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== '''Othello 101''' ==
= '''Chapter 5: Basic edge play''' =


I’d like to start with a metaphor. In chess, the first step that a beginner would take is to understand the relative value of the different chess pieces. A beginner’s book on chess might start by showing the readers a short table like the following. If the total value of your pieces is more than the value of your opponents pieces then you’re probably winning.
At the start of the game there are 60 empty squares on the board, and 28 of those squares are on the edges. Thus edge moves account for almost half of all the moves in a typical game, and I believe that the winner of most games is decided by how well both sides play the edges. As I discussed in Chapter 4, in the opening there are often many different moves to choose from, all of which result in a reasonably balanced position. On the edges, the opposite is true. Usually there is one move that is clearly better than the rest, and a mistake can give your opponent a huge advantage.


{| class="wikitable"
|Queen
|9 pts
|-
|Rook
| 5 pts
|-
|Bishop
|3 pts
|-
|Knight
|3 pts
|-
|Pawn
|1 pts
|}


As we have already seen, quiet moves are usually better than loud moves, and this holds true for edge moves as well. If your opponent has run out of moves, then a quiet edge move is often enough to decide the game. We have already seen one example of this in Diagram 3-3. In Diagram 5-1 Black has run out of safe moves, but it is White’s turn. If White could pass, then Black would be forced to move to an X-square and concede a corner. Of course White can not pass, but he can play g1, which has basically the same effect as a pass. As shown in Diagram 5-2, Black still has no safe moves and must play to an X-square. Moves such as g1 in this example are called '''free moves''': Black can not prevent White from taking g1 whenever he wants, and g1 offers no new safe options for Black. While it is possible to have a free move in the middle of the board, most free moves occur on the edge. Sometimes there will be an opportunity for more than one free move along the same edge. In Diagram 5-3, White has three free moves along the eastern edge at h4, h3, and h2 (note that they must be taken in that order), and can easily run Black out of moves.


Using this simple rule, a complete beginner at chess would expect to win more than half of their games against another complete beginner who doesn’t know it. Obviously, in any undertaking as complex as chess, one simple rule falls far short of complete understanding. As a beginner becomes more advanced and progresses, they will learn new rules – as well as some exceptions to them. In much the same way, we will begin with a few basic rules of winning Othello and then build on them.


=== Corners Are Good ===


{| style="text-align: center; width: 100%;"
{| style="text-align: center; width: 100%;"
| rowspan="2" style="vertical-align:top; text-align: left;width: 33.3%;"| For beginning and intermediate players, games often revolve around battles for corners. As a first step, let’s take a look at a classic example of how important corners are.
| [[Datei:RoseDia05-01.png]] || [[Datei:RoseDia05-02.png]] || [[Datei:RoseDia05-03.png]]
| style="width: 33.4%;"| [[Datei:FangDia-20.png]]
| style="width: 33.4%;"|
|-
|-
|  White To Play
|  Diagram 5-1 ||  Diagram 5-2 ||  Diagram 5-3
|
|-
|  White to move  || Black to move  || White to move
|}
|}






{| style="text-align: center; vertical-align:top; width: 100%;"
{| style="text-align: center; width: 100%;"
| rowspan="2" style="vertical-align:top; text-align: left;width: 33.3%;"| Looking at the above position, a complete beginner might assume that black is winning by a large margin. After all, black has 59 disks while white only has 1. Unfortunately, not very many of black’s disks will remain black at the end of the game, in fact, in this position, white will get to play to all four corners (because black will have no legal moves) and will win the game. It doesn’t matter what order the moves are played in as they all result in the same finishing position. Let’s look at the moves as they’re played.
| [[Datei:RoseDia05-04.png]] || [[Datei:RoseDia05-05.png]] || [[Datei:RoseDia05-06.png]]
| style="width: 33.4%;"| [[Datei:FangDia-21.png]]
| style="width: 33.4%;"| [[Datei:FangDia-22.png]]
|-
|-
WHITE PLAYS A1
|  Diagram 5-4 |Diagram 5-5 ||  Diagram 5-6
| WHITE PLAYS A8
|-
| White to move  || White to move  || White to move
|}
|}




Given the power of free moves, it is usually a bad idea to make a move which offers one to your opponent. Diagrams 5-4, 5-5, and 5-6 show three bad moves by Black which generate a free move for White. In all three cases, White will take the eastern edge on his next turn and be left with a free move to h2.


{| style="text-align: center; vertical-align:top; width: 100%;"
| style="width: 33.4%; vertical-align:bottom;"|  <strong>'''White wins 40-24!''' </strong>
| style="width: 33.3%;"|  [[Datei:FangDia-23.png]] 
| style="width: 33.4%;"| [[Datei:FangDia-24.png]] 
|-
|
| WHITE PLAYS H8
|  WHITE PLAYS H1
|}


== '''The concept of tempo''' ==
In Diagrams 5-1 and 5-2, White uses a free move to achieve the same effect as a pass. In Diagram 5-1 it is White’s turn to move, but in Diagram 5-2, it is Black’s turn. White has transferred the burden of initiating play to Black without offering Black any new safe options. In English, White is said to '''gain a tempo'''. In Japanese, White is said to “hand over the move (to the opponent)”.


