The Chinese general Sun Tzu (4th century B.C.), is believed to be the author of The Art of War, a classic of war and strategy. One of his maxims was that the enemy should always be left with an escape route-otherwise they would fight to the last man, inflicting more losses on your own army. Another axiom reads: "Hence to fight and conquer in all your battles is not supreme excellence; supreme excellence consists in breaking the enemy's resistance without fighting." Diagram 3 illustrates this perfectly.

Hazama

Last week, we were introduced to the hazama. The hazama is usually an attack that leaves the enemy with an escape route. If he chooses to take that route, he will expose his flanks, while often accomplishing only the escape itself. Let's see how this works in practice.

diagram1

Diagram 1 :
The hazama is a diagonal gap left between two stones or positions. The gap between the marked black stone and black 1 forms a hazama. Black 1 is a hazama-tobi, a jump that leaves behind the hazama shape. Last week, we commented on the virtues of the hazama when escaping.

diagram2,3

Diagram 2 :
The white stones are weak and vulnerable to an attack. One way to attack is by capping at 1. Of course, this means White can escape by playing at 2, because there is a hole in Black's position-the hazama shape mentioned before. It seems counterintuitive to initiate an attack at 1, but let's see what happens.

Diagram 3 :
If White does try to escape with 2, Black will reap the benefits of his attack. The moves to 11 are just one example, but it becomes clear the lower left corner has become solid territory, while Black also dominates the center. In addition, White's ability to escape is far from clear. Attaching at A may only serve to allow Black to build a bigger center wall. He will have no choice but to jump out to B, and he was probably better off playing there to begin with.

Diagram 4 :
One of the most common shapes involving the hazama is the joseki that begins when White ignores the black kakari (approach). Next, Black can make a double-kakari with 1. This second kakari is seldom ignored. Usual responses range from A (the two A plays are mirror images of each other-either one will accomplish the same thing) through C, with the latter being the most common.

diagram4,5

Diagram 5 :
In general, black 1 is followed by white 2, which in turn is usually answered with black 3. Next, White can choose again. Usually he pushes at 6 (or on top of the marked stone), or he plays at 4 (or 5). In the end, Black gets sente (keeps the initiative). He plays around A to negate the influence White has built up here, and achieves a superior result. Notice that the variations in brackets merely lead to a mirror image.

Problem 1 :
Black needs to connect his stones after White plays the marked stone. Look at the placement of the marked black stones and determine why this arrangement is similar to that in Diagram 5.

prob1,2

Problem 2 :
It's White's move. How can he kill the black group ?

Solution 1 :
Black 1 is an exquisite tesuji that enables Black to defend the cut in sente. In response, White either plays at 2, followed by the sequence black 3, white 4 and black 5, which captures the marked white cutting stone, or alternatively, in response to black 1, White can play at 4, followed by black A. Now White can choose between cutting at 2 or pulling out the marked stone.

solution1,2

Solution 2 :
White 1 is the vital point. However Black plays next, White can connect this stone to his other stones. For example, if Black plays at 2, white 3 links up his stones. Any attempt by Black to make a second eye with 4 through 8 is foiled by White.

Problem 3 :
The 14th TV Asia Cup, the meta-tournament of all TV speed go tournaments in Asia, was held earlier this month. This year it was an all-Korean final, played by last year's winner, Cho Hoon Hyun (Black), and Lee Chang Ho. The two have played each other about 200 times, during a long-standing rivalry that started as a teacher-pupil relationship.

problem3

The tournament works as follows: a player has 30 seconds for each move, but during each game he has 10 minutes, in one-minute increments, that he can use whenever he finds 30 seconds is not enough. Often these fast games are spectacular, because the players show an uncompromising attitude coupled with an unrelenting fighting spirit. Sometimes the best moves are overlooked and large groups die. Often decisions are based on shape rather than on extensive reading-perfect for our study of shapes.

When White plays 18, his rival seems to be lagging behind. But Black then starts an outright war by invading at 19. White should probably have played at A in response. But white 20 shows White isn't afraid of a fight either. Black could have solved things peacefully by jumping to B at that point, but the sequence that followed in the game is an indication of the healthy fighting spirit both players possess. After black 31, it is White's turn. How should he attack the three black stones around C ?

Solution 3 :
The boshi (capping move) of 1 is also a hazama. It hinders Black's moving out into the center. What follows in this diagram is typical for top pros. Black 2 occupies the other vital point related to white 1-it is also a hazama. This prepares for the combination black 6, white 7, black 8, a tesuji (locally clever move or combination) common in this shape. Black 6 forces white 7, inducing black 8. White 9 is unexpected-see Reference 1.

solution3

Reference 1 :
Usually, White can't resist black 8 and has to submit at 11. But thanks to the hazama, Black runs into damezumari (shortage of liberties) problems if he pulls out with 10. After white 15, Black can't resist playing 16, as his four stones will be captured when White plays 19.

Reference 2 :
Because of shortage of liberties, Black probably should have reversed the order and played first at 6, then at 8. However, this goes against a top pro's nature. At some stage, Black probably has to connect at A anyway, which means black 6 forms an empty triangle-a terrible shape to the pro's eye.

The result of this game will appear next week.

refe1,2

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 .....