Chapter 6 · Edge Tactics

The Stoner Trap

A technique in which you play the X-square next to the empty corner on the far side from the opponent's edge, then play next to the end of that edge, so that even if the opponent takes the nearby corner and flips the X-square back, you gain the corner beyond the edge.

The Stoner trap is a technique that gains a corner by playing the X-square next to the empty corner on the far side from the opponent's edge and then playing next to the end of the opponent's edge. The typical shape is when the opponent's discs run along the edge from the C-square next to one corner, and two or more squares toward the other corner are empty. For example, White has discs from D1 to G1, and A1 to C1 are empty.

First, play the X-square B2 next to the empty corner A1; at this point, the opponent must not be able to take A1 at once. Then play right next to the end of the opponent's edge on C1, aiming at the corner H1 beyond the opponent's edge. The opponent can take A1 and flip the X-square disc back, but then H1 opens, and you take that corner along with the edge. Playing the X-square G2 on the opponent's edge side is not a Stoner trap.

Black to move. White discs run from D1 to G1, and the corner on the other side, A1, is empty. If Black plays the X-square B2 next to A1, White cannot take A1 at once. When Black plays next to the end of White's edge on C1, White takes A1 and flips the B2 disc back, but Black takes H1 on the other side. Use ▶ to play it (Black B2 → White H5 → Black C1 → White A1 → Black H1).

But the Stoner trap can fail too. The examples below show ① and ②.

  • ① You cannot play next to the edge (most common): after you play the X-square, if the opponent cuts both the line to the square you would play and the X-square's diagonal with one move, a path to the nearby corner opens for the opponent. You give away that corner without ever starting the attack.
  • ② The X-square is not flipped: when the opponent plays the C-square next to the nearby corner and flips your attached disc back, the X-square is not flipped if there is no opponent disc beyond it on the same line. Then the opponent does not give up the corner.
  • ③ A loss even if it succeeds: the corner you gain can turn your edge into an unbalanced edge the opponent can wedge into. Often a quiet move that reduces the opponent's places to play is better than the X-square.
Black to move. White discs run from H4 to H7, and H1 to H3 are empty, so if Black plays the X-square G2, Black can then play next to the edge on H3 using the line that flips G4. But if White plays C2 and flips D3, E4 and F5, the line to H3 is cut, and the diagonal to H1 (G2, F3, E4) opens as well. Black cannot play next to the edge, and White takes H1 (failure ①). Use ▶ to play it (Black G2 → White C2 → Black D2 → White H1).
Black to move. White discs run from D8 to G8, and A8 to C8 are empty, so Black plays the X-square B7 and, after White C3, plays next to the edge on C8, aiming at H8. But White plays the C-square B8 and flips C8 back, and since B6 above B7 is empty, B7 is not flipped. So Black does not gain A8, and with White's discs now running from B8 to G8, Black cannot take H8 either (failure ②). Use ▶ to play it (Black B7 → White C3 → Black C8 → White B8).

Exercise

Black to move. Find the move that starts a Stoner trap by playing the X-square next to the empty corner on the far side from White's edge.

Exercise

Black to move. Find the move that starts a Stoner trap by playing the X-square next to the empty corner on the far side from White's edge.

Exercise

Black to move. Find the move that starts a Stoner trap by playing the X-square next to the empty corner on the far side from White's edge.

Exercise

White to move. Find the move that starts a Stoner trap by playing the X-square next to the empty corner on the far side from Black's edge.

Exercise

White to move. Find the move that starts a Stoner trap by playing the X-square next to the empty corner on the far side from Black's edge.

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