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One-Two-Three
Path: SequencingQuestions · Prev: OrderOfPlay · Next: KoThreatPlayingOrder
Difficulty: Dan level
Keywords: Tactics
There are a few ideas about three-move sequences that come up quite frequently. Discussion here moved to One-Two-Three discussion. 123 principle (concise)
Don't play For example, in ''atari''-connect combinations, the atari should often be omitted and only the move that would connect should be played. 123 principle (verbose)
If, given the benefit of hindsight, you as Black can see that the See A more involved case of the same idea is: ABC principleIf Black has the choice of Black a, White b, Black c or Black b, White a, Black c, perhaps Black should simply play c.
This staircase shape is a reasonable example of the ABC principle. This is one aspect of: Don't play out miaiIn the absence of a good reason, true miai points should probably not be played out, as an unmotivated exchange a-b. Some more related ideas: Forced answer adviceIf you play a which you expect the opponent to answer at b, treating a as a forcing move, you should already know your follow-up play c. (From Tokimoto Hajime 8 dan.) [James Kerwin] on urgent plays: Treat a play at c as urgent if the opponent's play at b otherwise puts your earlier play at a at risk of being made meaningless. (Noted on play urgent moves before big moves.) Bad tenuki
Playing This might lead one to the Theory of reversible playsFrom CGT there is the quite profound idea of a reversible play. It again relates to thinking about a three-move 'block': Black a gives White an answer b which (provably) gives a position at least as good as the initial one, so Black ought to have the next play c lined up.
In this example the point is that Black has gained nothing yet, if we're just talking endgame. Simply playing See detailed discussion now at reversible play - loss and gain. Path: SequencingQuestions · Prev: OrderOfPlay · Next: KoThreatPlayingOrder This is a copy of the living page "One-Two-Three" at Sensei's Library. ![]() |