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Beginner Study Section
Path: Study · Prev: BeginnersStudyDiscussion · Next: TeachYourselfGo
PageType: Path Difficulty: Introductory
It is anybody's right to study the topics one likes in any order one prefers. However if one is interested in making the most out of one's investment at the various stages on one's go study, the order and approach on this page is a reasonable guide.
There are many practical ways to teach oneself Go. What follows here is a guided study course.
0. What is Go?If you know this already, you may skip to the next section. Otherwise, you may want to read this introduction. For tidbits of information, Fun Go Facts, and for a variety of thoughts, Great Quotes. 1. The rulesTo start playing you need to know which plays are legal, and when captures are made. If you are starting to play with no experience at all, just take fifteen minutes to read and understand the basic rules of go, as explained at rules of go - introductory. The rules of go are inherently very simple. However there can be a bit of a problem to formulate them 100% consistently, i.e. to cover all possible board situations unambiguously. That means that different approaches have been tried. But you don't need worry about the finer details of the different rulesets until later in your go-playing life. The advantages in practical play from knowing the rules very well are small, except for the case of the ko rule. Reserve study of the nuances until it starts to be important for your tournament results (like in the 5th game of the 2002 Kisei title match), or there's nothing more interesting left to study. Sensei's Library Material: 2. The concept of territoryOnce they have read the rules, but before they actually played a few games, there are typically two things beginners do not quite understand. How the heck do you decide when the game is over, or in other words when to pass? And what's with this fuzzy 'territory' thing? The answer to both is based on the rule to capture stones, although it is not immediately obvious. Playing games is the quickest way to understand how, but if you're looking for an explanation, you can find a detailed description in an example game. Sensei's Library Material: 3. The concept of life and deathYou now understand that keeping control over some territory on the go board (or goban, in Japanese) depends on your ability to kill invading stones and groups of stones. What makes the difference between life and death of a group? The answer is: eyes. A group with at least two eyes is alive. Over time go players have systematically studied the status of various groups and shapes hovering between life and death. It is now time to start dipping into that collection of basic live shapes. Once you familiarise yourself with these, you'll notice that they appear again and again in your own games. Knowing what their vital points are will help you to dramatically improve your winning rate.
Theory: Sensei's Library Material:
InterludeYou've already done enough hard work to deserve some go education of a lighter nature. If you want, you can read about some of the tradition and etiquette of go, such as how to hold and play a go stone and playing the first move in the upper right corner, or some good habits and bad habits shared by players all over the world. 4. The theory and analysis of life and deathYou're now ready to take a very big bite out of the apple of go wisdom. There is a good chance you'll enjoy your biggest leap in go strength ever from this lesson: the theory and analysis of life and death. ... (observe a minute of silence, to contemplate the significance of this historical moment)
Certain stone patterns on the board, like the black one in this diagram, deserve your close attention because they share two characteristics: they hover close to the border between life and death, and they appear frequently in real-life games. The idea is to get so familiar with these shapes that you know how to handle them correctly in a game without the need to spend a lot of time reading them out (or play them incorrectly). Invest time now, reap victories later!
Theory: Sensei's Library Material: 5. Fighting: counting liberties; how to win capturing races
Theory: Sensei's Library Material: 6. The openingThe opening, or fuseki, is not the easiest part of the game to learn. Typically stones are played far apart and because of this lack of contact, the rationale behind the moves can appear rather vague. Nevertheless, knowledge of a few basic principles allows you to lay a good foundation for the fighting typical of the middle game.
Theory: Sensei's Library material:
7. The balance of power; strength, thickness and influenceNow that you have learnt about the technique of fighting, it is a good idea to start thinking about the purpose of that fighting. In a well-played game of go, you don't fight just for the heck of it (although that can be great fun), but you fight to gain an advantage in one of the two balances. Theory: from Attack and Defense - the book by Ishida Akira and James Davies Sensei's Library Material: 8. Local efficiency: shape and tesuji
In the context of go, 'efficiency' stands for how well a stone is doing its primary job on the board, as well as how well it is doing secondary jobs. The difficulty is, of course, that you don't know what those future secondary jobs will be when you play the stone. Consider this diagram, and assume you're looking for a move to solve the problem "protect against a white cut at 'a'". The first candidate is a itself. But b, c and d also protect against the cut. (Look at how the cut is protected if you don't see how.) Secondary objectives in this case could be "protect another cut" (not relevant here), "make territory" (not really), or "prepare an eye for this group" (aha!). It's because of this last one that d is the move that makes 'good shape' in this context.
