Tactics 101
Common shapes, ko, seki, and life-and-death problems
Common Eye Shapes
These internal shapes reliably produce two eyes. Learn to recognize them and you'll instantly assess whether a group is safe:
- Straight four: Four points in a line — the opponent cannot prevent two eyes
- Bent four in open board: Four points in an L-shape — usually produces two eyes reliably
- Bulky five: A 2×2 square plus one additional point — guaranteed life, cannot be killed
- Rabbity six: A distinctive larger shape — alive with comfortable room to spare
And the shapes that die when the opponent finds the vital point:
- Three in a row: The opponent plays the middle point and the group cannot form two eyes
- Square four (2×2): One of Go's most famous dead shapes — the opponent plays inside and the group dies in ko or unconditionally
- Bent four in corner: A famous special case — what looks like it should live actually dies because of the unique geometry of the corner boundary
The Vital Point — Nakade
When attacking a group that is trying to make two eyes, often the goal is to play the "vital point" (nakade in Japanese) — the single interior move that prevents the group from splitting its internal space into two real eyes. Playing that point forces the group into a single large eye that can be captured.
Each internal shape has a specific vital point. Playing that point kills the group. Knowing these vital points by shape is one of the hallmarks of strong tactical play.
Seki — Shared Life Without Eyes
Not all living groups have two eyes. "Seki" (mutual life) occurs when two opposing groups share liberties in a configuration where neither player can safely attack the other without killing themselves first.
In a seki position, neither group's stones are captured, but neither player controls the shared space as territory — the points between them are neutral. Seki positions arise most often in corner fights and require careful reading to recognize. A group in seki is alive, but it's worth knowing its status precisely, because misreading seki can lead to costly mistakes.
Ko — The Fight for Recapture
Ko is a special position where a single stone has just been captured and the opponent would like to immediately recapture — but doing so would repeat the previous board position, which is forbidden by the ko rule.
Instead, the player who wants to recapture the ko must first play a "ko threat" — a meaningful move elsewhere on the board big enough to demand a response. Once their opponent answers the threat, they can then retake the ko.
Ko can be decisive in life-and-death situations. Understanding ko — when to fight it, when to ignore a ko threat, and how to count the net value of a ko fight — is an advanced skill that separates strong players from average ones.
Life and Death Problems (Tsumego)
Studying life and death problems — called "tsumego" in Japanese, or "gisaeng" in Korean — is considered one of the most effective ways to improve at Go. Regular tsumego practice trains you to:
- Read accurately without touching the stones — seeing sequences entirely in your mind
- Recognize vital points for common shapes instantly
- Calculate status quickly — determining whether a group lives, dies, or is in ko with best play from both sides
- Build pattern recognition that carries into every part of your game
Types of tsumego:
- Kill problems: Find the move that kills the opponent's group
- Live problems: Find the move that makes your own group alive
- Status problems: Determine whether the group is alive, dead, or in ko — no hint given
- Ko problems: Find the sequence that creates or resolves a ko
Even 10-15 minutes of tsumego practice daily builds pattern recognition that improves your reading speed and tactical accuracy across all phases of the game.