Hi Everyone. After our two detours on the supplementary notes on the positions after the common Joseki, let’s not continue with our Joseki discussion. We have discussed about White entering the 3-3 point when Black pincers and we have discussed both Black’s blocks on both sides. Today, we are going to discuss White’s one-point jump when Black pincers as in Diagram 1 below.
The White one-point jump towards the center is part of a special strategy. On its own, it is said that this move is not a optimum move, the reason is because, compared to White jumping into the 3-3 position, this White jump gets neither territory nor base while Black gets to play on both sides. You see, when White plays at the 3-3 point upon Black’s pincer as in the previous lessons, White gets the corner territory and is alive. White can make perhaps like 10 points in the corner. Do not forget that the corner was Black’s corner to start with. So to compensate for this, Black will have to make like 20 points outside.
This White one-point jump is usually played to deny Black forming a moyo. It is ready to allow Black to play on both sides of the board but its primary objective is to get into the center and have a say in the center instead of letter Black blocks its access into the center and thus allowing Black to play a moyo strategy. I will show you two professional games later to illustrate this point.
Diagram 2. (Reference Diagram)

The sequence to White 13 is one of the standard Joseki. As you can see, Black played on both sides while White achieved its objective of getting stones influencing the center.
Let’s study this Joseki in more depth.
Assuming Black did not play at 4 in Diagram 2 but instead played as in Diagram 3 above, White will immediately play at 5 and will seal Black into the corner. The result will be bad for Black. Remember that it is very important to get out and not get sealed into the corner. You will remember this from our Joseki fundamentals lessons, right? The result is the same if Black played Black 4 at “a” in Diagram 3. White will still play White 5 and seals Black into the corner.
After Black responded with Black 4, White can slide inside with White 5. Black blocks with Black 6 and White counter pincers with White 7 and the sequence subsequent to that is a battle. The outcome will not be very clear.
If instead of Black 6 in Diagram 4, Black jumps first with Black 6 in Diagram 5, White will jump one more with White 7 and if Black gets out on the side with Black 8, White 9 to White 11 gets the corner.
If Black wants to prevent White from getting the corner by playing Black 8 in Diagram 6 above, then White seals Black in with White 9 as in Diagram 6 above.
The positions in Diagrams 5 and 6 is not unplayable for Black. However, the most common response for Black is to play at Black 6 in Diagram 4 above and then fight with White. Black can aim to secure territory on the right side as the fight goes on.
If instead of Black 6 in the Reference Diagram (i.e. Diagram 2 above) Black pushes up with Black 6 in Diagram 7, a complicated fight again will break out. Note that Black needs a ladder to play like this. The next Diagram will show you why.
The complicated fight will follow as in Diagram 8 above. Remember we said that Black needs a ladder in the previous diagram? The reason is if the ladder is not favourable for Black, White will simply capture the Black 8 stone with a ladder with White at the Black 18 position. If this happens, the result will be bad for Black.
If you want to avoid all these complications, the Joseki in the Reference Diagram is good.
I am showing you all these because I want to show you the rationale for the moves and what happens if some other moves are played. I want to avoid you having to memorize the Joseki in the Reference Diagram, but instead, understand it. In you games, at least at the beginning, play the Joseki in the Reference Diagrams, then slowly experiment the other Joseki variations, depending on your strategy and surrounding situations.
White can play at White 13 in Diagram 9 above instead of White 13 in the Reference Diagram. However, in the future, or even immediately, Black can play at Black 14 and the sequence in Diagram 9 above follows. Later, White has some aji at “a” or playing at “b”, blocking off Black’s access to the left.
In Diagram 10 above, you will see that the White top group has formed a very good relationship with the White formation on the left side when White plays White 19. It is therefore quite usual for Black to play at that point (White 19 point) or one line lower instead of Black 14 in Diagram 9 above, to prevent White from forming such a good relationship and framework. If Black did so, White will probably just connect at the Black 14 point instead.
The game in Diagram 11 above is one where Lee Chanho played Black. As you can see, Black has gotten a moyo on the right side and White sketches out his own moyo on the left. This is one way of playing.
Some players do not like his opponent to play a moyo game for some reasons. Therefore, when faced with a Black pincer, he will jump out as in the Reference Diagram to avoid giving the opponent a chance to build a moyo as in Diagram 11 above.
The game in Diagram 12 above is between Takemiya Masaki (White) and Mok Chin-Seok (Black). It is a typical moyo game. And in this game, Takemiya sensei won the game (he is a master of moyo games, by the way).
Therefore, in this lesson, we have discussed about the one space jump of White when Black pincers. This is a special strategy where White wants to get out into the center. The moves in the Reference Diagram (Diagram 2) is a normal Joseki. It will be worth your while to go over this joseki and study the variations that may occur.
We will continue with 4-4 Joseki in our next lesson. Till then, please solve more Life and Death problems, play more games and review your games
See you.













































































































