| Strategy |
|
A very basic property of Havannah is this: of all games that can end in a draw, it must have the smallest margin. It's easy to construct a drawn position, but in twenty years of play, there are no recorded draws. There are two immediate consequences:
The first move advantage has never been a problem on the current board size, because the impact of strategical and tactical errors outweighs it substantially. The second property was not immediately obvious in the first year of the game's existence, when it was extensively played at the University of Twente and its games club 'Fanatic'. It took Roelof Moll, a local Chess player who had played only for a couple of months, to point it out. He started winning consistently by following his Chess instinct and taking the center. He didn't care for speed, he cared for safety. His reasoning was that it doesn't matter how 'fast' a group threatens to connect, if it's dead. Cutting the opponent's groups from above (that is: from the center) limiting their options to at most two sides and one corner, he proved that all our previous strategies were in dire need of reconsideration. From his contribution came the concepts of snake strategy, with the emphasis on speed, and spider strategy, with the emphasis on safety. It gave rise to the Safety Speed Dilemma, illustrated here in a nutshell, but actually pervading Havannah in all strategical and tactical aspects.
A frame The main strategic goal in Havannah is is the establishment of a frame, a connection aiming at a ring, bridge or fork, that, though still incomplete, cannot be broken by the opponent. The last property is essential. With safety taken care of, it gives rise to two simple strategic truths:
In the process of establishing a frame, ring, bridge and fork play very different roles. A ringframe
A bridgeframe Unlike sides, corners are mutually exclusive, so the options for making a bridge are limited to begin with. A frame requires that the two corners involved are occupied before the frame is established, lest the opponent might refute the plan by snatching away one corner. This means investing in moves whose efficiency is granted only in a narrow context, inviting the opponent cut and render them useless. Because of these properties, the bridge, like the ring, is mainly a tactical weapon. Cornerpoints, apart from their inherent danger as part of a bridge, play an important role in joseki (corner disputes) because they form a connection between two sides. Three stones can add up to two sides and a corner, and if a chain containing such a triplet comes out in the open, it may connect up successfully almost anywhere. A forkframe There's a major difference between the fork and the other two winning structures:
Black sente moves are indicated by the move counter, but do not appear on the board: they're supposed to take place elsewhere without influencing the situation at hand. White makes 16 moves, 6 of which require a local answer because they constitute ring threats. Of course this is not the final answer to the origial question: make white 7 a one point jump to k18, and white can run the 18-line in sente for quite a while. This low route has a resource to do it in 9 moves, as shown at the bottom. White makes 19 moves, 10 of which require a local answer because they constitute a ring- or bridge threat. This is what the race stage often about: the one extra tempo you can squeeze out of a position using tactical threats. Of course the bottom sequence may not be the final answer to the origial question either. |