In the last few go columns, I talked about how to kill groups and how to keep them alive. During a weekly go class I hold Sundays, I went over a few problems from the column and some people expressed surprise at the number of possible moves in general and tesuji (good move) in particular. One person remarked that the number of permutations seemed infinitive and that it was difficult to imagine all of them on the board. True, in the beginning you will have problems imagining more than one move at a time, but with practice, you will get better. And if you are diligent, in about a year, you will be able to play a good game of go and understand a bit about professional games.

Example of a pro game

This was the first game of the Oza title match between the challenger, 25th Honinbo Cho Chikun (Black), and defending titleholder O Rissei.

dia1,refe1

Diagram 1 :
O loves to use the kakari of 5 in response to black 4 to see how his opponent will answer. This helps him to decide his own strategy. This technique is called yosu-miru. O has used this move in many title games. The move was first introduced by Honinbo O Meien. Next, White occupies the last empty corner. Black 7 is a thick move. Where should White play next ?

Reference 1 :
When White makes the approach in the upper-right corner, Black can choose between A through D (in order of most frequently played) or play tenuki. A move at E is a recent innovation. All of these moves have advantages and disadvantages, but we don't have the space to go into detail here.

Diagram 2 :
dia2 The wariuchi at 8 is a solid move. This moves makes miai through a two-space extension to either the left or right side. How should Black answer this move? Should he approach from the left or from the right-in which direction should he steer White ? Black 9 seems to be the right move because the extension at 10 has no impact on Black's solid position on the left side-the marked stone is especially strong.

Black 11 is another yosu-miru move. White could answer at A, but then Black hems him in with a move at B. Eventually, White would probably have to extend one more time to the left of 10, coming even closer to Black's impregnable stones. But this approach won't have any impact and therefore is not very efficient. The exchange 11-12 is a clear kikashi (forcing move) in favor of Black, as it forces White into a low position. Note that once you have played a kikashi, you don't need to concentrate on that stone and can move elsewhere. Next, Black approaches at 13. How should White respond ? (Hint-remember our lessons about the star point about a month ago).

dia3 Diagram 3 :
A move around A would be standard. However, Black then could extend to B or C, swallowing up, or at least endangering, the marked white stone. White can't allow Black to extend in that direction, so he is forced to play a pincer. But which one ? In this case, white 14 because it takes sente after the joseki (standard sequence) to 23. White wants sente to play at 24. The distance between the marked black stone and the first move Black played is a little too great. White 24 tries to punish Black for overextending. However, White is also weak on the left side.

Every move from 25 to 39 is played with a few objectives in mind: 1. Move out to the center. 2. Don't let the opponent connect his stones. 3. Connect your own stones. 4. Make a good shape, both in respect to eyes and efficiency. 5. Move to the center faster than your opponent and block his escape path while doing so.

Seen from this perspective, the moves to 39 are understandable. For White's next move, keep in mind all of the above objectives. Also keep in mind that connecting weak stones to stronger ones is worth about 20 points by making them stronger and preventing further attacks.
After black 39, where should White play ?

Diagram 4 :
dia4,refe4 Looking at points 1 and 5 above, white 40 makes sense. But in fact, without point 2, this was a bad move-see Reference 2. Black 41 was a perfect move because it satisfied points 1, 3, 4, and 5, especially point 3. After black 45, White had to lie low and abide his time with 46, necessary to make eyes and fairly large in terms of territory but lacking strategic significance, while black 41, 43 and 45 build strength and link up Black's stones.

Black 47 and 49 isolate the single white stone and keep White from expanding his position in the lower-left corner. After having built strength, Black next goes for the kill with the combination 51 through 57. After White 58, if Black pushes through with A, the sequence white B, black C, white D, black E, white F is unavoidable. This would result in a tumultuous all-out fight with high stakes on both sides.

Of course, both players are good fighters, but O is especially well-known for staging upsets in tough situations. With Black leading, he should try to follow a strategy that involves less risk. His objective is simple: isolate the huge white group in the upper-right corner. Where should Black play? You'll find the answer next week.

Reference 2 :
After black 1, White should first play at 2. This move cuts at the marked black stone and strengthens White's marked stones. Sure, Black's move at 3 is good, but his stones are still weak even after playing at 5. Black would like to cut at A, which would be followed by white B and black C, but a white move at D captures the black cutting stones, including the marked one. It is hard to say where White should play next, but there is no doubt his marked stones, including the one marked X, are stronger, making fighting on this part of the board a little easier.

Solutions to last week's problem 3

Solution 3A-Problem A :
Black 1 is easy enough.

sol3A,3B,refe3

Problem B :
Black 1 and 3 seem like reckless moves as white 4 captures four stones.

Solution 3B-Problem A :
White 2 is no threat. Black simply connects at 3.

Problem B :
After white 4, Black comes back and plays 5 to capture three white stones-this combination is called the "ishino-shita" tesuji.

Reference 3 :-Problem A :
Sure, black 1 makes use of the ishi-no-shita tesuji, but he loses points in doing so (at least two points).

Problem B :
Black 1 is wrong. White 2 in combination with his next move kills Black. Capturing two stones, black 3 still seems fine, but white 4 plays where the white stone marked with a triangle is. Black has to pick up where the white stone marked with an X is and white 6 connects to make Black's eye a false one.

