Ryu Shikun never recovered from the shock of losing the fifth game of the best-of-seven Kisei title, in which he practically gave away an almost certain win. (This game was covered last week.) Even though he had plenty of chances, Ryu lost the sixth game of the series as well, making O Rissei a happy man. This victory earned O his third Kisei title, a prize of 42 million yen and, last but not least, a good shot at next year's title.

It can be concluded that Ryu's mistake in the fifth game-assuming the game had ended-cost him 42 million yen. One can only hope that future victories will be earned by good play, and not by decisions based on ambiguous rules.

O Rissei keeps Kisei title

Following is the sixth and final game in the best-of-seven Kisei title match. O Rissei plays black.

diagram1

Diagram 1 :
The moves through 8 form the latest development in the low Chinese fuseki (opening), the same opening used in the first game of the series, which was played in London. Ironically, in that game O played the white stones and Ryu initiated the fuseki. In that game, Ryu played his next move at 10. But in this game, O decides he doesn't want to make just one big moyo-he would rather split up the left side. This is why he used his next moves to make a base in this area with 9 and 11. After the exchange 12 for 13, White has a number of choices, such as extending on the upper side or on the left side. However, he opts to invade Black's upper right corner. Rather than just playing the best move, it seems that White's strategy is to grab territory first and fight later. Ryu may be attempting to use O's own style against him, as O is well-known for exactly this kind of play.

The moves to 21 are obvious. White 22 is an interesting move, since it prevents Variation 1. White 24 was played as yosu-miru (a move that tests the opponents plans). At this point, Black has little choice but to play at black 25. White 26 is the first really challenging move in this game. How would you answer ?

Variation 1 :
If White plays tenuki (elsewhere), Black will strike at 1 to lock White up in the corner in the sequence to 5. White can cut in sente (free to play elsewhere) with 6, but eventually he has to come back and defend with 8. After black 9, White can escape in the center, but even after white 14, he is still in danger from attacks at A or B. Later on, Black can also play at C, forcing white D, followed by black E and white F. In other words, the corner territory is small, while Black dominates the center.

variation1,2,3

Variation 2 :
Just by exchanging white 2 for 3, White can play tenuki (white 4, not shown), allowing himself to be locked in. However, black 5 has no effect on the corner.

Variation 3 :
In the game, White also exchanged 4 for 5, which invalidates Variation 2. If Black insists on locking White in with 7, the moves through 14 ensure White gets center influence, while black 7 and company become largely meaningless.

Solution to last week's problem

Solution 1 :
White's best move is the clamp at 1, threatening to connect in two places (see Reference 1). Black's best response is at 2. White can't connect at 4, because Black will prevent White's connection in sente, while keeping his turn and defending on the inside. Therefore, White needs to block with 3, making it ko (repeatedly fighting for one stone). If Black loses the ko, he loses the entire corner, but if White loses the ko, he loses only a few stones. The ko is not a free one for White, but Black has much more at stake. The threat of this ko is like Damocles' sword, and Black should defend the corner before White strikes at 1.

sol1,refe1

Reference 1 :
What happens if Black just extends to 2? In that case, White plays 3, which Black needs to answer at 4, allowing White to connect underneath with 5. Through the clever combination of 6 and 8, Black can still make it ko, but this ko is even more one-sided than the one in Solution 1. Also, unlike the other ko, in this one, White is the first to take the ko, meaning Black is that much closer to collapse.

Solution 2 :
Black 1 makes the correct shape. White 2 might be the most challenging move in this shape, but black 3 through 7 save the situation. Later on, White can play A, followed by black B, white C, black D, white E and black F. The real danger lies in White playing at C before attaching at 2. There is no standard reply, so there is a case-by-case solution.

sol2,refe2

Reference 2 :
Black 1 seems to work, but after white 2 and 4, Black will be split into two, as shown by the ensuing moves. Depending on the surrounding stones, this result is not necessarily bad for Black, but he still needs to spend a move capturing at white 8 in order to keep his corner alive. This means White can take the initiative in the center.

Reference 3 :
The moves through 5 are a joseki (standard corner exchange). Later on, White can probe at 6. Black then either pulls back at 10 or stretches to 7. In the latter play, white 8 and 10 are a tesuji (locally clever move), which Black has to answer with 9 through 13. How this result should be evaluated overall depends on the surrounding stones.

sol3,ref3,4

Solution 3 :
Black 1 (or at 5) is the correct answer. White can try to split with 2 through 6, but after that it is Black's turn, so he will use his seventh stone to connect at 2.

Reference 4 :
Black 1 leads to failure. This move is exactly in between, but doesn't do the job of connecting. White can start his next move at 2, or he can start at 4 to split. In this case, starting at 2 will cut off the larger area (the lower part of Black's groups).

Solution 4 :
Black 1 and 3 are a clever tesuji. Although it doesn't connect all stones, most of Black's stones are connected this way. Once you understand this tesuji, you can think of other possibilities, for example playing 7 first before playing 1 and 3. Black 7 first would threaten connecting with 9 or with the 1 and 3 combination. That would achieve an even better result. The main thing, though, is to remember the black 1 and 3 combination.

refe4,5

Reference 5 :
If White resists with 2, black 3 to 11 cut White. Next, White needs to live in gote (a move not requiring an answer), allowing Black to connect with 15.

New Problems

Problems 1-3 :
In each problem, it is Black's turn, and his task is to connect his stones in the best way. Usually there is more than one possibility. Sometimes, depending on other stones, the best move may change. The main idea of these problems is to think about the various possibilities, not just find one solution.

prob1,2,3

Problem 4 :
Look at Diagram 1. White has just invaded at 26. Find at least three possibilities for dealing with this invasion, then try to find Black's best response.

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 .....