=== Stable disks ===


A reasonable question at this point might be - Why are corners important? The simple answer is that a corner is a guaranteed stable disk because there are no moves that outflank a corner. A stable disk is a disk that your opponent can never flip back to his or her color. Obviously, the more disks you have that are guaranteed to be your color at the end of the game, the more likely you are to win the game. Another great thing about corners is that you can use them to build more stable disks. Let’s take a look at another fantasy board to demonstrate how stable disks can be built from corners.
Diagram 5-7 shows a position from a game in the 1992 All Japan Championship. Playing White is Hideshi Tamenori, a 5-time World Champion and generally regarded as the greatest player of all time. His opponent was Ken’ichi Ishii, himself a 2-time World Champion.






{| style="text-align: center; vertical-align:top; width: 100%;"
{| style="text-align: center; width: 100%;"
| style="width: 33.3%;"| [[Datei:FangDia-25.png]]
| [[Datei:RoseDia05-07.png]] || [[Datei:RoseDia05-08.png]] || [[Datei:RoseDia05-09.png]]
| style="width: 33.4%;"| [[Datei:FangDia-26.png]]
| style="width: 33.4%;"| [[Datei:FangDia-27.png]]
|-
|-
| WHITE TO PLAY
|   Diagram 5-7 |Diagram 5-8 ||  Diagram 5-9
| WHITE PLAYS E1  
| WHITE PLAYS A5
|-
|-
| colspan="3" | Here, white can create stable disks along either the A column or the 1 row by building off of the A1 corner. An example of this follows.
| White to move  ||  || Blackto move
|}
|}




Note that the 9 white disks on the edge from A1-A5 and from A1-E1 are all stable – however, the white disks on B4, C3, and D2, while they can’t be flipped in the current position, are not yet stable. For instance, if white were to play F2 then black could play G2 which would flip the D2 disk. While white is guaranteed a score of at least 9 at the end of the game, black has no stable disks at all. Let’s take a look at an example illustrating how building off of corners will result in accumulating stable disks.
In this position, Tamenori played a5!! This might appear to be a terrible blunder, but it was actually the best move. As shown in Diagram 5-8, Ishii replied by taking the a1 corner, stabilizing both the left and top edges, after which Tamenori filled in the hole at b2. The resulting position is shown in Diagram 5-9. Note that, compared with Diagram 5-7, Black has no new options, and in fact one of his safe options, namely a5 itself, is no longer available. Further, it is now Black’s turn to move! Thus, by playing the sequence in Diagram 5-8, Tamenori was able to gain a critical tempo. He handed-over the burden of initiating play to Black, leaving Black in grave danger of running completely out of moves. As demonstrated in this example, it is often worth sacrificing a corner in order to gain a tempo.
 


In the opening, when play is in the center of the board, finding the best move may not be easy, but usually even the second or third best move would not lose a tempo. The reason that edge moves tend to be so critical in determining the winner of the game is that a mistake on the edge will often lose a tempo. Especially in expert play, one extra tempo is often the difference between winning and losing. Throughout the rest of this chapter, and indeed the rest of the book, we will see many examples of how tempos are won and lost.




Black can play either A7 or H1 and get more stable disks. 
== '''Wings won’t make you fly''' ==


{| style="text-align: center; vertical-align:top; width: 100%;"
In Diagram 5-10, Black’s position on the left edge is called an '''unbalanced edge''' or wing. While the term wing refers only to this edge pattern, unbalanced can also be used to describe the top edge (unbalanced three) or the right edge (unbalanced four). Unbalanced edges are inherently dangerous as the occupied C-square could offer the opponent access to the adjacent corner. They are often vulnerable to a variety of attacks, many of which can quickly determine the outcome of a game. The pattern on the bottom edge, with all six squares between the corners filled, is called a '''balanced edge''' and in many circumstances is the best possible edge position to have.
| style="width: 33.3%;"| [[Datei:FangDia-28.png]] 
| style="width: 33.4%;"| [[Datei:FangDia-29.png]]   
| style="width: 33.4%;"| [[Datei:FangDia-30.png]] 
|-
| BLACK TO PLAY
| BLACK PLAYS H1 – WHITE PASSES
| BLACK PLAYS G2
|-
| style="text-align: center; vertical-align:top;"| Following the rule that corners are very valuable, we will build towards the corner at H1.
| style="text-align: center; vertical-align:top;"| White will then have to pass because white will have no legal moves. Since we are building towards the H1 corner, we should try to consolidate the northeast region of the board and fill it in with black disks,
| style="text-align: center; vertical-align:top;"| in the meantime, we are going to save the move to A7 (because it won’t go away) until later. We’ll play G2 which forces white to play G3 because white has no other valid moves.
|}






