As expected, O Rissei started out well in his first game to defend the 26th Kisei title, with a winner's purse of 42 million yen. However, the game wasn't all smooth sailing for him. At one point, he was under attack by challenger Ryu Shikun, but the danger was avoided when Shikun suddenly played an automatic move-a move that looked natural and was also large in terms of territory, but which let O's stones off the hook.

This is a typical mistake made by both pros and amateurs-the player falls into a state of euphoria, and the result is that he becomes less careful about every move. Ideally every move is played with great care, especially when each player has eight hours available. Even after using up his entire eight hours, a player won't lose on time, as he is allowed one minute per move-this 'overtime' is called byoyomi. By the end of the game, O had used seven hours and nine minutes, while Ryu had used all of his time, entering byoyomi at move 107. As a matter of fact, he spent a great deal of time on that particular move. What was the problem there ?

Reference 1 :
In the actual game, at this point Shikun played to connect his stones on the right side, by playing where white 4 is. He should have played at 1. That way, after white 2, White would connect in response (compare with Reference 2). Next Black can connect his stones with 5. Even so, White won't die when he plays 6. At the same time, his stones are not yet safe either. The best thing for Black to do is temporarily halt the attack and make territory with 7. This would have put him in the lead.

refe1-2

Reference 2 :
However, the big problem Shikun had was overcompensation. Of course, he knows of himself that he is an aggressive player and that, especially in an important game like this he should somehow control that aggression. His usual style called for black 1. However after white 2, and the ensuing atari at black 3, White would not connect as in Reference 1-White would start a ko with 4, because he has one sure ko threat at 6. White could then spend move 8 to recapture the ko (where the marked white stone is). This is a ko Black cannot hope to win, and that is the reason Black, in the end, used his move to connect underneath at 5 (instead of the sequence starting from 1). In other words, Shikun overcontrolled his aggression in combatting his feelings of euphoria. This overcompensating would prove to be the beginning of the end.

diagram1

Diagram 1 (1-32) :

This also provides the solution for last week's question of how White should respond to black 1. White 2 is the answer, but there is much more to it, as is shown in this diagram. Black 9 is the do-or-die move that Shikun put to O. That's also the move (in fact this is move 107 in the actual game) that he spent his last six minutes on and which put him in byoyomi. Since his group has been cut in two, White has no choice but to try to escape from 14 on. Then, after black 21, White has to play at 22 to run away with the other part of his split group. This gives Black the chance to completely seal White in with the sequence to 25. Black 26 and 28 are a tactical sacrifice necessary to make life. He meant to do this in sente (keep the initiative) by playing at 32, which put five black stones in atari-and around move 14 through 22, playing at 32 would have been sente (Black would have had to respond), but after that this capture slowly loses its significance. Capturing these five stones, while freeing his two stones at 2 and 6, is worth about 16 points in territory, but the actual value is much greater as they make the white group in the lower right immune to any attack. Still it is one of Shikun's great strengths that he takes huge risks-don't forget he is in byoyomi as well, so he has only one minute per move. He goes out on a limb to try to reverse his fortune. Can you imagine what he might be trying to do ?

Diagram 2 (33-50) :
Black cuts with 33, but this might have been the losing move. White captures the five marked black stones, while freeing his two marked white stones. In the sequence to 50, however, White ensures life for his upper left group and Black has nothing to show for his sacrifice on the right. In the end Black resigned. Instead of 33, how should he have played ?

dir2,refe3

Reference 3 :
If Black plays at 1, most likely White would still capture the marked black stones. Instead of cutting at 4 next (which would give the same result), black 3 is much better. If roughly the same moves are made as in the game, Black's territory would be larger by the crossed points, while the triangular points would still be contested (meaning Black could get those as well). Territorially, this would be a difference of about 13 points, while White's group in the upper left is not completely alive yet. This would almost certainly have caused an upset.

Endgame tesuji

Problem 1 : How can Black still haggle for a few points ?

prob1-3

Problem 2 : White's position has a weak spot. How can Black exploit it ?
Problem 3 : Black has a splendid tesuji to decrease White's territory.
Solution 1 : Black 1 is a great move. White has no choice but to withdraw to 2 to keep some territory.
Reference 4 : If White cuts, black 3 through 5 make the corner seki, as neither White nor Black can play if they want to avoid being captured. In a seki no points are captured (although captured stones are counted). Compared to solution 1, White then loses another 2 points.

Solution 2 :
Black 1 is an unexpected move that profits fully from White's weakness here. White's best defense is 2 to 4, then after black 5, capture back two black stones (1 and 5) by playing where the marked white stone is. Black can then capture back at 5.

Reference 5 :
White 2 is a blunder as he has no response to black 3.

sol1,5,refe4

Solution 3 :
Black 1 makes skillful use of White's liberty problems. White has no choice but to give in and let Black connect underneath. If White is not so cooperative....

Reference 6 :
White will be left standing in the cold if he tries to capture black 1 by cutting with 2 and 4. After black 7, he loses his three stones in the corner.

sol3,refe5,6

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 .....