I don’t share that sentiment.
Yes, at some point when people are somewhat able to take a decent lead home the fuseki becomes important. Before that, beginners really need to understand how to „move“ their stones, how to defend and connect their groups and how to cut and capture.
If you see a strong player win against a weak player with a large handicap it always goes down the same way: the strong player places stones all over the board such that eventually many many skirmishes appear all over the board and then she is patient to take small advantage after small advantage, manifesting groups and territories out of what looks like thin air to the other player.
At a somewhat higher amateur level and above the fuseki again loses importance and the distinguishing factor is fighting skills and judgement, fuseki and prep just becomes table stakes.
> Before that, beginners really need to understand how to „move“ their stones, how to defend and connect their groups and how to cut and capture
Agreed. Now check the tutorial series.
There's no movement. There's no connecting of groups. It is ENTIRELY cutting and capture, and life-and-death puzzles.
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https://online-go.com/learn-to-play-go/bl1-stretch/2
Look at this puzzle. WTF is this?
The "stretch" ("correct move" according to this tutorial) seems wholly inappropriate compared to 1-point jump, horse-move, diagonal move .... or hell just running in the other direction (to the right, escaping towards the center).
To know the appropriate move requires knowing what is going on around the whole board (and not just what's going on locally).
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https://online-go.com/learn-to-play-go/bl1-stretch/6
Or this one is perhaps more egregious. This is simply the wrong direction of play entirely. 20+ point mistake to play the "correct" move here. The correct move is a 2-point jump (or greater) along the 3rd or 4th row northbound.
> Look at this puzzle. WTF is this?
> The "stretch" ("correct move" according to this tutorial) seems wholly inappropriate compared to 1-point jump, horse-move, diagonal move .... or hell just running in the other direction (to the right, escaping towards the center).
The stretch is good shape here. I can't even tell which keima[0] you have in mind but that makes no sense here. A diagonal also just looks strange, unless you mean hane, which lets opponent cross-cut and will end with losing that stone. Similarly, a 1-point jump (I assume you mean upward) lets opponent wedge in and will end in gote, and running to the right (I assume you mean another 1-point jump) allows opponent to push you around.
The stretch is important here because it prevents opponent's hane, which is very severe. It also threatens to turn and block opponent's expansion decisively, so it may be sente depending on the rest of the board. In general it will make sense to push twice here, then make a one-point jump.
> Or this one is perhaps more egregious. This is simply the wrong direction of play entirely. 20+ point mistake to play the "correct" move here. The correct move is a 2-point jump (or greater) along the 3rd or 4th row northbound.
Per AI, on an empty board, the stretch is about 1 point worse than those jumps (establishing a base); a one-point jump in the same direction of the stretch is about as good as making a base; and best is tenuki. There is simply no urgency to settle those stones without anything else in the area. But stretching or jumping damages Black's shape and limits further expansion of that group. The point is simply to prevent Black's hane there.
Regardless, when they say "correct move", this is not supposed to be about what would be best overall to play in the position. It is supposed to be about a) recognizing the shape and its purpose and b) doing it in a sensible direction. And you really have to learn that sort of thing by example and by physically laying it out, because trying to give the rules for choosing a direction to stretch is harder.
[0] By the way, I'll spot you that Western teachers usually do use English for ikken tobi and kosumi; but "horse-move" is cringe. Most Western players who actually talk about the game will probably know "keima", but you can at least say "knight move".
Well, I appreciate the discussion in any case. I'll review the position more.
But this kind of discussion is missing from the tutorial in any regards. This is where I believe I'm stuck in the ~9kyu level and feel like its been mostly about this middle-game movement / direction of play stuff since 15kyu or so.
> This is where I believe I'm stuck in the ~9kyu level and feel like its been mostly about this middle-game movement / direction of play stuff since 15kyu or so.
Sure. But you put in the effort to get that far. You can't just put everything in the beginner tutorial. They'll get confused. And there's only so far you can go with one-size-fits-all lessons, without feedback from the student.
I appreciate the discussion as well.
After having checked the positions you mentioned, I had put you somewhere in the 4-10 kyu range. For me this was the time when I found out how important it is to play efficient and fast and play big spots. In order to improve further, I had to learn to appreciate thickness more because of the downstream benefits. As the fighting of both players becomes stronger, thicker shape makes your side of the fight much easier and prevents everything from crumbling.
Take your first example where you suggested 1-point jump or keima instead of nobi. The main point here is about 1) liberties and 2) having your group‘s „head“ run ahead. There is also this concept of a hard head or a soft head and the nobi creates a wonderful hard head ahead of your opponents stones that can not be bullied. If you play any other move, a stronger opponent will (locally) immediately and gladly play that hane without thinking, which takes a liberty and forces you to play again to defend your stones. Depending on your moves, the opponent would turn your group into a big dumpling and collect very nice stones on the outside in the process.
Perhaps you would find the games of Kitani Minoru or Lee Chang’ho inspiring.