The 16th-century Buddhist priest Nikkai lived in pavilion called Honinbo in the grounds of Jakkoji temple in Kyoto. He was the strongest player of his day and founded the Honinbo school of go players. He is better known as the first Honinbo Sansa.

Oda Nobunaga, the first of the three great warlords who carried out the task of unifying Japan after a long period of civil strife, visited Kyoto in 1578 and summoned Nikkai for an audience. Nobunaga was so impressed with Nikkai's tactical skills that he called him Meijin-now the title of one of the three major tournaments in go.

Nikkai established the tradition that the head of the Honinbo House must become a Buddhist priest, a practice that was followed by Inoue, Yasui and Hayashi, three other go schools established about the same time. The Honinbo and Inoue schools were affiliated with the Nichiren sect, and the Yasui and Hayashi schools with the Jodo sect. The schools officially date from 1612 when their members were awarded stipends by the government in what constitutes the origin of the Japanese professional go system.

Subsequently, the Honinbo title became a hereditary title until the 21st Honinbo, Shusai, who was Meijin as well, surrendered the title to the Nihon Kiin (The Japanese Go Association). The first Honinbo tournament was held in 1939 and won by Riichi Sekiyama. At first, the title match was held every other year but from 1950 it became a yearly event. Last year, O Meien took the title from Cho Sonjin who, the year before, had dethroned Cho Chikun, holder of the title for 10 straight years.

O Meien defends Honinbo title

It looked as if Cho U, a 21-year-old from Taiwan was about to make history by becoming the youngest ever Honinbo. But in the final game of the best-of-seven series with O Meien, Cho lacked the stamina to clinch victory in a tumultuous battle that extended over about three months.

diagam1,refe1 Diagram 1 : The moves 4 to 12 are a joseki, or standard corner exchange, with black A as the move finishing the joseki. However a black move at A would be a waste as White has no effective way of attacking the four black stones here. White 14 resembles a wariuchi wedging technique in that it makes miai by establishing a base along the upper edge and in the upper right corner. Black 15 is natural, but black 19 is a bad move (see Reference 1). The moves 19 to 27 form a recently popular joseki. However, White gets to play at the upper edge first at 28, which both pincers 13 and is an extension from 14. A move at 36 would probably have been even better.

For better or for worse, Black moves out with 29, splitting White's position. However, in the sequence to 53, White has no reason to be dissatisfied-both groups around 28-38 and around 24-52 are alive, while Black's group in the middle still has a flaw-white B, black C, white D, black E, white F. The cut here implies Black might not be able to handle a full-fledged fight on the right.

Reference 1 : Instead of 19 in Diagram 1, Black should have played at 1. White 2 will follow. Black then has a choice of moves-the moves to 13 constitute a joseki. But as this highly favors Black-White's marked stone is in trouble-it is unlikely that this would happen. In particular, white 12 is too much of a safety-first move. White is more likely to play one space to the left of 13 instead. It might have been better for Black to have played 9 in a position around 13 earlier. The idea being that even if a joseki is an accepted exchange in a general context, there is no reason to stick with one if it conflicts with wider strategy.

diagam2 Diagram 2 : White plays 54. No matter where White plays in this area, Black will pincer him, as he does with 55. Black 57 is a relatively new joseki with Black hoping for the result seen in Reference 2. Trying to avoid this result, White plays at 58, which aims at building thickness in the center, and possibly a cut at A. Instead of 59, Black should have played as in Reference 3. Even so, the sequence to 63 gives Black a lot of territory. White 64 is a good probe, but after Black offers to sacrifice his stones with 65, White should not accept. In the sequence to 80, White grabs a lot of territory, but Black builds huge thickness and the freedom or sente to play 81 to 85. White 86 could well be the losing move.

Reference 2 : After black 1, the moves to 14 are a joseki. White is alive, but Black can aim at A, attacking the white group while aiming to close in on the right side.

Reference 3 :Instead of 59 in the diagram, black 1 is severe. If White submits with 2, Black extends to 3. If we get the same moves as in the game, the sequence to 7 follows, which is obviously much better for Black than the actual game played. White's marked stone is left in a strange position.

refe2,3sol1a

Solution to last week's problems

Solution 1A : This problem has two solutions. Black 1 is simplest. After exchanging 2 for 3, White still cannot pull out his marked stone, which is Black's second eye.

Solution 1B : Black 1 works too. White 2 and 4 seem to be able to run away, but black 5 captures three stones.

sol1b,1c,2a,2b

Solution 1C : After Black has captured three stones with the marked stone, White can capture that stone. Black 7 ensures two eyes.

Solution 2A : Black 1 does the trick. Up to move 6, White has no choice but to capture two stones, however.......

Solution 2B : Black 7 is part 2 of this sequence-this throw-in, also called oi-otoshi, takes away White's eye. After White captures with 8, Black connects with 9 putting three white stones in atari. Even if White ignores this threat and tries to make an eye on the side, black 11 and 13 demonstrate this is impossible.

Solution 3 : Black 1 is correct. After White plays 2 to prevent Black from capturing one stone with B, black 3 and 5 capture the three marked white stones. Note that White cannot play at A as this would put himself in atari. Also note that it is incorrect to play 3 and 5 before 1. In that case, White would answer with 4 and A, and even if Black then tried to cut at 1, White could simply connect at B.

sol3,4

Solution 4 : In response to the placement, or oki, of 1, black 1 and 3 are correct. The combination white 4 to 8 looks dangerous but after black 11, White can't connect at 1 because Black would then be in a position to capture seven white stones by playing at A.

New Problem

Have a look at Diagram 2. In what area should White have played instead of 86? Where should Black play to take advantage of White's move at 86 ?

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