Arecent game between rivals of the same generation, stylist and philosopher Masaki Takemiya and the more practical Hideo Otake, both veteran 9-dans who have held many titles, offers a wonderful glimpse into the thinking processes behind what we see on the board.

In general, neither player leaves weak groups lying around and they always seem to have a vision of the whole board. Takemiya tries to make territory in the center, the so-called cosmic style, while Otake is good at chasing groups using his thickness.

The game was shown on television two weeks ago. Otake lost quite suddenly when his groups were cut in an exquisite combination by Takemiya. The commentator, Rin Kaiho, a player in the same age group, showed many kinds of alternative possibilities and highlighted the background behind the threats.

Even though the game was played at a high level, the average go player could easily understand what was going on, thanks to Rin's enlightening comments. And because Otake lost quickly, there was a lot of time afterward for a discussion of the moves by the players themselves--which was even more interesting than the game itself. Takemiya was Black.

Diagram 1: Black 1, 3 and 5 form the san-ren-sei, or three star points in a row, a strategy Takemiya has employed on and off for more than 30 years. Takemiya is a stylist who does not like to make bad shape, such as empty triangles, but who is perfectly happy to induce bad shape in his opponent (see Reference 1). Hence, the choice of black 13 and 15. Black 17 is a good nozoki (peeking between two stones) and White is in a bit of trouble. Since almost everything is sente against the top white group, he needs to ensure life quickly with stones 8, 16 and 18 (see Reference 2). White 20 and 22 form a tesuji for making sabaki (light shape with potential for eyes). Takemiya immediately played 23 in anticipation of 24, which makes another empty triangle--white 18, 16 and 24. During the analysis, Takemiya offered Reference 3 as an alternative for White.

After white 24, the sequence to 28 is forced. Next, Black attacks the other groups with 29. White 38 was the next move discussed (see Reference 4).

White 48 is a good cut, making White stronger in the center.

Where should Black play next?

Reference 1: In response to the double-kakari (the two marked white stones), the sequence shown here is the most common answer. However, now it becomes clear that black 1, 3 and 7 form an empty triangle. This unaesthetic element is the reason Takemiya dislikes this variation.

Reference 2: If White escapes into the center, he will run into problems, because his marked group is weak. Black 2 and 4 first force White into bad shape (the empty triangle of marked stones above 3; 3 itself; and 5), and Black then engineers a splitting attack with 6. White will obviously have a hard time saving both groups.

Reference 3: (Note: After the marked stone is taken with black 5, black 7 would be played at this spot.) The combination white 2, 4 and 6 make sabaki. By sacrificing the marked stone, White's stones tesuji, thus making good shape, and Black's stones are on the inside while White's stones are on the outside. Takemiya liked this because White can make a good shape, while Black's shape is poor. However, Black can always play later at 9, and White would be unable to play at A, because Black would cut at B. In other words, White gets no territory, but he gives a lot to Black. So, theoretically, it is a good choice, but actually White loses too much territory.

Reference 4: In theory, white 2 is better than the exchange of white B for black C. Black still needs to defend against a white cut at A. Black 3 is one way of doing that. This means White takes the initiative in the center. This probably would have been better than what actually happened in the game.

Diagram 2: Black really should defend in the upper right, because White has closed off his escape path to the center. Exchanging black 1 for white 2 makes black 3 and 5 a natural follow-up--we call this natural flow (sometimes referred to as choshi ga ii). Also note that this indirectly attacks White's group on the right, as we'll see in the next diagram. White 6 is an assertive move--Otake tries to turn the whole lower left corner into territory. Black establishes a position in White's sphere of influence on the left with 7 through 19. Otake regretted white 18 and 20 as moves that seem to connect, but don't make territory, and provoked a black defense at 21. White should have at least played 20 to the left of 19. The reason for the mistake is White was impatient to get sente (initiative) to play at 22, a move easily worth over 20 points. Black 29 is the beginning of White's end. White 30 is not to the point at this stage--he should defend his center group.

The discussion then focused on white 34 (see Reference 5).

After white 38, Black came up with a tremendous combination. What should Black's next move be?

Reference 5: When White played at 1, black 2 seemed a good countermove. However, white 3 is not a good move to counter this. If Black withdraws with 4, white 5, black 6 and white 7 follow as in the game. White has the option of playing at A, cutting off black 2 and 4. White can only connect at B or C, but not at both points. This option would leave White thicker in the center.

Diagram 3: (Note: White plays 16 in ko at 8.) Black 1 is a skillful move. White concludes he cannot connect his groups (Black can always exchange A for B to connect his stones at 1), and tries to make his stones on the upper left alive with 2 and 6, but black 7 threatens White's group on the upper right as well. White desperately tries to start a ko in the upper right, which he wins, but at the expense of his top left group. In addition, winning the ko is no threat to Black's top right group--he can play at C or D to make two eyes.

Reference 6: In response to black 1, White could have tried connecting with 2, but black 3 forms a clever combination with 1. Black A is sente--White needs to play at B, which hurts the marked stone, although only slightly--which means that White can capture two black stones in the sequence white C, black D, white E and black F, which kills the marked white group. The discussion also highlighted a number of different ways for White to die, but his end was a foregone conclusion at that point.

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 .....