{| style="text-align: center; vertical-align:top; width: 100%;"
{| style="text-align: center; width: 100%;"
| style="width: 33.3%;"|  [[Datei:FangDia-31.png]]
|  [[Datei:RoseDia05-10.png]] || [[Datei:RoseDia05-11.png]] || [[Datei:RoseDia05-12.png]]
| style="width: 33.4%;"| [[Datei:FangDia-32.png]]
| style="width: 33.4%;"| [[Datei:FangDia-33.png]]
|-
|-
| WHITE PLAYS G3
|   Diagram 5-10 ||  Diagram 5-11||  Diagram 5-12
| BLACK PLAYS H3
| WHITE PLAYS H2
|-
| style="text-align: center; vertical-align:top;"| After white plays G3, we’ll play H3 because this gives us 3 more stable disks and helps consolidate even more of the northeast region to black.  
| style="text-align: center; vertical-align:top;"| Again, we’ll leave white a move here. Often, when you’re building you’ll need to leave moves for your opponent. Yes, white gets a disk at G3 and at H2 for the moment, however, look how quickly, those disks both turn into stable disks for black in that region.
| style="text-align: center; vertical-align:top;"| By forcing white to play there after black already has the corner to build off of, black can turn those disks into stable black disks.
|}
 
{| style="text-align: center; vertical-align:top; width: 100%;"
| style="width: 33.3%;"[[Datei:FangDia-34.png]]
| style="width: 33.4%;"| [[Datei:FangDia-35.png]]
| style="width: 33.4%;"| [[Datei:FangDia-36.png]]
|-
|-
| BLACK PLAYS H4
|   || Black to move  || White to move
| WHITE PLAYS H5
| BLACK PLAYS H6
|}
|}




Diagram 5-11 shows an example where Black can exploit White’s unbalanced three on the bottom edge. Black should begin with d8, attacking the h8 corner, as shown in Diagram 5-12. This leaves White with two unappealing choices: save the corner by playing c8, flipping Black’s entire wall, or play somewhere else and allow Black to take the corner. In either case, Black will have a huge advantage in the game.


{| style="text-align: center; vertical-align:top; width: 100%;"
| style="width: 33.3%;"|  [[Datei:FangDia-37.png]]
| style="width: 33.4%;"| [[Datei:FangDia-38.png]]
| style="width: 33.4%;"|
|-
| BLACK PLAYS G4
| BLACK PLAYS G5
|} 




 
{| style="text-align: center; width: 100%;"
{| style="text-align: center; vertical-align:top; width: 100%;"
| [[Datei:RoseDia05-13.png]] || [[Datei:RoseDia05-14.png]] || [[Datei:RoseDia05-15.png]]
| style="text-align: left; width: 66.6%;padding:100px;"|  Let’s stop here and assess the situation. Black already has 31 stable disks and has guaranteed that even if the 2 unstable black disks (D5 and E5) get flipped to white and white gets stable disks on the rest of the squares (very unlikely), black will still only lose the game 33-31. If black were a conservative player, black could play A7 next, which would give black 7 more stable disks and guarantee at least a 38-26 win. Unfortunately for white, black doesn’t have to play A7 which “only” wins 58-6 with perfect endgame play. Instead, black can play F7 which leads to a perfect play win by '''wipeout''' for black. A wipeout is the term for when one player ends the game with zero disks left on the board. In this game the final score after perfect play is 62-0 for black. Here’s a transcript that shows the perfect endgame from the original starting position:
| style="width: 33.4%;"| [[Datei:FangDia-39.png]]
TRANSCRIPT OF WIPEOUT
|
 
 
 
Later in the book, I will refer to the process of winning a clearly won game as “a matter of technique”. In the next few exercises I’m going to present you with the chance to win a few lopsided games to get a feel for how to do it for yourself.
 
=== Exercises: ===
 
{| style="text-align: center; vertical-align:top; width: 100%;"
| rowspan ="3" style="text-align: left; vertical-align:top; width: 33.4%;"| For each of the following positions, set them up on a board (real or computer) and play out a forcing sequence that leads to a wipeout win. Note that in many of these positions, there are several sequences that lead to a wipeout and I’ve only provided what I consider the simplest solution.
 
If you find another way – good job!
| style="width: 33.4%;"| 1.
| style="width: 33.4%;"| 2.
|-
|-
| [[Datei:FangDia-40.png]]
|   Diagram 5-13 ||  Diagram 5-14||  Diagram 5-15
| [[Datei:FangDia-41.png]]
|-
|-
| White To Play
|   Black to move  ||  || White to move
| White To Play
|}
|}




In many circumstances, attacking an unbalanced edge is so powerful that it is worth sacrificing a corner to do so. In Diagram 5-13, Black can initiate an attack on White’s wing by playing g1! If White takes the h1 corner, then Black can '''wedge''' (play between two discs of the opposite color) at h2, and then take the h8 corner, as shown in Diagram 5-14. The resulting position is Diagram 5-15. The question is, which corner is more valuable, h1 or h8? In this case, h8 is clearly more valuable. Having the h1 corner gives White stable pieces on the top edge, but that is about the end of the story. Meanwhile, Black will be able to extend out from his h8 corner, capturing most if not all of the bottom edge. In essence, Black has sacrificed one edge (the top edge), but will receive two edges (the right and bottom edges), and a tempo, in return.


