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Aliases (info)
AvoidBeingSealedIn
DonTLetYourGroups...

Paths
Mistake
GeneralOpeningPri...

Referenced by
LibertyIntroductory
AttackAndDefence
AboutInfluence
WhyDontWeOpenAtTe...
Strategy
InvasionsOnTheSide
44PointDoubleLowA...
36PointPincers
44PointStaircaseJ...
RunningFightExample2
Priority
ExtendingOnThirdO...
GettingAhead
35PointLowApproac...
LearningJosekiLos...
35103Enclosure
HonteLib2
34PointDistantLow...
44PointLowApproac...
SakeBottleShapeTe...

 

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.

Dieter


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:

  1. This is a way to gain some liberties
  2. This is a way to connect to the centre, where there are several directions in which to run
  3. This gives a chance to connect to friendly groups
  4. This is a way to prevent the opponent gaining too much central influence
  5. Once the group is more settled, there may be opportunities to attack the surrounding groups
  6. If you are shut in and live, you normally find the opponent's endgame plays are sente, meaning the territory in the group is small.

There is a related proverb: "jump out once and then make eyes".

Charles Matthews


In my first games, I learned Corners, then sides, then center. I misunderstood that proverb, and I would play something like:

[Diagram]
Black gets shut in

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.

[Diagram]
4-4 point low approach low extension

White W1 approaches the corner, but Black B2 (or B2 at a or b) prevents him from being completely shut in. (Responses to W1 can be found at 4-4 point low approach.)



ChipUni


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.
(OC) 2004 the Authors, published under the OpenContent License V1.0.