![]() StartingPoints Aliases (info) Paths Referenced by
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Shut in
Path: GeneralOpeningPrinciples · Prev: CornersThenSidesThenCenter · Next: PlayUrgentMovesBeforeBigMoves Path: Mistake · Prev: SafetyPlay · Next: Slack
Difficulty: Beginner Keywords: Strategy
Don't let your groups get shut in. Well, don't. A surrounded group will often have to make defensive plays inside the group, losing points. In the endgame, such a group will suffer more from sente moves against it than if it were connected to the outside. Of course, as the game progresses, all groups are surrounded. Which encirclement spells danger and which not, comes through experience and intuition. Why not? Weak groups, and even groups that will not die, should jump out into the centre while they can, assuming there is no good way to develop or connect along the sides. Reasons:
There is a related proverb: "jump out once and then make eyes". In my first games, I learned Corners, then sides, then center. I misunderstood that proverb, and I would play something like:
Black controls the corner, but White gains lots of influence from this double kakari. There is little room for Black to extend. At most, Black gains about nine points of territory, while White faces most of the rest of the board.
Instead of being hemmed in, move in the other direction.
White
Harleqin: I think the point about shut in groups is that they will not participate in the rest of the game; they just make their points and then sit there without further use. Additionally, getting out between two of the opponent's groups usually is big in itself, preventing him from building a stable position. Path: GeneralOpeningPrinciples · Prev: CornersThenSidesThenCenter · Next: PlayUrgentMovesBeforeBigMoves Path: Mistake · Prev: SafetyPlay · Next: Slack This is a copy of the living page "Shut in" at Sensei's Library. ![]() |