{| style="text-align: center; vertical-align:top; width: 100%;"
{| style="text-align: center; width: 100%;"
| rowspan ="3" style="width: 33.4%;"|
|   style="width: 33%; text-align: center"|
| style="width: 33.4%;"| 3.
[[Datei:RoseDia05-16.png]]
| style="width: 33.4%;"| 4.
|-
| [[Datei:FangDia-42.png]]
| [[Datei:FangDia-43.png]]
|-
| White To Play
| White To Play
|} 
 
 


=== Answers: ===
| rowspan="2" style="vertical-align:top; text-align: left;padding: 50px" |
 
Since unbalanced edges are often subject to attack, you should look for opportunities to turn your opponent’s edge into an unbalanced edge. In Diagram 5-16, Black should play f1, leaving the position in Diagram 5-17. If White takes at g1, Black has a quiet move at f2, gaining a tempo (Diagram 5-18) and leaving White with an unbalanced edge to attack later. If White does not take g1, then black can play b1, effectively gaining two tempos. For example, in Diagram 5-19, it is White’s turn to move (Black has gained a tempo) and Black’s free move at g1 is good for another tempo.
{| style="text-align: center; vertical-align:top; width: 100%;"
| rowspan ="4" style="width: 33.4%;"|
| style="width: 33.4%;"| 1.
| style="width: 33.4%;"| 2.
|-
|-
| [[Datei:FangDia-44.png]]
| Diagram 5-16


 
Black to move
 
|}
| [[Datei:FangDia-45.png]]






{| style="text-align: center; width: 100%;"
|  [[Datei:RoseDia05-17.png]] || [[Datei:RoseDia05-18.png]] || [[Datei:RoseDia05-19.png]]
|-
|-
| 3.
|   Diagram 5-17 ||  Diagram 5-18||  Diagram 5-19
| 4.
|-
|-
| [[Datei:FangDia-46.png]]
| White to move  || White to move || White to move
| [[Datei:FangDia-47.png]] 
|}
|}




=== A Few More Tips ===
== '''Mind the gap''' ==


While corners are good and building off of them is good, that only describes 4 squares on the board.
Suppose that in Diagram 5-20, Black decides to move somewhere on the right edge, trying to gain a tempo. He could play h3, leaving a 2-square gap between his pieces on the edge (Diagram 5-21), or to h4, leaving a 1-square gap. A general rule of thumb is that it is better to leave a 2-square gap than a 1-square gap. In Diagram 5-21, the squares h4 and h5 form a '''pair'''. If White plays into one of these squares, Black will play into the other, after which White will have to initiate play somewhere else on the board. Thus, regardless of whether White plays into the pair or not, Black’s initial choice of h3 will force White to play to the west (or an X-square), which will open up new choices for Black.
What else can we learn about the relative values of squares?




In this case the 2-square gap is between the A-squares, but 2-square gaps often occur between a C-square and (its more distant) B-square or even between a corner and a B-square. The concept of a pair is extremely useful, and we will see many more examples of it throughout the rest of the book.


==== Exercise: ====


Can you spot white’s two worst moves in the following position?


{| style="text-align: center; vertical-align:top; width: 100%;"
{| style="text-align: center; width: 100%;"
| style="width: 33.4%;"| [[Datei:FangDia-48.png]]
| [[Datei:RoseDia05-20.png]] || [[Datei:RoseDia05-21.png]] || [[Datei:RoseDia05-22.png]]
| style="width: 33.4%;"|
| style="width: 33.4%;"|
|-
|-
| WHITE TO PLAY
|   Diagram 5-20||  Diagram 5-21||  Diagram 5-22
|
|-
|
| Black to move  || White to move || White to move
|}
|}






==== Answer: ====
{| style="text-align: center; width: 100%;"
|  [[Datei:RoseDia05-23.png]] || [[Datei:RoseDia05-24.png]] || [[Datei:RoseDia05-25.png]]
|-
|  Diagram 5-23||  Diagram 5-24||  Diagram 5-25
|-
|  Black to move  || White to move || Black to move
|}




{| style="text-align: center; vertical-align:top; width: 100%;"
Compare this to the situation in Diagram 5-22 with a 1-square gap. Here, h3 and h5 appear to form a pair. However, as shown in Diagram 5-23, if White plays h3, then Black does not have access to h5! Now, Black will have to initiate play elsewhere. Of course, there will be other times that Black could fill the hole at h5. Suppose that, starting from Diagram 5-23, we make the disc at f3 black, and allow Black to play h5. This is shown in Diagram 5-24. One possibility for White is to take the edge with h7 (Diagram 5-25), and again Black will be forced to initiate play elsewhere. In other words, going back to Diagram 5-20, playing to create the 2-square gap with h3 gains a tempo, while creating a 1-square gap with h4 does not. There are many other cases where the opponent can exploit a 1-square gap by playing into the gap (Diagram 2-7 is one obvious example). While there are certainly occasions where leaving a 1-square gap is a good move, it is usually better to leave a 2-square gap or no gap at all. That said, it should be noted that having a 2-square gap is still a liability! Another rule of thumb is that such gaps should be left untouched unless there is some reason for filling them in (this point is discussed further in Chapter 6).
| rowspan="2" style="padding: 50 px; text-align: left; width: 33.4%;"| B1 and B2 are white’s worst two moves.


