Athletes who competed in the Salt Lake Olympic Games trained body and mind intensely for years in order to put on their best performances. During their training, what did they focus on? Usually style, agility, strength and perseverance.

These qualities do not differ significantly from the ones that go players work on, except that go focuses more on the mental aspects than the physical. In go, style, shape, pure reading ability and, of course, mental toughness and flexibility are the name of the game.

Tobi, kosumi, keima

Jiro Akiyama, a 24-year-old 7-dan, and Kimio Yamada, a 29-year-old 8-dan, have been involved in professional go for 10 years and 14 years, respectively, but both started playing go even before enrolling in primary school. In the game shown in Diagrams 1 and 2, Akiyama (Black) and Yamada demonstrate how important they regard shape and style, and how well they can read the board. Last week, we saw tobi (one-space jumps) played both to expand territories and to defend them. See Reference 1 and 2.

Sometimes the kosumi (diagonal move) is preferable, because it is stronger and cannot be cut. However, it is also slow and inflexible. See Reference 3 and 4.

diagram1

Diagram 1 :
In the game, after Black defended his corner with 1, White played 2-see Solution 3-and Black countered with 3. A fierce fight erupted, which can be seen in moves 14 through 21. But the main theme-the power in the center-is formed by 22. Note that instead of 12, White could have cut at 17 and captured black 9 and 11, but this would kill his own stones at 2 and 6. Note also that Black got gote (a move not requiring an answer) during the 14 through 21 exchange. Basically, after white 22, the game is over: White has taken the initiative in the center.

Diagram 2 :
Black links up his stones with 23 through 27. White destroys Black's moyo (territorial framework) with 28, then forces Black to connect with 35. Meanwhile, White has moved to the center with 28, 30 and 32. White 36 strengthens his center group while laying waste to Black's moyo on the left. After this move, Black really has no hope of winning. The game went on for another 100 moves or so, but basically the game was lost when White played 22 in Diagram 1.

diagram1

Reference 1 :
Black earlier played tobi at 1 to defend against either a white invasion at A or a reducing move at B. This move also expands Black's territory, while its third role is to prepare for an invasion at C. White immediately responded with 2, another tobi, both to keep the threat at A alive and forestall an invasion there.

Reference 2 :
In response to black 1, White plays 2-which prevents Black from playing a tobi there. Black 3, a tobi, and white 4, another tobi, are good defenses against the sequence black A, white B, black C, white D and black E, which would cut White to pieces. In addition, white F would be a good move as it prevents Black from expanding his corner.

These two examples illustrate some of the different uses of the tobi. In general, we can say the tobi makes a good, strong, yet flexible shape.

Reference 3 :
A few moves after White plays the marked stone, Black plays a kosumi at 1. This prevents an invasion at A, and prepares for an invasion at B or C. White first defends with a kosumi himself, which Black has to answer at 3 (black D looks like a forcing move, but it would ruin a possible black invasion in the corner), then plays another tobi at 4 to strengthen the corner.

refe1,2,3

Reference 4 :
Black 1 is a kosumi, which keeps the connection between his stones strong, but is also slow. Usually, when fleeing, it is better to make a tobi, a one-space jump, to A.

sol1-refe4

Problem 1 :
During the furious battle from white 6 through black 21 in Diagram 1, Black somehow lost the initiative, allowing White to play 22, erasing Black's center influence. Can you find a combination that allows Black to take the initiative in the center, without leading to the death of his stones in the upper right corner ?

Solutions to last week's problems

Solution 1 :
The clamp of black 1 is a dangerous move, but thanks to the marked stone (a tobi), White seals in Black's group and kills it in the sequence to 14. Without the marked stone, Black would be able to cut at A, and White collapses.

sol2,3,4

Solution 2 :
In a shape like this, with the two black marked stones five spaces apart on the third line, usually white 1 is the correct invasion point. This forces Black to jump to 2, leaving White with the option to exchange white 3 for black 4, before jumping out to the center, for example to B. The problem with this variation is that Black can always link up with A. In other words, white 1 is a little soft.

Solution 3 :
White 1 is the point that marks the line between the black moyo on the left and the white one on the right. Of course, it also threatens to cut Black's keima (knight's move) shape. But if Black passively defends with sequence 2 through 6, he will soon lose the game. That accounts for white 6 in Diagram 1.

Solution 4 :
After the game, Akiyama said he should have played a kosumi at 1. The marked stone is left slightly weaker, but that is not the important stone. White can try to cut with 4 through 8, but black 9 is a good move that sets up the escape tesuji black A, followed by white B, black C and white D. Alternatively, Black can aim for a wedge at E, a hane (a diagonal connecting stone) at F, and, once his stones are slightly stronger, an invasion at G (combined with the clamp in solution 1). In other words, this spells more danger for White than for Black

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 .....