Aggressive players know boshi

In a study involving people characterized as optimists and pessimists, academic achievements were monitored over a one-year period. By the end of the study period, it was found that only 10 percent of the optimists had dropped out, while 40 percent of the pessimists had, even though on aggregate the scores of the pessimists were slightly better.

Likewise, those who maintain a positive attitude in go have a better chance of mastering the game. Being positive gives go players a clear sense of the goal that they aiming for and the aggressiveness needed to employ such a tactic as boshi. Boshi (hat) in go means a capping move, and is useful in many situations.

Time to attack

diagram1-3
One application of boshi is to attack to cut off the opponent's stones from the center.

Diagram 1 : This situation is highly unlikely and would put White in a hazardous position. Here, White has played tenuki (elsewhere) with 2 and 4 and allowed Black to attack his stone from two sides and cut him off from the center.

diagram4 Diagram 2 : White 1 has deeply invaded black territory, so what can Black do about it ? Black 2 is motare (leaning attack) and is made in preparation for an attack on white 1. This is done with the boshi of black 4, which cuts off White's escape route.

Diagram 3 : In this follow-up to Diagram 2, White 1 is a good tsuke (attachment). Black 2 is necessary to prevent White from making two eyes.

Diagram 4 : This is part of a famous game played in 1853 between Honinbo Shusaku (White) and his great rival Ota Yuzo. Black 1 is a natural move to expand both his own position at the top and to put a stop to White's expansion at the bottom. White 2 makes the best of the situation, hoping Black will play at 5 right away. But when Black expands his position on the top as well, making an ideal double-wing formation, White is forced to invade with 4 before Black closes the door (with a move at 5). As it is essential not to get capped, jumping out to the center is natural. The same applies for White. Black then plays boshi with 7, simultaneously preventing a white tobi (jump) there. Ignoring all else, White 8 takes care of the important things first: not getting capped.

New problems

sol1-prob2-3
Problem 1 (intermediate): This problem is based on Problem 1 that was carried last week (see Solution 1 below). If it is White's move, how can he capture the three marked stones ?

Problem 2 (intermediate): In response to the marked white move, Black invades at 1. What should White's next two moves be ?

Problem 3 (intermediate): If it is Black's move, he will try to cut off White's access to the center. What should White do in this situation ?

Solutions to last week's problems

refe1,sol2 Solution 1 : White 1 is the correct (honte) move to capture three stones in the center while building real strength. Since White has built strength in the center, Black plays 2 to compensate with territory. White 3 tests Black's response. After black 4, White can capture the marked stones (see Problem 1).

Reference 1 :White 1 is tempting but problems hover on the horizon. The move seems to make more points and thicken the center. However, Black will play at 2 and wait for an opportunity to pull out his three stones with a move at A or B. Alternatively, he could pull out his one stone with C or D, or try to complicate things with a move around E that is designed to combine with these other moves.

Solution 2 :After Black's marked move, white 1 is locally a perfect move. I say locally because although moves may be more urgent on the other side of the board, white 1 is excellent in a local sense. It may look passive, but it holds a lot of attacking potential.

Reference 2A : If Black ignores White's move, White invades at 1, the vital point. Black's boshi at 2 and consequent attack to 6 accomplish nothing as White is able to connect with 7. If Black resists with 8 and the follow-up stones, they stones will be captured in the sequence to 17. (The 7-9 combination is a clever tesuji.)

Reference 2B : Even if Black defends with 1, White's sacrifice of 6 and then ensuring forcing moves (kikashi) to 22 before defending with 24 is a skillful maneuver.

Reference 2C : If White ignores the black marked stone in Solution 2, Black can force the sequence to 17 and then expand his influence further with a move around C or D. A move at B also is forceful. Note that a Black move at A will take all the corner territory. Black's stones are functioning well, while White's are flattened against the edge.

refe2A,2B,2C

By Richard Bozulich

By Rob van Zeijst

  1. How to teach go
  2. The last rule--ko
  3. Basic strategy of go
  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