Go Strategy and Tips

Here is how to think about winning at Go, split into short lessons. Each one reads on its own, and each one comes with a real position: press Try it on the board and you play the move yourself.

Start in the corners

Lesson 1

In go you win by surrounding more points than your opponent, so the first question is always where territory is cheap. In a corner two edges of the board act as walls for you, along a side you get one, and in the middle you get none.

Count it on the 9x9 board: enclosing the same nine points costs six stones in a corner, nine along a side and twelve in the centre. Twice the stones for the same territory is a bad deal, so the opening belongs to the corners. Four of the five star points on a 9x9 board are corner points.

The centre is not bad, it is just later. It grows once the corners and sides are settled and you have walls facing it. Corners, then sides, then the middle — and when you are unsure, the star point of an empty corner is never a bad move.

Answer an atari

Lesson 2

The empty crossings next to a stone are its liberties. Fill them all and the whole group is captured. A group down to a single liberty is in atari, and if your opponent plays that point on their turn, the stones are gone. Go is counted in liberties, not in stones.

Black's five stones in the bottom right have exactly one liberty left. Leave them and White plays that point, takes all five, and turns the area into white territory. The way out runs upward: extend and the group has three liberties and room to run.

When you are in atari you have three choices: extend to gain liberties, connect to another group of your own, or decide the stones are small and give them up. The other way round, a group of your opponent's in atari is captured by playing that one point. Captured stones are filled back into their territory when you count at the end.

Two eyes are life

Lesson 3

A surrounded group survives on one condition: it has two eyes. An eye is an empty point enclosed by your own stones. Your opponent cannot play there, because the stone would have no liberty — that is a suicide, and the rules forbid it. With two eyes they cannot fill both, so the group lives for the rest of the game.

One eye is not enough. Once the outside liberties are filled, the opponent simply plays the single eye and the whole group comes off. One eye dies, two eyes live.

Black here is shut in at the top left, and the only empty points are three in a vertical line. The vital point is the middle one. Play it and the space splits into two eyes that White can never fill. Let White play it first and the space only ever makes one eye — try to capture the intruder and you put your own group in atari instead.

Chase with a ladder

Lesson 4

A ladder is a chase: you keep the running group in atari move after move until it runs into the edge of the board. The runner only ever has one liberty to extend into, and the extension is in atari again. The group grows, and then all of it is captured at once.

The direction you press from is everything. Block the square in front and your opponent turns sideways, comes out with three liberties, and the chase is over. Press from above instead and the group has to crawl along the edge until there is no board left. In this position, pressing from above takes all six white stones.

Ladders have one trap. If there is a single friendly stone waiting further along the path — a ladder breaker — the runner reaches it, gains liberties and escapes, and every stone you spent chasing is wasted. Look down the diagonal before you start the chase.

Try it on the board

Pick a lesson and the board starts from that position. Start over as often as you like.

Now put it to work

Last updated 2026-09-14 · Run by Qdan, Inc.