The Art of 9 × 9 Go

Superhuman Edition

Notations

The text and diagrams in this book were annotated with the following notations:

  • = black stone
  • = white stone
  • 1 = Black 1, or move 1 by Black
  • 2 = White 2, or move 2 by White
  • = black stone marked △ = vulnerable black stone (e.g., put into atari; small move; wasted move; cutting stone; captured stone)
  • = vulnerable white stone
  • = dead black stone = black prisoner
  • = dead white stone = white prisoner
  • = Black's last move
  • = White's last move
  • = Black's wrong move
  • = White's wrong move
  • ✕ = point to occupy
  • S = superhuman location = divine move = best move
  • ■ = point surrounded by Black = Black's point of territory
  • □ = point surrounded by White = White's point of territory
  • A, B, C = visualized points to play by Black and White in sequence (e.g., Black A, White B, Black C)


For example, in Dia. 1, Black places 1 on Tengen. White answers with Knight's move approach at 2. Then, a standard opening pattern is Black A, White B, Black C. Making the next move at is due to the wrong click. Normally, we do not make a move on the first line at the opening, but it may look creative and interest the novice who cannot distinguish between bad and good moves. Let's consider the event after Black C. Both players want to occupy at ✕;however, it is White's turn. White should make the next move at ✕ to secure the bottom left corner, to attack 1, and to get ready to invade the large empty area in the top right corner, where there is enough eye spaces.



Dia. 1 9 × 9 Go