{| style="text-align: center; width: 100%;"
|  style="width: 33%; text-align: center"|
[[Datei:RoseDia05-26.png]]


| rowspan="2" style="vertical-align:top; text-align: left;padding: 50px" |
The most common circumstance under which it is advantageous to leave a 1-square gap is shown in Diagram 5-26. Here, both sides have taken an A-square on the south edge. White is threatening to gain a tempo by playing e8, and Black must find some means of dealing with this threat. Since e8 is too loud for Black, the best move is d8, leaving a 1-square gap at e8. If White continues with e8, Black can take the edge with b8, leaving a free move at g8.
|-
|
Diagram 5-26


Black to move
|}




== '''Anchors won’t weigh you down''' ==


If you follow the basic strategy of this book and make mostly quiet moves, while your opponent is grabbing as many discs as possible, then you may occasionally find yourself in a position where you are in danger of losing by wipeout. In Diagram 5-27, White has a lot of walls and very few places to move, which would normally make this an easy win for Black. However, with only one piece left, Black’s options are also limited. If Black plays the “safe” move c2, then white completes the wipeout with c1. Black’s only other choice is g2, which will give up the h1 corner.






Why? Let’s take a look at what the position would be after B1 and after B2: 
{| style="text-align: center; width: 100%;"
| style="width: 33.4%;"| [[Datei:FangDia-49.png]]
| [[Datei:RoseDia05-27.png]] || [[Datei:RoseDia05-28.png]] || [[Datei:RoseDia05-29.png]]
| style="width: 33.4%;"| [[Datei:FangDia-50.png]]
|-
|-
| AFTER B1
|   Diagram 5-27||  Diagram 5-28||  Diagram 5-29
| OR AFTER B2
|-
| Black to move  || Black to move ||
|}
|}




{| style="text-align: center; width: 100%;"
|  style="width: 33%; text-align: center"|
[[Datei:RoseDia05-30.png]]


In either case, black can now take the A1 corner! None of the other valid moves for white from the starting position give black a corner on the very next turn. The thing we can learn from this is that the squares adjacent to the corner are dangerous to play into. Othello terminology has special names for these squares: C-squares and X-squares.
| rowspan="2" style="vertical-align:top; text-align: left;padding: 50px" |
 
Often the best way to avoid this situation is to take at least one piece on an edge, preferably an A-square, that you can use as your “anchor”. Even if taking the edge does not look theoretically correct, perhaps because you have a quieter move elsewhere, establishing an anchor can save you from all kinds of grief later in the game. For example, suppose you are Black in Diagram 5-28. Your opponent has been grabbing pieces from the start of the game, and you already have a big advantage. However, your opponent is also one move away from wiping yo out: if you get careless and play e2, your opponent grabs e1 and the game is over.




{| style="text-align: center; vertical-align:top; width: 100%;"
In this sort of situation, making an anchoring move at h3 will make it extremely hard for your opponent to score a wipeout. Suppose that the game continues as shown in Diagram 5-29, leaving the position in Diagram 5-30. Now the anchor disc gives Black access to d7, slicing through the middle and leaving Black with an overwhelming advantage.
| style="width: 33.4%;"| [[Datei:FangDia-51.png]]
 
 
 
| style="text-align: left; width: 66.6%; padding: 80px"| '''C-squares''' are adjacent to the corner on the edge.
 
 
 
In the diagram to the left, the white disks are the C-squares on the board.
| style="width: 33.4%;"|
|-
|-
| [[Datei:FangDia-52.png]]
|
| style="text-align: left; padding: 80px"|
Diagram 5-30
'''X-squares''' are the squares that are adjacent to the corner diagonally.


Black to move
|}




In the diagram to the left, the white squares are the '''X-squares'''.
----
|
|} 




== '''Exercises''' ==


Now that we have the correct vocabulary, we can summarize what we’ve learned so far: corners are good, while C-squares and X-squares are dangerous for us to play into because if we’re not careful, our opponent will take a corner when we play into them. Even when there is no immediate threat of your opponent taking the corner, it’s usually best to stay away from C-squares and X-squares. Let’s take a look at a couple of examples:
In each diagram, find the best move. Answers you'll find [[Rose:_Answers_to_Exercises#Chapter_5|here]].