By Richard Bozulich

By Rob van Zeijst

  1. Example of a pro game
  2. Insight to the pro game
  3. The basics of territory
  4. Be proactive
  5. Take the Initiative
  6. The endgame
  7. The Last Points
  8. Last week's problem
  9. The endgame
  10. Endgame Tesuji
  11. As expected,
  12. Kisei Title
  13. Balancing attack,
  14. Balancing attack and defense
  15. Tobi, kosumi, keima
  16. Tobi, kosumi, keima
  17. The end of the game
  18. O Rissei keeps Kisei title
  19. Solutions to last week's problems
  20. Over the next few weeks
  21. Efficiency calls for good shape
  22. Get an eye for shape
  23. Middle of three stones
  24. Kosumi: pros and cons
  25. Defects of kosumi
  26. Kosumi
  27. Hazama
  28. Attacking
  29. Where there is a keima, there is a cut
  30. Cutting keima the right way
  31. Visualization is a must
  32. Function over form
  33. Rationality
  34. Intuition
  35. Realistic approach
  36. Connecting stones
  37. The so-called cosmic style
  38. Ponnuki
  39. Ponnuki
  40. Ponnuki
  41. Sabotage
  42. Ponnuki and Ko
  43. Fighting ko effectively
  44. Handicap go
  45. Handicap go
  46. The nine-stone handicap
  47. Basics of handicap go
  48. 5 more basic principles of handicap go
  49. Yoda defends Meijin Titlego
  50. Original ideas
  51. The third part of the game
  52. In go, it is easier to...
  53. A good way to improve a game
  54. A big gap between genders
  55. World Championship for Women
  56. Hane defends the Tengen Title
  57. 7-stone handicap
  58. Let's start the New Year...
  59. 9x9 pro game
  60. 9x9 pro game
  61. The following is...
  62. The Go player's...
  63. Of the three most prestigious titles, ...
  64. This is the third installment in a series...
  65. Achallenger has to overcome many obstacles....
  66. In the battle for the 42 million yen.....
  67. Only one week after losing his Kisei.....
  68. After recently losing his Kisei title.....
  69. It is a well-established fact that.....
  70. Go--The first step
  71. Some basics about the pro world
  72. How deep can a pro read?.....
  73. Who are the best go players.....
  74. Can computers play go?.....
  75. Last week, we established.....
  76. Computers have led to a flourishing.....
  77. Though I recommend that you join a go club.....
  78. Last week, we finally got to the point where we discovered that.....
  79. Some people like to offer quotations aimed at showing .....
  80. One of the best and most authoritative Web sites for.....
  81. At the beginner levels, go is an easy game to play.....
  82. We often do things in life without thinking.....
  83. We are often told to do the right thing.....
  84. Following a pattern set by others is easy.....
  85. This week's Go Weekly, a Japanese weekly go newspaper.....
  86. How fast can you do a job and do it right.....
  87. When I am asked by go students how they can.....
  88. Books have been written on the subject.....
  89. Go players are always quick to point out that go is a superior.....
  90. The last few weeks were devoted to tactical issues.....
  91. The fifth and final game in the best-of-five Gosei title match .....
  92. The dividing of land, property, and things of .....
  93. Fireworks are expected between current Meijin .....
  94. Dividing land, property or living space in one's own favor is .....
  95. The dream match between the current Kisei .....
  96. Three games have now been completed in the best-of-seven series.....
  97. We have talked strategy over the past few weeks.....
  98. In study, in all branches of sport.....
  99. The most important things a go beginner.....
  100. In many games and sports,.....
  101. How do you do confront your fears?.....
  102. In go, you cannot expect to deal with.....
  103. When your opponent is much stronger than you.....
  104. Using the power of your opponent for.....
  105. The combination of aggressiveness, .....
  106. Last week, there was some good news for.....
  107. On Dec. 18, in the fifth game of.....
  108. Go Weekly, which hits the nation's newsstands every Monday.....
  109. In go, the beginner must try to master the basics of life and.....
  110. Last week, we started a new series on life and.....
  111. This is the third article in a series on life-and.....
  112. In this article, the fourth in a series, we will take.....
  113. This is the fifth installment of tsume go.....
  114. Practice, practice, practice. This is the way to improve.....
  115. The Kisei title match, worth more than $400,000.....
  116. The Kisei title match, worth more than $400,000.....
  117. For a champion, 25-year-old Keigo Yamashita has.....
  118. In two-day best-of-seven matches.....
  119. Naoki Hane has iron nerves.....
  120. The game of go can be as easy or as difficult.....
  121. On April 18 and 25, the TV Tokyo network will.....
  122. Give and take is widely used in daily life to strike.....
  123. Although go has a history of almost 4,000 years.....
  124. The adage "Chess was invented but go was discovered".....
  125. Unlike chess, in which a board position.....
  126. Over the past few weeks we have concentrated.....
  127. Go is sometimes perceived as a more difficult game than chess
  128. Last week, I stressed that the objective of go was to.....
  129. Anyone can learn the basics of go.
  130. Go can be considered a zero-sum game as .....
  131. If you play a strategic game like go, taking or keeping .....