Lesson 117 : One-Space Jump Downward (1) - The Korea Times

Lesson 117 : One-Space Jump Downward (1)

There is a saying that a “onespace jump toward center is never wrong.” Of course, to jump toward center is usually the fastest way to escape your opponent’s attachment, and is also quite difficult to cut.

There is a haengma called a ‘cap,’ meaning a move made at a point two lines above the opponent’s stone to block his advance toward center, which hows the usefulness of jumping toward center.

However, oftentimes, a onespace jump toward the edge of the board can be a good move.

Perhaps this kind move can be introduced under the title ‘brilliant move with no name’ as in the previous lessons, but here I will follow the term invented by a Korean professional player, Moon Yong-jik.

He names the move ‘one-space jump downward’ in order to distinguish it from the jump toward center.

Let’s start with a very simple example.

Diagram 1

You might have seen this sequence when you studied how to defend your territory from the invasion of a stronger player. Against White’s invasion with 1, Black 2, 4, and 6 form the most powerful answer.

After Black 6, either the three white stones on the right side or the ▲-marked stone, or both will be severely pestered by Black.

Diagram 2

Even in the case shown above, White has a method to patch up, namely White 3. Thanks to this jump toward the edge, White can have either A or B to secure life on the side.

White 1 is a means to make a cutting point at C, which will help him in fighting with Black.

Diagram 3

The sequence up to Black 9 is one of the variations of a 4-5 point joseki. The problem is how to defend the corner as White.

White 10 is obviously the worst choice. It does not only make Black’s shape stronger, but also leaves big trouble at A to White.

Diagram 4

White 1 and 3 can be options for securing a sente.

However, as much as White’s corner territory strengthens, Black’s influence gets stronger as well, so it is not recommendable unless there is an urgent place for White to move.

Diagram 5

The correct move for White is, as you may have already guessed, to jump downward with White 3. Of course now White loses a sente, but sometimes it is better to be in gote than to play bad moves solely for a sente. As you see, after Black plays elsewhere, White can disturb Black’s area with A.

Diagram 6

This problem is related to a vital point of a shape, but it is also related to a jump downward. Obviously White can save the three white stones by playing at 1. However, owing to Black 1, the corner territory goes to Black.

Diagram 7

You may think the reason why White 1 is good is that the point is the center of three stones. Of course that is correct.

But you can also see this problem as finding the best way to capture the ¡a-marked black stone, and then you will see why it is also related to a jump.

The writer is a baduk professor at Myongji University and a professional player of the game.

chihyung@mju.ac.kr

Interesting contents

Taboola 후원링크

Recommended Contents For You

Taboola 후원링크