Double-purpose plays

  Difficulty: Beginner   Keywords: Strategy

Any play that has two meanings, regarding tactics or strategy or both. For example double atari, or a play that defends your group while attacking your opponent, or a good ladder breaker that has some effect. Another tactical example is the double threat ladder-maker.

  • Karami is a technical term for double-purpose attacking plays that cut off and separate the opponent's weak groups, known also as splitting attacks.

Much of basic strategy aims at setting up double-purpose plays, or denying them to your opponent. See for example immediate life. Clearly they are in general useful, and a sign that you are co-ordinating different objectives. Sometimes they are also cases of the miai concept, but certainly not always.


tywin: After some thought, I've decided this page needs a warning. Weaker players (and I use the term very loosely) should be wary of reaching too hard for dual-purpose plays - finding moves that try to do two things at once, but do neither of them well.

[Diagram]

Wishy washy

Recently I had a situation similar to the above in a handicap game. B1 connects, builds a moyo and protects the corner, but achieves at most one of these purposes satisfactorily. Playing a to take territory (and build the moyo) or b to build the moyo (and connect) are probably better. --Dieter


This is a copy of the living page "Double-purpose plays" at Sensei's Library.
(OC) 2011 the Authors, published under the OpenContent License V1.0.
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