{| style="text-align: center; vertical-align:top; width: 100%;"
{| style="text-align: center; width: 100%;"
| style="width: 33.4%;"| [[Datei:FangDia-53.png]]
| [[Datei:RoseExe05-01.png]] || [[Datei:RoseExe05-02.png]] || [[Datei:RoseExe05-03.png]]
| style="width: 33.4%;"| [[Datei:FangDia-54.png]]
| style="width: 33.4%;"| [[Datei:FangDia-55.png]]
|-
|-
| BEFORE WHITE PLAYS G8
|   Exercise 5-1 || Exercise 5-2 ||  Exercise 5-3
| AFTER WHITE PLAYS G8
| BLACK PLAYS F8 AND WINS THE H8 CORNER
|-
|-
| colspan="3"| If white were to play G8, as diagrammed, black can’t immediately take the corner. However, at any move after this, black can choose to play F8 and after that black will be able to take the H8 corner on his or her next move.
| Black to move  || Black to move || White to move
|}
|}






{| style="text-align: center; vertical-align:top; width: 100%;"
{| style="text-align: center; width: 100%;"
| style="width: 33.4%;"| [[Datei:FangDia-56.png]]
| [[Datei:RoseExe05-04.png]] || [[Datei:RoseExe05-05.png]] || [[Datei:RoseExe05-06.png]]
| style="text-align: left; padding: 50px; ; width: 66.6%;"|  In the left diagram, white has just played H7. After black plays H6, black is guaranteed to win the H8 corner. If white doesn’t take the disk at H6 by playing H5, black takes the corner. If white does take the disk at H6 by playing H5, black will still have a disk at H4 and black can take the H8 corner on the next turn.
|-
|-
| WHITE PLAYS H7
|   Exercise 5-4 || Exercise 5-5 || Exercise 5-6
|
|} 
 
 
 
{| style="text-align: center; vertical-align:top; width: 100%;"
| style="width: 33.4%;"| [[Datei:FangDia-57.png]]
| style="width: 33.4%;"| [[Datei:FangDia-58.png]]
| style="width: 33.4%;"| [[Datei:FangDia-59.png]]
|-
|-
| BLACK PLAYS H6
| Black to move  || White to move || White to move
| WHITE PLAYS H5
|}
| BLACK PLAYS H8
|
 
 
 
This is not to say that all C-squares are bad. In both the above examples, notice how the C-squares that were played aren’t adjacent to any other white edge disks. C-squares tend to be bad when they are isolated. They aren’t as bad when you have disks adjacent to them on the edge.
 
 
For example: In the following diagram, the C-squares at B1 and G1 aren’t a liability for black because there isn’t a way for white to attack them. In fact, as we’ll discuss later on, edges where you have 6 disks (B1 through G1 in this case) are one of the best edge formations you can have.
 
 
 
{| style="text-align: center; vertical-align:top; width: 100%;"
| style="width: 33.4%;"| [[Datei:FangDia-60.png]]
| style="text-align: left; width: 66.6%;padding: 50px;"| By not giving up corners (and avoiding playing into C-squares and X-squares which may result in losing a corner) , taking corners – when they’re available, and building off of the corners that you do get, you’ll beat almost every complete beginner that you meet.
 
 


Try playing a few games now and getting a better feel for how to apply these simple rules. You should be able to hold your own with other beginners; however, you will find many players who have advanced beyond this level. Don’t be discouraged by this, it isn’t completely unexpected. After all, I’ve only talked about one basic rule of the game, and what you do when there aren’t any corner moves available has to have some impact on the result of the game, right?
|} 


Exercise 5-7
Starting from Diagram 5-27, play out the rest of the game for both sides, starting with a Black move to g2. Even after losing the h1 corner, Black should be able to win.




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Version vom 1. Januar 2023, 16:39 Uhr

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Chapter 5: Basic edge play

At the start of the game there are 60 empty squares on the board, and 28 of those squares are on the edges. Thus edge moves account for almost half of all the moves in a typical game, and I believe that the winner of most games is decided by how well both sides play the edges. As I discussed in Chapter 4, in the opening there are often many different moves to choose from, all of which result in a reasonably balanced position. On the edges, the opposite is true. Usually there is one move that is clearly better than the rest, and a mistake can give your opponent a huge advantage.


As we have already seen, quiet moves are usually better than loud moves, and this holds true for edge moves as well. If your opponent has run out of moves, then a quiet edge move is often enough to decide the game. We have already seen one example of this in Diagram 3-3. In Diagram 5-1 Black has run out of safe moves, but it is White’s turn. If White could pass, then Black would be forced to move to an X-square and concede a corner. Of course White can not pass, but he can play g1, which has basically the same effect as a pass. As shown in Diagram 5-2, Black still has no safe moves and must play to an X-square. Moves such as g1 in this example are called free moves: Black can not prevent White from taking g1 whenever he wants, and g1 offers no new safe options for Black. While it is possible to have a free move in the middle of the board, most free moves occur on the edge. Sometimes there will be an opportunity for more than one free move along the same edge. In Diagram 5-3, White has three free moves along the eastern edge at h4, h3, and h2 (note that they must be taken in that order), and can easily run Black out of moves.


