Boshi-erasing influence

A veteran go player often tries to avoid a direct confrontation by trying to counter an opponent's influence from a distance, rather like a diplomat dealing with a crisis between countries. This week we will examine boshi (literally, hat) as a means to contain and erase influence.

Erasing Thickness

dia1,2 Diagram 1 : This position can often be found in handicap games. Boshi at 1 is one way of dealing with Black's influence. White next aims at playing A or B.

Diagram 2 : Black usually answers with a keima (a move similar to a knight's in chess) in either direction, e.g. at 1. Next White usually attaches (tsuke) at 2. The moves to 8 are a standard pattern. The idea being to play light moves, White will try to form a better shape with moves at A, B or C or play tenuki (elsewhere).

Diagram 3 : In this case, when White has a double-wing formation, i.e. a shimari (corner enclosure) with extensions in both directions, a black boshi at 1 is an ideal move. Black's aim is to play tsuke at A or B next.

dia3,4,5

Diagram 4 : White can defend against the threat of B by playing at 2, but then Black can make a base relatively easily. After black 7, the marked white stone looks a little forlorn. If White defends that stone, black C is a good move. In fact, it is such a good point, White may want to play at C instead of defending his marked stone.

Diagram 5 : On the other hand, if White chooses to defend against the threat A by playing at 2, the combination of black 3 and 5 form an elegant tesuji to make sabaki (settling a situation by making a light shape), allowing kikashi moves at 7 and 9. The moves through 10 form a middle-game joseki (standard corner exchange). Black 11 is a nice, light move.

Solutions to last week's problems

sol1,2 Solution 1 : In this game between Kisei titleholder O Rissei (Black) and Meijin titleholder Norimoto Yoda, Black played boshi at 1, which put pressure on the marked group at the top and isolates the three marked white stones in the center. White will have to defend his group at the top as a move at A would prove traumatic as it takes away White's eye-space But if he does, black B is a good move that aims at a combination of black C, white D, black E, making a substantial territory in the center. Even though White gives it all he has and Black slackened off a little, Black won this game by 1-1/2 points.

Solution 2 : Black's boshi at 1 is the right move as it connects his stones at the top and captures the marked white stone. Note that reinforcing his marked stone is desirable for Black, but first things first. If Black plays 1 somewhere else, White would not hesitate a second to play at that spot himself, separating the black groups.

Solution 3 : Black 1 is correct. White can now start a ko with 2 but as the first to take the ko, Black has the advantage.

sol3,4,5

Solution 4 : Black can try attacking as in the previous diagram, but white 4 is a surprise move, so White stays alive.

Reference 1 : After white 4 in the previous diagram, this is the situation. Thanks to the outside liberties at A and B, White can capture Black's marked stones at any time by playing at C.

Problems

prob1,2,3,4 Problem 1 (intermediate): White can invade and involve himself in a battle if he wants to, but it is also possible to confine the black moyo (favored option in this case). Where should White move ?

Problem 2 (intermediate): White's two marked stones are in trouble. What should White do ?

Problem 3 (advanced): This problem is slightly more difficult in the sense that the answer is not obvious. However, Black's next move will have to be answered by White and it will then be seen that Black's move is a boshi. Where should Black move ?

Problem 4 (beginners): The moves from 1 to 16 are a joseki (black 5 could be played one space to the left). Where should Black move next and what should White's response be ?

By Richard Bozulich

By Rob van Zeijst

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  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