timing
While it is clear that the timing concept in Go is well worth a node, for the sake of backlinks alone, it isn't so clear what to put here.
Tactical timing
After these joseki plays, Black will play the atari moves at a and b - in some order. Which is correct?
If Black gets the timing wrong, as here, White can exploit the presence of to make a net on the outside with
. Now
is misplaced. We assume that Black connects the ko, since there are no ko threats in the opening.
Black should play the other atari first. In this case White's chance at resistance with c next gives Black an outside ponnuki. White cannot get a good result that way.
Strategic timing
Some aspects:
- Go is ruled by minimal play - play something only because it is required - so timing is 'recognition of necessary plays'. According to this, 'urgent points before big points' is the master proverb.
- You could also say that the middle game is typically a time of concurrent fights, so that good timing equates with strength.
- The idea of a probing type of strategy is to get commitment from the opponent first; and then decide timing and choice of direction.
- Premature play is amateurish.
- On the other hand reverse sente is a weapon of strong players.
Theoretically speaking, perhaps the game divides up as game temperature model, plus real timing issues which aren't just a question of sente sidetracks.