Name | Size | Date Added |

## 0 What Group? | 110 |

If you are unsure to what group a problem belongs please add it here and the moderators will index it for you. (The "0" in the name is only there to make sure the group is at the top of the list, so people can find it more easily.) | |

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## 13*13 Games | 25 |

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## 2-2 Crosscut | 19 |

Problems where there's an obvious 2 - 2 cutting point to start the problem. | |

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## 5x5 Endgames | 35 |

Endgame problems from 5x5 boards. | |

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## 6 Live 6 Die | 9 |

Here are six groups to save and six to kill, and for an added touch of realism, one problem in each of the six has no solution. The rest all have unconditional solutions. | |

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## 6x6 Endgames | 20 |

Endgames problems on 6x6 boards. | |

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## Basic Shape | 421 |

A standard shape, usually found in a corner or side. These will often appear in games; sometimes even out of josekis, and it's important to know the solution beforehand. | |

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## Best move with letting enemy live | 56 |

When one player well do killing enemy's group, then it's happy. But some cases are impossible to kill. But go is not representing only "winning games". Anytime doing the best is winning for self. | |

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## Black or White | 36 |

Problems where the first move consists of choosing to attack, if the user thinks that he can kill, or choosing to defend, if the user thinks that he cannot kill. | |

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## CGT | 15 |

Combinatorial game theory is, among other things, about how to get the last point. Sometimes these problems can be solved by standard endgame theory, sometimes not. CGT is described on Sensei's Library. | |

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## Choose your Difficulty | 12 |

Problems that let the user choose between several paths of resistance of varying difficulty. | |

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## Connect | 256 |

Try to connect stones. | |

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## Construction | 5 |

Problems that require the solver to construct a position with some given properties. | |

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## Corner Boxes | 26 |

A perfectly rectangular box in the corner, which may or may not have open edges or enemy stones inside. | |

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## Counting Points | 67 |

How many points is a move worth? These problems test your counting ability. | |

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## Cutting | 137 |

Cut your opponent's stones. | |

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## Dame filling (Damezume) | 48 |

Filling Dame is the one of etiquette for go even if Japanese rules are used. It's getting points when chinese rules are used. Some people on this site say it's not needed although it's big wrong. | |

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## Dragons | 14 |

Problems dealing with the life and death of large groups. | |

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## Escape | 27 |

The concept of escaping with a group out of the local context, i.e. globally into the center (the contrary would be boshi) or on smaller scale, i.e. the other color cannot stop the escaper from collecting more liberties or confine him in any direct way. | |

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## Etiquette | 2 |

"problems" related to good manners | |

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## Fun | 309 |

Whimsical problems of the kind that you'd never see in a real game, but are fun to solve. | |

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## Good and bad style | 2 |

Avoid vulgar style. | |

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## Hamete | 27 |

A hamete is a trick move. If you do not know the correct answer you run the risk of ending up with a very bad position. While if you do know, your opponent will mostly suffer only a small loss | |

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## Handicap Game | 71 |

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## Hiraki (Extension) | 2 |

What is the correct extension? | |

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## How Many Ways | 38 |

These problems ask you not just to kill or live, but how many ways there are to do it. This is good training, because many go players quit as soon as they find one way, without examining all the possibilities that may have different effects on the surrounding situation. | |

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## Instruction Required | 426 |

It is necessary to read some instruction before solving these problems: trying to solve the problem before reading the introduction will not work. These problems often say things like "if you think you can kill this group, play at A. otherwise play at B." | |

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## Irregular board | 164 |

Problems on an unusually shaped board. | |

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## Irregular rules | 13 |

Used useless rules but it's a joke:) | |

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## jingdiansihuo | 4 |

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## Ko / Ko Threats (secret) | 166 |

Best way to play in a ko, or ways to play to maximize ko threats later. | |

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## Ladder | 249 |

Otherwise known as 'shicho,' ladder problems can be interesting in many different ways. Some are difficult to read due to the configuration of the stones at their end. Some fantastical creations lead to ladders bouncing all over the go board. | |

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## Life on 2nd Line | 65 |

Often one has to find life with stones only on the second line. | |

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## Nadare Joseki | 2 |

Avalanche Patterns | |

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## Nakade (secret) | 28 |

Big dead eye spaces. | |

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## No-Throw-In Corner Tesuji (secret) | 1 |

This specific tesuji happens when it looks like a player should throw in a stone in the corner, but actually there's a damezumari when you just atari instead. | |

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## Notch Group | 8 |

2nd line groups with a "notch". | |

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## Rule Set Dependent (secret) | 13 |

Problems that depend on the rule set being used or problems that do not use Japanese rules. Please note that unless stating otherwise, this site uses Japanese rules. | |

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## Seki (secret) | 76 |

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## Semeai / Capturing Race | 299 |

Problems which deal with a liberty filling battle between groups lacking two eyes. | |

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## Shape | 76 |

Try to make good shape for your stones or bad shape for your opponent's. One of the most important skills in go. | |

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## Shinogi | 3 |

Shinogi is a the art of making shape or eyes for groups in danger. | |

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## Spiral Ladder | 12 |

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## Stories | 37 |

The problems have associated stories. | |

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## Strange | 48 |

Problems, jokes, etc. whose solutions are not based on normal go play. | |

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## Symmetrical | 73 |

At least one axis of symmetry. | |

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## Tenuki | 2 |

Whether Tenuki is viable or bad. | |

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## Timing | 33 |

The idea for a concept "Timing" came up when editing problem #3300. Problems can be added into this group, when the question "when" to play a move or sequence is especially important or the key issue. Rin Kaiho (Lin Haifeng): "Go is about the order of moves". Examples could be YOSU-MIRU moves (probe in a position to see how the partner responds). It will include many examples with correct paths where the end-position is the same as in a wrong solution, but did evolve in another way. Other examples would be positions which are not played out completely, rather stopped at a certain point in order to wait for a better (the best) time to proceed (in ways which can be decided on better later). This is the 2nd aspect of YOSU-MIRU. I would understand the context narrower than given in http://senseis.xmp.net/?Timing. | |

problems... |

## yosihiro | 5 |

Problem of yosihiro | |

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