Young turk wars (***)

In title matches, both players often are afraid to show their hand too soon and games carried in newspapers sometimes appear rather unexciting. In contrast, the lower ranking young turks go all out, often resulting in large semeai (countering moves), all-or-nothing ko fights, and hand-to-hand fighting that start in one corner and spread all over the board.

Refreshingly, this was what we saw in this game between Cho Chikun (Black) and Norimoto Yoda (White) for the Meijin title. The latter lost the battle but won the war and the title in this game.

Cho's Overplay

We began this game last week with White playing the last move at 68. Up to this point, White was constantly on the run.

Diagram 1 Diagram 1 : When Cho plays at 1 (actually 69 in the game), he is sure to have taken the whole situation into consideration. White's moves to 16 are forced so than he can connect his large lower right group to his upper right corner. Now, Cho's move at 17 is the move that should make the difference (this is as far as he could have read without making too many assumptions about White's moves).

White first forces with 18 to 22, then elegantly defends with 24 as a preparation to strike a bolt himself. Note that he does not exchange A for B first. Also note that black 17 and 25 are not attachments-as we saw in the article about attaching two weeks ago, this is in line with principles about attacking. Making attachments only serves to strengthen the opponent.

Diagram 2,3 Diagram 2 : After black 1, White strikes back at 2. This induces the exchange 3 for 4, giving White a good eye-shape. In addition, Black is now saddled with a cut. Black 5, induces the exchange 6 for 7 which serves to enable black 15 and 17 later. So far, Cho has read things well. Yoda attacks with 8 to 12, then let out a mutter of surprise when Cho plays at 13. Cho had apparently read something Yoda had not. White 14 was not greeted well by the analysts. Black 15 to 21 kill the white group in the center, and the analysts thought it was all over. But then White plays 22, 24 then 26-incomprehensible moves at first sight (see Reference 1).

Diagram 3 : After Black kills the marked white group in the center, he seems headed for certain victory as he invades with 1 to 7. But with white 8 to white 22, White secures the whole left side. Black manages to cut off a stone with the sequence 23 to 31, but the more you think about it, the worse things seem with the capture of the white group in the center (see Reference 1). In the actual game, after black 63, White captures that stone. Black fills in the space below and a ko starts. In the end, Black even cannot seem to win the ko, and resigns on move 196 (last 15 moves are not shown).

reference1,2 Reference 1 : After black 1 and white 2, there is a semeai. Black's stones have eight liberties (indicated by X's), whereas White's surrounded stones have five liberties in ko-black A, then black B, white C, black D, black E, black B again and if he wins the ko at B/C, Black can play at F in order to capture. Of course, Black wants to break into White's territory with G or H, but in the ensuing fight he may lose two liberties or more. That would mean the ko becomes a serious issue that Black cannot afford to loose.

Finally, even if Black wins the ko, he has to add stones in his own territory to actually capture the white stones. There are only 10 white stones, meaning Black's territory would be exactly 20 points, not a big deal. At the same time, White secures territory around G and H, worth more than 10 points in addition to having secured a large corner in the upper left, for a grand total of about 30 points in this area of the board. In other words, Black's local success here was a pyrrhic victory that finally cost him the title.

Reference 2 : In retrospect, instead of 1 in Diagram 2, Black should have played at 1 here. White 2 is probably best. Black can then continue with a double corner approach at 3, pincering the marked white stone. Later on, if white A, Black can answer with B, and white C with black D.

Solutions to last week's problems

solution1 Solution 1 : Instead of 1 in Diagram 1, Black should have cut with 1 shown here. Black 9 initiates a ladder. White 10 is a ladder-block. But black 11 is a good move. This captures the two marked white stones-if white A, black B. Furthermore, Black is aiming at cutting at C and D although white defends against this threat in sente with 12 through 16. The moves 18 through 35 are one example of how the game could continue. The crosses in the middle of the board indicate the line where Black could possibly make territory without too much effort-the perks that come with having influence and strength.

Solution 2 : After Black played the marked stone, the combination of 1, 3 and 5 are a good rebuttal. Black can capture white 3 by playing at 4 and 6, but after white 7, if Black connects at 3, he loses everything when White cuts at 9.

Problem

Black to play and cut off the marked stone.

solution2,prob

By Richard Bozulich

By Rob van Zeijst

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  2. The last rule--ko
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  6. The secrets of the lazy
  7. Don't mistake movement for action !
  8. Madmen and common sense
  9. Breaking down the borders
  10. Go the 4th R in school curriculum
  11. Go an educational tool
  12. Mixed-doubles go
  13. Problems and answers
  14. The answer is in the doing
  15. Upsetting common sense
  16. Believing is winning
  17. The art of tenuki
  18. Classification and association
  19. Being in good shape
  20. Keeping in shape
  21. Games of Culture
  22. Deduction and Induction
  23. Asking the right questions
  24. War or peace ?
  25. Avoid simple solutions
  26. The master player
  27. The Ing Memorial Cup in Europe
  28. new ruler on the Kisei Throne
  29. Expectations and reality
  30. Quantity or quality ?
  31. Fujitsu Cup
  32. A Slip of the mind
  33. Losing your bonus
  34. Get out of that groove
  35. New lease on life
  36. Games people play
  37. Changing your mind
  38. Pick your fight
  39. Sanrensei-Part II
  40. Invasion tactics
  41. sanrensei strategy
  42. JAL Cup World Amateur Go Championship
  43. The Honinbo Title: Up for grabs
  44. O Meien becomes new Honinbo
  45. Rote memory vs calculation
  46. The problem with go
  47. The art of stealth
  48. Keep your options open
  49. Where Zen and go meet
  50. Think globally, sacrifice locally
  51. Yamashita the new Gosei king
  52. Toughing it out
  53. The leaning technique
  54. Learning by example
  55. Proverbs guide your hand
  56. Yoda, the new hero
  57. Young turk wars
  58. Evolving game
  59. Solution to last week's problem
  60. Every move is a new board situation
  61. King of ko
  62. Get stronger at ko
  63. Solutions to last week's problems
  64. Answers to last week's problems
  65. Go Training in Europe
  66. Kikashi and Nozoki
  67. Tips from the Pros
  68. Applying the theory
  69. Answers to last week's problems
  70. More on honte
  71. Aggressive players know boshi
  72. Boshi-old hat for go-getters
  73. Boshi-erasing influence
  74. Rui Naiwei-top woman player
  75. last week's problems
  76. Making the connection
  77. More connections
  78. professionals use connections
  79. Solutions to last week's problems
  80. Sometimes a person might wonder
  81. Solutions to last week's problems
  82. Solutions to last week's problems
  83. Guidelines for explaining the game
  84. Handicap in golf and go
  85. Atari-The last liberty
  86. The second technical rule
  87. Concept of territory
  88. The Concept of Life
  89. Mine is bigger than yours
  90. Third line vs fourth line
  91. How low can we go ?
  92. Wariuchi
  93. Changing your perspective
  94. Solution to last week's problems
  95. O Meien defends Honinbo title
  96. O Meien retains his title
  97. Thickness-a hard issue
  98. Upping the ante
  99. Look and understand-cutting is zilch
  100. Bad style vs good style
  101. Solutions and references
  102. In go, most people have,,,,
  103. Two eyes