Middlegame joseki

    Keywords: MiddleGame, Joseki, Strategy

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Comment: Format all corner and side joseki pages similarly


Set patterns of play in the middle game. Distinct from opening joseki. Includes standard invasions, reduction plays, probing moves in an enclosure, sabaki techniques such as the crosscut.

Table of contents

About middlegame joseki

There is a problem with integrating knowledge of middlegame joseki with fighting, as represented by basic knowledge of attack and defence. This is the same type of difficulty as joseki choice, but much more serious.

For example, ordinary corner openings classed as joseki rarely lead to a ko fight; while middlegame joseki often do. The evaluation of the latter may involve the consideration of major exchanges.

Various ways of expressing and clarifying this central problem have been tried. For example:

I'd like to contribute the idea of the two unacceptables. Fighting in the middle game is rather fluid, in the practice of strong players. Sacrifices and exchanges are common. It does however seem that all set sequences and trades should satisfy two criteria:

  • nothing essential is lost;
  • no friendly stones are made to look misplaced.

These are principles that are applied to the corner openings and their choice to fit in with the whole-board position. What I'm saying is that they are no less true in the application of middlegame joseki. These don't gain their reputation simply as templates but because they are useful for application in conformity with acceptable play. There may be templates for direction of play but those are more abstract.

Therefore a heavy burden is thrown on understanding acceptable, inessential loss - a paradigm for light play. But also on unacceptable collateral damage and poor organisation caused by developments provoked in one part of the board on one's formations elsewhere. For example loss of territory in sprawling fights.

Particular joseki

Reductions

Shoulder hit

[Diagram]

Shoulder hit

W1, diagonally approaching a stone on the third line, is known as a shoulder hit. Black has several options for dealing with this move, the most important of which are a and b. Playing elsewhere is generally a bad idea in this situation.


Capping play

TwoSpaceCap Knight's move cap Large knight's move cap
[Diagram]

Capping plays

W1, approaching a stone on the third line from above, is known as a capping play. Common responses include the circled points. Ignoring this move is less serious for black than ignoring a shoulder hit.

Approach joseki

[Diagram]

Approach

The approach W1 is common when dealing with a stone on the fourth line. There is a wide variety of answers (as indicated by the circled points) according to context, however there are set sequences.


Invasions

[Diagram]

Invasion

There are standard sequences on the side when invading a position, see Three Space Extension Invasions

There are standard invasions to corners formations as well. See also: 3-3 point invasion, and All about 3-3 point invasion

Probes


Sabaki techniques

Miscellaneous

[Diagram]


One reference for middle game joseki is Tesuji and Antisuji of Go, by Sakata. See also intermediate plays.


This is a copy of the living page "Middlegame joseki" at Sensei's Library.
(OC) 2012 the Authors, published under the OpenContent License V1.0.
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