Chapter 5 · Fighting over Good Squares

Defense: Remove the Opponent's Foothold

If you cannot play first on the opponent's good square, change the opponent disc needed to play there so that the opponent can no longer play on that square. This is defense.

To play on a square, a player needs one of their own discs on the far side of the discs to be flanked: a foothold. If you turn that foothold into your disc, the opponent cannot play on that square. If several moves defend, choose the quiet one among them.

Usually you look for taking first, and use defense when taking first is impossible or would spoil your shape. But taking first is not always the first choice; as you improve, you will sometimes choose defense first depending on the position.

Black to move. White would like to play C2, a quiet move that flips only C3 using C4 as a foothold. Black cannot play C2, and if Black plays F7 (engine prediction 0), White plays C2.
In the same position, Black C5 flips the foothold C4 so that White cannot play C2. Black C5 is the best move in this position with an engine prediction of +9. Compare it with the first board.

Exercise

White to move. Black would like to play B4, but White cannot play B4. Of the marked F4 and C2, which move stops Black from playing B4?

Exercise

White to move. The square the opponent most wants is one you cannot play. Of the marked E1 and G5, which move stops the opponent from playing there?

Exercise

Black to move. The square the opponent most wants is one you cannot play. Of the marked A5 and F3, which move stops the opponent from playing there?

Exercise

White to move. The square the opponent most wants is one you cannot play. Of the marked D8 and E3, which move stops the opponent from playing there?

Exercise

Black to move. The square the opponent most wants is one you cannot play. Of the marked F7 and G3, which move stops the opponent from playing there?

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