Sente, Gote, and Initiative
Recognize real pressure and know when to answer or tenuki.
Intermediate lesson. Board: 13x13. Estimated time: 8 minutes. Concepts: sente, gote, tenuki.
Reference notes
- A move is sente only if ignoring it is worse than answering.
- Fake sente loses tempo and lets the opponent choose the board.
- Taking gote for clear profit is sometimes the strongest move.
Practice prompt
Identify which candidate moves are truly sente, then choose whether to answer.
Review check
Look for one answered threat you could have ignored safely.