Kikashi and Nozoki

An area where professionals are way ahead of amateurs is that of kikashi (forcing move). For an amateur, it is often hard to determine whether a move is a kikashi or a waste of potential. The average player will decide that a move is a kikashi if it is answered, as this will indicate that he has kept sente (initiative). There is no simple description for a kikashi. If in doubt, follow this rule of the thumb: A kikashi has outside significance while the answer to it usually has no or little value.

Diagram 1: The moves to 19 constitute a common joseki. The moves 7 and 9 form a clever sacrifice combination that make 11, 13 and 15 forcing moves, enabling Black to isolate the white group in the corner. In return, the exchange of white 18 for black 19 is a nozoki (literally, peek), a type of kikashi where the other party has to connect.

dia1,2,3

Diagram 2: Why is the exchange 11 for 12 a kikashi in Diagram 1? With the exchange A for B, White can only jump out to C. But without that exchange, White could also opt to play at A himself. Notice that at a later time, Black might want to play at A, but then White would not answer by playing at B.

Diagram 3: What about the exchange 15 for 16? Without it, White can answer 1 with 2, then play nozoki at 3 in sente. In contrast, after 15 for 16, in order to play 1 and 3 here, White first needs to capture the black stone that is at the X by playing 1 and A. It is not before he spends an extra move that White gets to play nozoki at 3. So the forcing move 15 for 16 is good because it slows White down by one move. Also notice that white 16 is on the inside whereas black 15 is on the outside, another feature of a successful kikashi.

Diagram 4: Is the exchange white A for black B a kikashi? Of course. Black B does not perform any other function than connecting while White A might be useful later, e.g. in a ladder.

dia4,5,6

Diagram 5: You may argue that Black could have prevented the kikashi A by playing the marked stone instead. But actually, a black stone at B in exchange for a white stone at A favors Black, because he gets stronger as a result. For example, if White ever captures black C, a black stone at B will guard the resulting cutting point to the right of B, giving him influence in the center.

Diagram 6: The moves to 28 form a joseki. Note the timing of the kikashi exchanges 16 for 17 before defending at 18, and 23 for 24 before ensuring life with 25. In short, you should play the kikashi before anything else because if you do not play out the kikashi exchanges immediately, 10 or 20 moves later those moves may no longer be answered.

dia7 Diagram 7: In this famous game, the second game of the 1971 Honinbo tournament, between titleholder Rin Kaiho on White and challenger Yoshio Ishida, Black makes a crucial mistake in the order of moves 19 and 21. Black 19 makes life and therefore, after black 21 and 23, an immediate defense at 28 is not necessary as it does not threaten the black corner group. Therefore, White seizes the initiative by hitting hard at 24. White first takes another vital point with 26, then connects at 28. Black is now on the defensive due to one careless move.

Diagram 8: Black should have played the kikashi first at 1 and 3, then White would have answered with 4. Black would then play at 5 to ensure life and defend on the other side with 7. Note that A is the focal point for both sides.

Diagram 9: In this situation, black 1 is a terrible move that takes all the aji (potential) away it is called a raw peep (nama-nozoki) and should be avoided at all costs. White has no trouble escaping and then cutting through with 10 and 12.

dia8,9,10

Diagram 10: How should a nozoki move be used in this situation? Black 1 is the vital point. Although white 2 and 4 are bad shape, there is no alternative. Now look at black 5 it is a beautiful nozoki that forces White to make a solid connection before Black plays at 7 to defend his position.

Problems

problem1 Problem 1: The moves 1 to 3 are a tesuji combination. Eventually White will have to come back and play at A. But before doing so, he can play two kikashi exchanges. How and in which order?

Problem 2: Black has a very strong wall that he tries to use by playing a nozoki at 1. Normally White could just connect his two stones, but this might not be such a good idea. How should White answer black 1?

Problem 3: This diagram shows the first 28 moves from the fourth game of the Oza title match between defender O Rissei (White) and 25th Honinbo Cho Chikun, in which O successfully defended his title. Try to figure out Black's next move.

problem2,3

By Richard Bozulich

By Rob van Zeijst

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  2. The last rule--ko
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  4. Go as a second language
  5. Building castles
  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