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Why Speed Go Is Bad
Difficulty: Beginner
Keywords: Tactics
The following position occurred in a game between 1D and a 4kyu on KGS. Time limits were 1minute, and 25 stones in 2 minutes. That leaves about 4 seconds per move. Netlag can determine the winner under those conditions.
The position was never resolved. Black did not find the obvious move. Black won on time in the end.
So, correct me if I am wrong, but the position is resolved already within about 15 points gote; black lives with white to move. So, it might have indeed been better to tenuki, depending on the center game and so forth. Or, at least, it might have been feasible; away from the essentially settled corner may have well been where the real strategic potential was. Velobici: Arghhh...miscopied the position. Now corrected. This seems to be to be an argument for playing more speed go rather than an argument as to why speed go is bad. I routinely play speed go at 20 moves in 2 minutes (similar conditions to this game) and would spot the correct move in this example in the blink of an eye. Pratice with speed go will do that - a lot of things you will see and not have to read. People with strong views against speed go are usually the player type depending on slow, but accurate, reading. A lot of the things they read out can be seen with practice. Speed go is that practice. And no, speed go is not a replacement for slower paced games, and no - win or loose in speed go does not matter. It is practice and it is fun. This is a copy of the living page "Why Speed Go Is Bad" at Sensei's Library. ![]() |