Today I visited Matsuyama Castle in Matsuyama Japan. It was gorgeous and it has many parts accessible, and there was a great exhibition inside.
The defensive design is interesting. The core castle tower is defended by its design of multiple “fall-back” options.
At first, attacking troops march to the lowest gates, and from peepholes they get shot by the defending troops inside the castle.
If the attacker somehow breaches the gates, then defending soldiers will fall back. The attackers now have to walk another walkway to the next gates, but on that walk, they will again get shot from peepholes along that walkway, from inside the castle.
Repeat this classic tower defense idea a couple of times, making this a very well defended castle. This idea was called Shikiri, which literally means compartmentalising / divide into rooms.
This got me thinking about Go (…of course…). In Go you don’t build a defensive castle, though you might enclose an area in a way that you don’t want it invaded.
Is there a similar concept in Go, or has there been in historic games, where players design a clear “fall back” scenario? Where you aim for goal A, but play in a way that if that fails, that due to a safety net, a clear goal B is nearly certain to happen?
Vaguely this applies for every situation, for example I might want to kill invading stones, but if my kill fails, at least the opponent is weakly on the run. But that is not explicitly designed. I’m wondering if deliberately designed fall back scenarios are or were a part of Go strategy. Many thanks for entertaining this vague question.

