The Go Player's Almanac 2001 lists Keigo Yamashita, 7-dan, as having an adventurous style and having played the 5-5 and tengen (center) points in the opening in important games. He defeated Koichi Kobayashi in 2000 in the Gosei title match, but unfortunately he lost the title the following year. This year, he is back, challenging O Rissei in the Kisei title match. Winning the first game of the best-of-seven match might have been mistaken for luck. But in the second game, he showed that he had skill, as well as the necessary amount of good fortune. Yamashita played Black. A recurring theme in games these two rivals play is Yamashita's thick style versus O's ability to destroy his opponent's territory.

Diagram 1: In this game, Yamashita starts out with a conventional opening, playing 1 and 3. White 2 is already slightly out of the ordinary, but for a good reason (see Reference 1). O Rissei is supposed to be an expert at this fuseki (opening), having tried out the pattern starting with white 4, black tenuki (elsewhere), and white attaching with 6 at least twenty times. White often gets a slightly superior result because the ladder is good for him after cutting at A (see References 2 and 3). However, White should feel dissatified with the way the game proceeds in the upper right corner, because he gets gote (losing the initiative), allowing Black to switch to 21. White seems to be falling behind a little.

Reference 1: In general, after Black 1, White will play in his own corner, the lower right--for example, at 2 (Black is sitting on the side of the lower edge, while White is sitting on the side of the upper edge, and the lower right hand corners are their 'own'). Black would then play at 3 and White at 4 to prevent a black shimari there. Black would then finish this so-called Shusaku fuseki with 5. Again, White would approach with 6, but then Black plays around B, followed by white C, and black D. During the fight in the upper right corner, Black would then be able to pincer with E or F--the idea behind the Shusaku fuseki--and keep the initiative. In order to prevent Black from holding on to the initiative, White plays as in the game.

Reference 2: (Black plays at 18 at 6 or at 10.) This is the old joseki that many amateurs still play today. However, pros don't play this anymore because the result is much better for White. Black seems to get a large corner (about 13 points) while White gets sente moves at C or at A and B; the wall White builds is more valuable than Black's corner.

Reference 3: This is an example of how nasty things can get if Black doesn't watch his step carefully. Since, in the game, there is a white stone in the lower right corner, after black 10, White can cut with 11 and set up a ladder in the moves through 15. Even though the ladder is favorable for White, he should still add a move and actually capture two black stones with 17. White's thickness is superior to Black's corner territory.

Diagram 2: Black 1 is an aggressive move, aimed at isolating the marked stone, which actually happens when White answers with 2 and 4. After black 5, White would usually play at A to make a base. However, then Black would probably switch to a move around 15 to dominate the left side. In other words, White would be trying to catch up without ever actually managing it. White 6 and 8 are an attempt to take sente and switch to the left side to disturb Black's rhythm. However, after doing so with 10, White still comes under attack. Black 11 through 23 keep up the attack--the main purpose here is to keep White's stones weak and without a proper base.

Problem 1: After white 24 in Diagram 2, where should Black play next?

7-stone handicap

Diagram 3: This is the fifth article in a series of discussions of the 7-stone handicap game. Two weeks ago, we looked at the low pincer at 3 and the likely outcomes after White invades at B. In fact, White has many ways of replying, ranging from playing a double kakari (corner approach) at C or D, to jumping out with E (followed by black D, and pressing at A), to attaching at F. Recently G has been seen, and playing tenuki (elsewhere) is possible, too. This week we will focus on White playing a double kakari at C.

Diagram 4: If White makes a double kakari with 4, black 5 is the standard reply. The moves through 10 constitute the basic joseki. Black can now switch elsewhere, for example, to 11. At some point, perhaps immediately, White will exchange 12 for black 13 to get a forcing move at 14. White 12 and 14 provide a variety of advantages. In the first place, it is more difficult for Black to completely surround the center, while White has a good move at A to build thickness in the center for himself. Secondly, White may later play at B, threatening to connect to his stones at 2 and 12. Thirdly, he may later want to make forcing moves at C, D or E, in order to invade the lower side.

Diagram 5: To prevent White from getting the forcing moves in the center as outlined in the previous diagram, Black could play at 9. White would still take the corner with 10. Black 11 works well with Black's position on the left. Later on, Black can expand his center influence with a move at A. However, it must be said that a white move at B is large, especially because Black probably needs to defend around C.

Diagram 6: What happens if Black blocks in the corner with 9? This has actually been tried in professional games. The results were similar to the sequence shown here. White tries to push through with 10, 12 and 14. Black then has a lot of cutting points, which look dangerous. However, Black 19 and 23 are a clever combination, inviting white 24. After White defends his corner with 26, Black makes threats against the corner in sente, blocking on both sides, then strengthens his center with 35. He can also take credit for using his marked stones effectively. White can draw out his stone at 24 with A. But Black will play B, followed by white C, black D, white E, black F, white G, black H, white I and black J. Black has even more center influence now--in other words, this is a great success for Black.

The first time I saw this, I thought I would never understand nor remember it, but although this is a long sequence, most moves are forced and are easy to understand.

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 .....