It is clear that the player who plays the first move has an advantage. In many games, including chess and checkers, this is unavoidable as there is no solution to this problem. However go has an elegant solution that not only compensates the white player (Black plays the first move), but avoids a draw (called jigo in go) at the same time.

During the Edo period (1603-1868) this system was not in place yet and it was quite obvious that Black won far more than 50 percent of the games. This compensation, called komi, was introduced by the Nihon Kiin to make go fairer and more exciting. In go, the final score consists of your territory plus the number of stones you have captured plus the komi, if there is any. Although the komi used to be 4.5 points, these days it is usually 5.5 points, and there are even some tournaments where the players bid for the komi. The highest bidder gets to play black, but has to give a high komi. It seems, though, that in this tournament the average winning bid is around 6.5 points, the perceived value of playing black. The half point is significant, as you will see in the game below, which results in a half point win for Ryu Shikun.

Kisei Title

This is the second game in the best of seven Kisei title match between current title holder O Rissei (Black) and Ryu Shikun (White). Although O is generally expected to defend his title, and in fact won the first match, Ryu is a dangerous player with a strong will to win.

Diagram 1 :
diagram1

Approaching at 5 is rare. Usually Black would play at 7. See References 1 and 2. In response to white 6, playing tenuki (elsewhere) is uncommon. Usually Black jumps out to 9. Playing at 7 indicates Black wants a quick development. Even though the exchange black 9 for white 10 is disadvantageous for Black, it is necessary to prevent being locked up with a white move at A. The exchange of black 11 for white 12 is a high-level play, see Reference 3. Black 13 is the only move, as it works as a preemptive strike against any advantage White may gain in the upper left corner. Another way of looking at it is by once again having a look at references 1 and 2-in a way black 13 takes away any support white 4 might be giving to white 6. It also cuts the imaginary connection between these two white stones.

refe1-2

Reference 1 :
If White has the choice of making a shimari (corner enclosure) at 1 or at 2, he would always choose 1, because if Black next plays at 2, white 3 would be ideal, as it both pincers black 2 and is an extension from the shimari below. This is in contrast to Reference 2.

Reference 2 :
If White makes the shimari at 1 and Black approaches at 2, White's pincer at 3 is just that-it pincers, preventing Black from making a base there. However, on the lower right there is a black stone, so white 3 is not also an extension, making the shimari in this diagram inferior to the one in Diagram 1.

If the more desirable shimari for White is the one in Reference 1, it follows logically that Black should prevent this shimari first.

Reference 3 :
For Black, what is the benefit of the exchange of the marked stones? Usually it is used to enable defending with a bamboo connection (with double stones connecting each other) instead of just connecting the original three black stones as a stick. This is more effective in most cases.

refe3-6

Reference 4 :
In this game, the situation is slightly different, but Black made the exchange of the marked stones anyway. White can capture the marked black stone with 1 whenever he wants to. However, after black 2, he almost has to spend an extra stone at 3, which wouldn't be the case without the exchange.

Reference 5 :

Without the exchange of the marked stones in the previous reference diagrams, White can play at 1 and black would be gote (White doesn't need to answer). Compared to Reference 4, White gets a complete move. So the question is, why does White need to respond at 3 in Reference 4 ?

Reference 6 :
If White omits the last move in Reference 4 and plays elsewhere, Black can play at 1. If White next cuts at 2, Black can, for example, cut at 3. In the end, the two marked white stones get cut off.

dirgram2 Diagram 2 :
By exchanging white 14 through black 17, White gains life in the corner in exchange for outside influence by Black. Also, White gets sente to attack the black stones in the upper left corner. Ryu took more than 50 minutes to play 18. Other pros had predicted a move at 19. That move certainly is a strong attack, and it is the vital point (Reference 7), but 18 takes profit. Of course, Black then plays at 19. White 20 prevents Black from playing as in Reference 4. However, black 21 is an excellent move. Almost all of his stones are now on the outside, while White's stones are all close to the edge (on the 2nd, 3rd or 4th line) only. White 22 is the most normal move. He wants to find out Black's stance in this area before moving to the upper or right side. Backed by his stones on the left side, black 23 seems a reasonable pincer, although Masaki Takemiya, the NHK commentator, preferred playing at 24, because after 23, White would be able to easily build a position in the center, as he does in the game. See Reference 8. For amateurs, white 30 seems curious-Why give away an extra stone (or even two, as in the game) ?

refe7

Reference 7 :
After White plays the marked stone, black 1 is a vital point-it is one space removed from the marked stone. If White ignores this move, then black 3 is severe. Moves like these that attack the stones sideways-one space removed from the stone that jumps into the center (the marked stone)-are called the ears of a stone. So 'grabbing your opponent by the ears' is usually a severe attack.

Reference 8 :
After black 1, the moves to 15 are possible. Black keeps more outside influence, but he loses profit in the lower right corner. O likes profit, while Takemiya has a center-oriented style.

Reference 9 :
On the other hand, after black 7, White cut and lost two stones as in the game. Was there no other way? What about the moves to 10 in this diagram? Aren't Black's stones too close to the marked stones now ? True, White gets an outside position but he still has a weakness at A.

refe8-10

Reference 10 :
Basically, this is the same diagram, but White sacrifices two stones, 8 and 10, to gain 14 and 16. He no longer has a weakness at A. This is the result White was hoping for.

With 10 Reference diagrams, the commentary is very extensive, but it demonstrates only a fraction of what the players might have been thinking.

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 .....