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Re: The "How" and "Why" of Shapes
Posted: Sat Aug 27, 2016 12:45 pm
by Krama
Good shapes give you potential eyes, maintain connection and allow you to develop from the shape easily by making extra moves.
That is in most cases.
If you play good shapes you will have less problems.
Re: The "How" and "Why" of Shapes
Posted: Sat Aug 27, 2016 2:17 pm
by Bonobo
Since others have already given much more valuable advice than I ever could, I take liberty to ponder about the topic
title.
My first spontaneous thought when I first read the title has stuck with me and been going around in my head since then:
IMHO, it should rather be
The “Where” and “When” of Shapes because that’s all that matters:
context. (Though I think others have said things here which point in the same direction.)
There’s a whole zoo of
named shapes … here are just a few:
- The Empty Triangle, for example, has a “bad reputation” (cf. The Empty Triangle Is Bad).
- Another shape, the Ikken Tobi (one-point jump, one-space jump), has a “good reputation” (cf. The One-Point Jump Is Never Bad).
- Another one, the Keima (small Knight’s Move), is one of several shapes that can be used for a Shimari (Corner Enclosure) (but would you play it when another corner is still free?) or, less specific, for enclosing enemy stones (but it can be cut; beware of the ladder).
- I remember that, when I was relatively new to The Game, I was overly fond of the Kosumi (diagonal move) “because it cannot be cut” and “it is good for running”, so I played it wherever possible, even when I didn't need to run, leading to the loss of many games because of too slow play.
A shape often described as “good shape” can be totally useless if played prematurely or too late, or simply in the wrong place. A “bad shape” like the Empty Triangle can save your life when the situation gets crowded (cf.
The Good Empty Triangle).
Just a few thoughts that sprung from my confused ~10k mind that loves words and language

Re: The "How" and "Why" of Shapes
Posted: Mon Aug 29, 2016 11:14 am
by hyperpape
I read Shape Up several years ago, and loved it. Until I read that book, I was mystified anytime people said something was good/bad shape. I should have another look at it soon, as there were a few ideas that were beyond me when I first read it.
Making Good Shape is nice, but I feel like you have to be a little further along to appreciate it.
Re: The "How" and "Why" of Shapes
Posted: Sun Sep 11, 2016 1:47 am
by Ninjaboots
Thanks to all for the suggestions and thoughts.
I have been trying to focus on basics lately: staying connected, looking for weak groups to support or attack, and doing life and death problems. Shape is just a concept that baffles me a bit. I know "good shape" is shape that leaves room for eyes, that lets you connect, prevents cuts etc. But it's sometimes difficult (for me at least, as a beginner) to watch a stronger player "make shape" and understand how these goals are met by their moves.
Bonobo wrote:The “Where” and “When” of Shapes
This may have been a better title, in a way. Clearly shapes have a "time" and "place", they are neither "good" nor "bad" in themselves. Understanding what makes them "good" or "bad" in the right time and place, however, is my difficulty. So if I've already got an answer to the "where" and "when", I think the title still applies (such as when I am watching a stronger player and I can
see the "where" and "when" but I don't understand "how" it helps them reach their goals).