position or otherwise start a fight, typically with a contact move. Here is an opening principle which seriously improved my 9x9 results in the last few months: In an even game (6.5 komi), Black does not get a good game by making a corner enclosure with his first two moves. On the other hand, in an .5 komi game, (handicap of about 3 ranks) it seems that making a corner enclosure (3-4 point + large knight move) is a simple and safe way for Black to keep an advantage. For further discussion of 9x9 concepts see 9x9 strategy. DougRidgway: Robert Jasiek likes to say that 9x9 is a game without strategy, by which he means it's all endgame. Seems a little extreme, but maybe not if you read it as macro endgame. Even for a DDK like me, general endgame principles apply very early. A lurker: I submit that the most significant strategic decision in a 9x9 game is whether to keep expanding an existing group or to split up and start a new one. Generally, this is white's problem, not black's. Please discuss. This is a copy of the living page "9x9 Openings" at Sensei's Library. ![]() |