Ranking The Big Opening Moves
Keywords: Opening
From Yang Yilun's Fundamental Principles of Go
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Class One
Play in an empty corner
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Class Two
- Approach/enclose a 3-4, 5-3, or 5-4 corner
- Play the midpoint of a side where there are 2 shimaris optimally facing each other. This is called "good development potential". The other "good development potential" is a 4-4 stone, which also has the urge to extend a midpoint. The colors involved in good development potential do not matter (so much).
- Start a fight (joseki) in a corner
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Class Three
- Play the midpoint of a side where one player (either) has good development potential
- Make an extension which simultaneously strengthens you and weakens your opponent
- Approach/enclose a 3-3 corner
- Approach/enclose a 4-4 corner
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Class Four
- Play midpoint where neither side has good development potential
- Make a 3rd enclosure move in a 4-4 corner or reduce an enclosed 4-4 stone corner
- Make any remaining 2 or 3-space extension
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Notes
All moves of the same class are equally important and "bigness" comes into play if only moves of the same class are available.
Shuko gives a slightly different ranking in Reducing Territorial Frameworks:
1) empty corners
2) enclosures / approaches (equal value)
3) extensions
4) checking extensions (tsume)
5) jumps / erasures (keshi) (equal value)