This week, we will offer another game from the first round of NHK's New Year tournament between eight pros in their teens. The players used 9x9 boards, which are basically meant for beginners, but are excellent even for advanced players to practice on. The whole tournament was played in two hours and all games were shown in full.

Since the players were allowed only 10 seconds per move, they had to rely on intuition, backed up by fast reading of the positions. Although playing on a small board may seem easy, take a close look at the game shown here and you will find it offers deep reading, a chancy ko fight with interesting ko threats, a semeai (capturing race) and plenty of excitement.

Given enough time, almost any situation can be worked out, but with only 10 seconds per-move a player has to make fast judgments based on gut feeling.

9x9 pro game

In this game, Kozue Mukai, an 18-year-old 1-dan and the only female player, played Black against Daisuke Murakawa, the tournament's youngest participant at 12 years old. He is the second youngest Japanese to become a pro.

Diagram 1: In response to white 2, black 3 is very aggressive. The purpose is obvious--Black wants to lean on White's stones to strengthen her own stones and turn the lower right side into territory. White is forced to comply twice with 4 and 6.

White 8 is an interesting move. Instead of diving straight into either the upper or lower hand corners, at the risk of being contained there, white 8 makes miai of A and B. In other words, depending on Black's response, White can go either way. How should Black reply?

Black starts out with the double hane combination of 9 and 13. This is a tesuji (locally clever move). White has no choice but to capture one stone with 12 and 14. This may seem like a loss for Black, but she has a lot of forcing moves using the sacrificed stone black 11. Now, Black is ready to respond to white 8.

Diagram 2: Black 15 is again a forceful move. It is also based on discovering a tesuji. After exchanging 16 and 18 for 17 and 19, White plays at 20. This may look like a natural move, but black 21 is a strong tesuji, because of the forcing move of black 23, which the marked stone has gained her. Black 21 then is another sacrifice to regain control over the upper left corner with 23 and 25. White has no choice but to comply with 26. Black now forces 27 and 29 in sente, then closes off the center with 31, a large move with a possible follow-up in the upper right corner. But, according to Masaki Takemiya, the commentator, Black should have descended to clinch the game (see Reference 1).

Diagram 3: (Black 43 captures the ko at the marked stone.) Black 33 is a strong attack on the corner. But after black 35, white 36 is a good move, and starts a ko. Black should have immediately played at 39, because 37 is a good ko threat--in effect by first playing at 37, Black is wasting a ko threat (see Reference 2). Again, instead of cutting at 41, Black should have just connected at 42 (see Reference 2). Black's strategy with 45 and 47 is based on faulty reading, which becomes apparent in the next diagram.

Diagram 4: (Black 53 and 59 captures the ko at the place of the marked black stone; White 56 captures at 50; Black 61 fills at 50; White 62 captures at the marked white stone.) This diagram contains a complicated ko fight. Black saw that she had more ko threats, or could win by setting up a damezumari (shortage of liberties) for White's stones. However, white 48 is a clever move, which creates two ko threats. Black wins the ko by filling 61 at 50, but has to ignore White's ko threat of 60, which puts four Black stones in atari. White 62 is at the place where the marked white stone is. Upon seeing this, Black resigns.

Reference 1: Black should have descended to 1. This sets up the clever combination of 7 through 12, enabling Black to win this game. Black has a total of 23 points (including prisoners), while White has 15 points. Since the komi is 61/2 points, Black would win this game by half a point. Keep in mind, Takemiya had only about 10 seconds or so to think about his commentary. This gives you an idea about his reading and intuition abilities.

Reference 2: (White 4 is where the marked stone is.) Takemiya suggested Black play at 1 first. Because of a lack of ko threats, White would have to connect with 4. And if we play it out to the end, we find Black has 24 points (including prisoners) and White 15 points + 61/2 komi. This time, Black wins by 21/2 points. There are other variations, but each time, with correct play by both sides, Black wins.

7-stone handicap

Diagram 5: In a previous article, we started a discussion of the 7-stone handicap game. We looked at A as a defense (playing at 4 instead basically has the same outcome). Defending allows a quiet, drawn-out game. However, you may want to take a more aggressive approach and pincer with 3. Often, White will then make a double kakari with 4. Black has several ways of responding. Attaching with 5 (attaching at A gives similar results) is a good move--it splits White's stones. White will usually play at 6 and, after 7, invade at 8. Black 9 and 11 are standard moves. This whole sequence forms a joseki (standard exchange).

Diagram 6: After white 4, Black can also split White's stones in a different way with the sturdy but slow kosumi of 5. After White invades with 6, Black has to decide on which side to block--at 7 or at 8. Because the side with the wider black extension usually prevails, Black blocks at 7. Black 9 is important. This connects all of Black's stones to form a powerful wall in the center. The next problem is posed by white 14. Connecting at 13 would result in a terrible shape. Therefore, black 15 is correct. This move fully utilizes the marked black stones.

Reference 3: One thing Black should not do is withdraw into the corner with a move like 5. He will live, but White gets the outside when he plays at 6. We can visualize the moves through 11. White may now want to defend around A. He can play later at B, followed by black C, white D and black E, allowing Black to live on a small scale. Neither the marked black stones nor black 3 are in good positions now. Instead of working together, they may become a target for a White attack.

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 .....