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Descriptions of shapes in go revolve around how well a group creates or removes life and territory. Good shape can refer to the efficient use of stones in outlining territory, the strength of a group in a prospective fight, or making eye shapes so that a group may live. Bad shapes are inefficient in outlining territory and are heavy. Heavy ...
Stones are said to have good shape if they are efficient and flexible and bad shape if they are inefficient. Examples of good shape are the ponnuki (four stones in a diamond created by capturing an enemy stone) and the bamboo joint (a 2×3 pattern of two stones, two spaces and two more stones).
One shape is the "rabbity six" — a square, plus adding the two points touching any one of the corners. (Similar to the plus sign five, but add any of the four taken corner points to get the unsettled six.) The opponent playing in the center point threatens to fill all but one spot with a bulky five shape, and there is no defense.
Lasker's book Go and Go-moku (1934) helped spread the game throughout the U.S., [97] and in 1935, the American Go Association was formed. Two years later, in 1937, the German Go Association was founded. World War II put a stop to most Go activity, since it was a popular game in Japan, but after the war, Go continued to spread. [98]
Pages in category "Go shapes" The following 5 pages are in this category, out of 5 total. This list may not reflect recent changes. ...
Go is played on a plane grid of 19 horizontal and 19 vertical lines, called a board. Definition: A point on the board where a horizontal line meets a vertical line is called an intersection . Two intersections are said to be adjacent if they are distinct and connected by a horizontal or vertical line with no other intersections between them.
In Cards Go players draw from a pack of cards contain instructions to play one of a fixed set of commonly occurring shapes. [12] If the said shape cannot be placed on the board, then an illegal move is deemed to have been played, which necessitates resignation.
However even though the empty triangle is a prime example of bad shape, creating one could make sense, or even qualify as brilliant, in certain situations. [3] An example of this is the third "ghost move" in the famous blood-vomiting game. The move was played by Hon'inbō Jōwa as white against Akaboshi Intetsu. The move allowed Jowa to launch ...