9x9 pro game

In the third game of the first round of NHK's New Year tournament played on 9x9 boards by teen pros, 17-year-old Tetsuya Mitsuya (Black) took on Kenichi Mochizuki, 19.

Diagram 1: As we have seen in earlier games, Black often plays aggressively to decide the shape of the game and turn his first-move advantage into an all-out attack. This game is no different. Black 3, a move that would be regarded with disbelief on a regular board, starts a battle to turn either the entire right or the upper left into territory. White 4 seems reasonable, but Black does not let go and cuts with 5, obviously intending to sacrifice this stone while taking over the rest of the board. However, White strikes back with atari at 6 and 8, then connects at 10. This might be White's strongest countermove. How should Black respond?

Diagram 2: This is in fact a whole-board problem, because the next move will set off an avalanche. Black 11 and 13 lose the game right away, because after this, White can force Black all the way to 27 (Diagram 3) and win the game with 28. With 14, White first sacrifices one stone, and then he sacrifices three more with the sequence starting with 16. See Reference 1 to determine if Black had any alternatives to 11 and 13.

Diagram 3: In the previous diagram, White decided to sacrifice his three marked stones in addition to the one he had already sacrificed (marked by triangle). All moves through 27 are forced for Black and white 28 clinches the game the safe way. It would have been dangerous to descend to 31. White 28 is the correct move to kill any invasion Black may have in mind. Black 29 is a clever move, but white 30 is a good reply. Even though the exchange 29 for 30 makes the combination black 31, 33 and 35 sente, White has to answer with 36. Black lacks territory and resigns upon seeing 36. Black ends with 27 points against White's 34! points (28 + 6! komi, compensation for Black having the first move). White wins by 7! points.

Reference 1: Instead of playing at 7 immediately after exchanging 1 for 2, Black could have pushed with 3, then defended with 5. White would then have to play at 6 or A to protect his stones against a ladder. Now Black must play at 7. The follow-up is difficult for both sides, but if White plays at 8 and 10, black 11 and 13 seem to be a good combination. Still, since White has more chances to make mistakes in this exchange, this might be the better choice for Black.

Reference 2: Black 1 is a clever move, but even if White answers incorrectly with 2, followed by black 3 and white 4, White would still win the game by 1! points. At the end, Black has 26 points, while White has 27! ( 21 + 6! komi).

7-stone handicap

This is the fourth in a series of discussions on the 7-stone handicap game.

Diagram 4: In a previous column, we looked at the high pincer as seen in A, and the likely outcomes. This week, we will focus on the low pincer at 3. White has many ways of replying, ranging from invading at B or playing a double-kakari at C or D, to jumping out with E or attaching at F. Recently, a move at G has been seen, and playing a tenuki elsewhere is also possible.

Diagram 5: If White invades at 4, Black should block at 5 to use his marked stones to maximum effect. Black 7 is a very important move--it is the vital point of White's shape. Just imagine a white stone was there. White 8 in response ensures that White keeps sente, as Black has to answer at 9. However, even though White finishes in sente and can later play at A, followed by black B, white C and black D, also in sente, the marked black stones are positioned very well. Black is doing well in this diagram.

Reference 3: Later on, Black may have a chance to play at 1, followed by white 2 and black 3. If White answers at A, Black has prevented the sequence A through D in Diagram 5 in sente. But that is too good to be true. Black should be prepared for white 4, followed by the sequence through 7, which gives White life in sente. Black must extend to 5 rather than blocking at 6, as White would cut at 5, leading to an unfavorable battle for Black.

Diagram 6: After black 7, White can also descend to 8. Black must now force 9 for 10, after which he can play tenuki, block at A, followed by a reinforcement at C later, or play at B immediately. Either way, again, the marked stones are in a good position.

Diagram 7: But what happens if White resists with 8 after black 7? Then great technique and a bit of knowledge are required. The answer is to first cut at 11, then at 13, followed by a hane at 15 and forcing with 17 in order to defend at 19 and 21. Once more the marked black stones are in ideal positions. And that should really be your guide when making choices: Are you using the stones you have played earlier on, and, in handicap go more specifically, are you using your handicap stones?

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 .....