RoseDia05-01.png RoseDia05-02.png RoseDia05-03.png
Diagram 5-1 Diagram 5-2 Diagram 5-3
White to move Black to move White to move


RoseDia05-04.png RoseDia05-05.png RoseDia05-06.png
Diagram 5-4 Diagram 5-5 Diagram 5-6
White to move White to move White to move


Given the power of free moves, it is usually a bad idea to make a move which offers one to your opponent. Diagrams 5-4, 5-5, and 5-6 show three bad moves by Black which generate a free move for White. In all three cases, White will take the eastern edge on his next turn and be left with a free move to h2.


The concept of tempo

In Diagrams 5-1 and 5-2, White uses a free move to achieve the same effect as a pass. In Diagram 5-1 it is White’s turn to move, but in Diagram 5-2, it is Black’s turn. White has transferred the burden of initiating play to Black without offering Black any new safe options. In English, White is said to gain a tempo. In Japanese, White is said to “hand over the move (to the opponent)”.


Diagram 5-7 shows a position from a game in the 1992 All Japan Championship. Playing White is Hideshi Tamenori, a 5-time World Champion and generally regarded as the greatest player of all time. His opponent was Ken’ichi Ishii, himself a 2-time World Champion.


RoseDia05-07.png RoseDia05-08.png RoseDia05-09.png
Diagram 5-7 Diagram 5-8 Diagram 5-9
White to move Blackto move


In this position, Tamenori played a5!! This might appear to be a terrible blunder, but it was actually the best move. As shown in Diagram 5-8, Ishii replied by taking the a1 corner, stabilizing both the left and top edges, after which Tamenori filled in the hole at b2. The resulting position is shown in Diagram 5-9. Note that, compared with Diagram 5-7, Black has no new options, and in fact one of his safe options, namely a5 itself, is no longer available. Further, it is now Black’s turn to move! Thus, by playing the sequence in Diagram 5-8, Tamenori was able to gain a critical tempo. He handed-over the burden of initiating play to Black, leaving Black in grave danger of running completely out of moves. As demonstrated in this example, it is often worth sacrificing a corner in order to gain a tempo.


In the opening, when play is in the center of the board, finding the best move may not be easy, but usually even the second or third best move would not lose a tempo. The reason that edge moves tend to be so critical in determining the winner of the game is that a mistake on the edge will often lose a tempo. Especially in expert play, one extra tempo is often the difference between winning and losing. Throughout the rest of this chapter, and indeed the rest of the book, we will see many examples of how tempos are won and lost.


Wings won’t make you fly

In Diagram 5-10, Black’s position on the left edge is called an unbalanced edge or wing. While the term wing refers only to this edge pattern, unbalanced can also be used to describe the top edge (unbalanced three) or the right edge (unbalanced four). Unbalanced edges are inherently dangerous as the occupied C-square could offer the opponent access to the adjacent corner. They are often vulnerable to a variety of attacks, many of which can quickly determine the outcome of a game. The pattern on the bottom edge, with all six squares between the corners filled, is called a balanced edge and in many circumstances is the best possible edge position to have.


RoseDia05-10.png RoseDia05-11.png RoseDia05-12.png
Diagram 5-10 Diagram 5-11 Diagram 5-12
Black to move White to move


Diagram 5-11 shows an example where Black can exploit White’s unbalanced three on the bottom edge. Black should begin with d8, attacking the h8 corner, as shown in Diagram 5-12. This leaves White with two unappealing choices: save the corner by playing c8, flipping Black’s entire wall, or play somewhere else and allow Black to take the corner. In either case, Black will have a huge advantage in the game.


RoseDia05-13.png RoseDia05-14.png RoseDia05-15.png
Diagram 5-13 Diagram 5-14 Diagram 5-15
Black to move White to move


In many circumstances, attacking an unbalanced edge is so powerful that it is worth sacrificing a corner to do so. In Diagram 5-13, Black can initiate an attack on White’s wing by playing g1! If White takes the h1 corner, then Black can wedge (play between two discs of the opposite color) at h2, and then take the h8 corner, as shown in Diagram 5-14. The resulting position is Diagram 5-15. The question is, which corner is more valuable, h1 or h8? In this case, h8 is clearly more valuable. Having the h1 corner gives White stable pieces on the top edge, but that is about the end of the story. Meanwhile, Black will be able to extend out from his h8 corner, capturing most if not all of the bottom edge. In essence, Black has sacrificed one edge (the top edge), but will receive two edges (the right and bottom edges), and a tempo, in return.

RoseDia05-16.png

Since unbalanced edges are often subject to attack, you should look for opportunities to turn your opponent’s edge into an unbalanced edge. In Diagram 5-16, Black should play f1, leaving the position in Diagram 5-17. If White takes at g1, Black has a quiet move at f2, gaining a tempo (Diagram 5-18) and leaving White with an unbalanced edge to attack later. If White does not take g1, then black can play b1, effectively gaining two tempos. For example, in Diagram 5-19, it is White’s turn to move (Black has gained a tempo) and Black’s free move at g1 is good for another tempo.