Theory on shape: Bruce Wilcox Sensei's Library Material 9. The fundamentalsBy now you have touched on a wide variety of go topics. If you got the 80 for 20 out of all of these, you made big leaps in your go strength. This is also the fastest phase of improvement of your skills (but don't take our word for it - the world is always ready for another go prodigy!). It is natural to expect your subsequent progress to occur in the same fashion. However at this point the biggest return on your investment will probably come from studying go deeper instead of wider. It is time to thoroughly understand the fundamentals. Take your time for them, and start to appreciate the satisfaction derived from playing a sequence 100% correctly. It is a less spectacular or visible thrill than killing a 40-point group, but it is important you start to think of a 90% correct solution as a failure. Learn to read out a life and death problem until you are certain you have the right solution, not just very confident. Learn to only play atari when it serves a clear purpose, and not automatically or because you'll benefit from it if he doesn't answer! Theory: Lessons in the Fundamentals of Go by Kageyama Toshiro Sensei's Library Material: InterludeYou deserve a break from serious study again. Why not take a look at some go humour? Or do you feel more like doing something half useful? In that case, learn some of the (mostly Japanese) technical terms, slang or jargon in "go terms". 10. The concept of positional judgmentIn order to win, you need a plan. In order to come up with a good plan, you need to assess your current situation. And in order to assess that, you need to be able to accurately count and make a positional judgement. Why is this important? If you are ahead on the board, you maximise your chances if you simplify the game and avoid dangerous fights. If you are behind, chances are you will lose if you just cruise along to the end: you need to complicate matters to create opportunities to overcome your disadvantage. Theory: Positional Judgment by Cho Chikun Sensei's Library Material: 11. Strategic conceptsSo far you have improved your go strength by developing your technique. For most amateurs, increasing their tactical level is a source of improvement for a very long time. But due to the law of diminishing returns, the rate of progress inevitably slows down. Stronger players not only work on superior technique, they are also working on the way they look at the game. This is why looking at a club game between players 4 or 5 stones stronger can be such a bewildering experience. You see what they're doing, but why are they doing it? To get to where they are, you will need to develop a strategic toolbox. Consider the eight concepts below the basic tools. Expect to study them for a long time, because they are profound and subtle. Well, by now you probably realised that most of us are lifelong students of *all* the sections on this page. Theory: Strategic Concepts of Go by Nagahara Yoshiaki and Richard Bozulich Sensei's Library Material: 12. More tesuji and tsumegoAn ever evolving go player is on a daily diet of tesuji and tsumego like a long distance runner on carbohydrates. Exercising like this keeps your working knowledge of life and death shapes up to date and sharpens the intuiton to find vital points and moves that work in a large variety of tactical combats. Some of these get progressively more difficult and involve or develop reading at the dan-level. Sensei's Library Material: InterludeNo sweat, big pay-off. Take five minutes to read some advice which sounds obvious but comes from very experienced..., euh... chess players! 13. The endgameThe endgame or yose starts when both players' groups are stable and they start to solidify the boundaries. How many points do you reckon a strong player can catch up at this stage? The answer is: a surprisingly large number! Expertise in the endgame is comprised of two parts. The first is calculating the value of individual plays, which is to a large extent static. The second is understanding the relative importance of sente and gote, which is about the dynamic sequencing of moves. Theory: from The Endgame by Ogawa Tomoko and James Davies Sensei's Library Material: 14. Study professional gamesProfessional go games are an endless source for the study of good play in all aspects of the game. Don't expect to understand everything in a game, but use them to learn tactical sequences that work and to get ideas for your whole board game plans. Sensei's Library Material: What to do if you're tired of cycling through the above 14 sections again and again?You could move on to the Advanced Study Section (when it eventually gets written). See also: Pages for Beginners. Authors: Discuss this page on Beginners' Study Discussion. Path: Study · Prev: BeginnersStudyDiscussion · Next: TeachYourselfGo This is a copy of the living page "Beginner Study Section" at Sensei's Library. ![]() |