Very little is known about Dominions strategy and tactics, since the game has remained dormant for the first two decades after its invention.
The game went online in the summer of 2002 with everyone (including the inventor) very much in the dark. Since then some strategical contours
and some interesting tactics have emerged.
Extendable liberties
Let's say white opens with a five, and black replies with a five as indicated. Black now has two twin liberties - if white
extends at A, black has C to further extend and if white moves at B (which is not an extension but the start of a new group)
black can extend further at D. Likewise, if white moves at C or D, black can extend at A or B, cutting white in the process.
Suicide attacks Black proceeds with a five at C, and white, unable to play at A, has no better than to attack the attacker by extending from his right five. At this point, with the white group in atari (reduced to a single liberty), blacks best strategy is not to capture it. There's a simple reason: as long as it is white, black can employ it to move adjacent to it. The diagram on the right illustrates the capture resulting in twin liberties all around (EF-GH and a triplet at the bottom), yet it's not the best move. That would have been to extend at E and postpone the capture as long as possible (till one of the containing groups gets into atari itself, for instance) to employ the white pieces in case an opportunity arises.
This example is about the capture of a single piece (and the plug invested), but the reasoning holds for any group: dead liberties can be deadly!
Sections White cannot move adjacent to an opponent's piece and neither does he have to, because his group makes up a complete section. If black had played any piece but a plug, the resulting section would be bi-colored and thus contain more than one group, and white would be subject to the usual placement restrictions. If and only if a group (including a single piece of course) makes up a complete section, the player may freely extend from it: such a group has no dead liberties!
The middle diagram shows what might happen after players open with back to back disconnected five's. Both pieces make up a complete section
and thus have no dead liberties. Next both white and black have extended with a six and both still may freely extend from any liberty of the resulting
groups because both groups still make up a complete section. Starting a new section is an important weapon that can be used to initiate a new local conflict. As a game proceeds, an increasing number of cells that are adjacent to only blank sides of the opponent appear. Placing a (preferably big) piece on such a cell presents the opponent with a problem: the piece has all its liberties (since it didn't invest one in a beam connection) and may be freely extended from! This usually is enough to trigger a local reply and thus initiate a new local conflict. Sooner or later, but often sooner, these local conflicts itself start to interact. Then it's beginning to look like Dominions (I mean, try to explain Go strategy in a world where no-one has ever played it :-) ).
Eyes
Black has placed a further compact four - very questionable in strategic respect, but conveniently illustrative. White replies with a crossed four
that creates a white eye at A. Only two pieces will fit at A and black has already used both! The crossed four and the
top five - and also the groups formed by extending from them - live unconditionally.
Note that if black plays at B, white can extend at C, but more importantly: if black extends at B, white can connect at D, linking all groups to the eye, because the bottom white group still makes up a complete section! |