Diagram 5-16

Black to move


RoseDia05-17.png RoseDia05-18.png RoseDia05-19.png
Diagram 5-17 Diagram 5-18 Diagram 5-19
White to move White to move White to move


Mind the gap

Suppose that in Diagram 5-20, Black decides to move somewhere on the right edge, trying to gain a tempo. He could play h3, leaving a 2-square gap between his pieces on the edge (Diagram 5-21), or to h4, leaving a 1-square gap. A general rule of thumb is that it is better to leave a 2-square gap than a 1-square gap. In Diagram 5-21, the squares h4 and h5 form a pair. If White plays into one of these squares, Black will play into the other, after which White will have to initiate play somewhere else on the board. Thus, regardless of whether White plays into the pair or not, Black’s initial choice of h3 will force White to play to the west (or an X-square), which will open up new choices for Black.


In this case the 2-square gap is between the A-squares, but 2-square gaps often occur between a C-square and (its more distant) B-square or even between a corner and a B-square. The concept of a pair is extremely useful, and we will see many more examples of it throughout the rest of the book.


RoseDia05-20.png RoseDia05-21.png RoseDia05-22.png
Diagram 5-20 Diagram 5-21 Diagram 5-22
Black to move White to move White to move


RoseDia05-23.png RoseDia05-24.png RoseDia05-25.png
Diagram 5-23 Diagram 5-24 Diagram 5-25
Black to move White to move Black to move


Compare this to the situation in Diagram 5-22 with a 1-square gap. Here, h3 and h5 appear to form a pair. However, as shown in Diagram 5-23, if White plays h3, then Black does not have access to h5! Now, Black will have to initiate play elsewhere. Of course, there will be other times that Black could fill the hole at h5. Suppose that, starting from Diagram 5-23, we make the disc at f3 black, and allow Black to play h5. This is shown in Diagram 5-24. One possibility for White is to take the edge with h7 (Diagram 5-25), and again Black will be forced to initiate play elsewhere. In other words, going back to Diagram 5-20, playing to create the 2-square gap with h3 gains a tempo, while creating a 1-square gap with h4 does not. There are many other cases where the opponent can exploit a 1-square gap by playing into the gap (Diagram 2-7 is one obvious example). While there are certainly occasions where leaving a 1-square gap is a good move, it is usually better to leave a 2-square gap or no gap at all. That said, it should be noted that having a 2-square gap is still a liability! Another rule of thumb is that such gaps should be left untouched unless there is some reason for filling them in (this point is discussed further in Chapter 6).

RoseDia05-26.png

The most common circumstance under which it is advantageous to leave a 1-square gap is shown in Diagram 5-26. Here, both sides have taken an A-square on the south edge. White is threatening to gain a tempo by playing e8, and Black must find some means of dealing with this threat. Since e8 is too loud for Black, the best move is d8, leaving a 1-square gap at e8. If White continues with e8, Black can take the edge with b8, leaving a free move at g8.

Diagram 5-26

Black to move


Anchors won’t weigh you down

If you follow the basic strategy of this book and make mostly quiet moves, while your opponent is grabbing as many discs as possible, then you may occasionally find yourself in a position where you are in danger of losing by wipeout. In Diagram 5-27, White has a lot of walls and very few places to move, which would normally make this an easy win for Black. However, with only one piece left, Black’s options are also limited. If Black plays the “safe” move c2, then white completes the wipeout with c1. Black’s only other choice is g2, which will give up the h1 corner.


RoseDia05-27.png RoseDia05-28.png RoseDia05-29.png
Diagram 5-27 Diagram 5-28 Diagram 5-29
Black to move Black to move


RoseDia05-30.png

Often the best way to avoid this situation is to take at least one piece on an edge, preferably an A-square, that you can use as your “anchor”. Even if taking the edge does not look theoretically correct, perhaps because you have a quieter move elsewhere, establishing an anchor can save you from all kinds of grief later in the game. For example, suppose you are Black in Diagram 5-28. Your opponent has been grabbing pieces from the start of the game, and you already have a big advantage. However, your opponent is also one move away from wiping yo out: if you get careless and play e2, your opponent grabs e1 and the game is over.


In this sort of situation, making an anchoring move at h3 will make it extremely hard for your opponent to score a wipeout. Suppose that the game continues as shown in Diagram 5-29, leaving the position in Diagram 5-30. Now the anchor disc gives Black access to d7, slicing through the middle and leaving Black with an overwhelming advantage.

Diagram 5-30

Black to move




Exercises

In each diagram, find the best move. Answers you'll find here.


RoseExe05-01.png RoseExe05-02.png RoseExe05-03.png
Exercise 5-1 Exercise 5-2 Exercise 5-3
Black to move Black to move White to move


RoseExe05-04.png RoseExe05-05.png RoseExe05-06.png
Exercise 5-4 Exercise 5-5 Exercise 5-6
Black to move White to move White to move


Exercise 5-7 Starting from Diagram 5-27, play out the rest of the game for both sides, starting with a Black move to g2. Even after losing the h1 corner, Black should be able to win.



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