To improve your game, you have to come up with original ideas. Often those new ideas will fail, but sometimes one good idea can cause a revolution. In the fifth game of his defense of the Meijin title, Norimoto Yoda played some uncommon moves that were widely criticized. However, in the end he defeated challenger Cho Chikun, whom he dethroned three years ago, and held on to his title. This is the second part of a review of that game, which we started last week. Yoda is White.

Diagram 1: The marked white stone was the sealed move on the first day and black 1, the first move on the match's second day, was forced. White had a choice of moves (see References 1 and 2), but white 2 and 4 were an unexpected surprise (see Reference 3). White 4 in particular is highly uncommon for a top pro. The official game commentator went so far as to say that, if he had seen the same move in a game between amateurs, he would have wanted to stop watching. In general, White's play up to 8 was badly received by commentators.

On top of that, black 9 aims at containing White's influence. But after white 16, Black appears to be in danger. How should Black continue? Note that Black has a strong position in the upper right. We will discuss the third part of the game next week.

Reference 1: After black 1, White could have played atari at 2, then pushed up with 4. Black needs to respond by cutting with 5 and 7 and moving out with 9. White 10, in combination with 12, is a tricky way to build a ko. Black has no choice but to accept it with 11 and 13. White 14 is a strong ko threat, but black 15 ignores it and finishes the ko. White in turn captures the lower right corner by cutting with 16. During the game, Yoda thought the exchange of the marked stones was an attempt to create ko threats.

Reference 2: This is what the board looks like after the ko fight. Black needs to add a move at 1, and he can look forward to playing A in sente. White has to answer around B. Black ends up with both more thickness and more secure territory.

Reference 3: The moves from 2 through 10 are a tesuji combination, but so are the moves black 5 through 9. The result is decided by the ladder Black starts with 7, 9 and 11. In the game, the ladder is bad for White, meaning White cannot play the combination 2 and 4. Instead, he could have played a ladder block at A in Diagram 1. Black will have to answer in the upper right corner, giving White an extra move to make a double approach at B. The result is reasonable for both players.

Handicap go

Now let's go back to exploring handicap go. We have discussed some rules by which Black player should play--some concerned strategy, others were about mind-set. Among the latter is a rule that says it is best to think of the corners as White's territory, even though Black has taken some or all star points. Today, we will talk about several invasions White can mount and how Black should respond.

Diagram 2: The handicap stones are counted as move 1, so White's first move becomes 2. The kakari (approach) of white 2 is a standard move. Black 3 is one of a variety of standard responses,a nd, with the marked stones in place, that should be your first instinct. The reason is that with a nine-stone handicap, Black does not usually want to be confronted with a double kakari which would lock up the corner stone. However, neither black 3 nor a move at A will prevent a white corner invasion. White's move at 4 guarantees life in the corner, but this does not necessarily give Black a bad result. How should Black respond?

Diagram 3: With the marked stone in place, Black should definitely play at 1. White 2 will almost certainly follow. At this point, Black has two choices, A and B. In general, Black should choose A, but if the lower side (below the marked stone) is considered important, it might be better to play at B. Try to envisage the follow-up for both sides.

Diagram 4: After black 1, the moves white 2, black 3 and white 4 are a joseki. Black can now either strengthen his position by playing at A (if there is a white stone instead of or around the marked stone) or alternatively seal White in the corner by attaching at 5. The moves to 9 follow. White will normally connect at 12, but sometimes he throws in the cut at 10. In this case, Black has the marked stone in place, so he has nothing to fear from the cut and answers with 11. White has to play at 12 to make his corner alive. Black can now capture white 10 by setting up a ladder with 13.

Diagram 5: If the lower side is important to him, Black can also block at 1. White 2 is a good move, inviting black 3. After white 4, Black can switch to a large point elsewhere, like 5 or A.

So an early White invasion is nothing to be scared of. White will make some corner points, but Black will build overwhelming center influence. Next week, we will look at some variations, when Black answers white 2 in Diagram 2 with A.

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 .....