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.