This is the third installment in a series focusing on the second game of the Kisei title, the most prestigious tournament in Japan. O Rissei won the title three years ago and has held it ever since. This year, 23-year-old Keigo Yamashita is the challenger. In the first game, Yamashita outclassed O, even though he held the white stones. In this game, Yamashita is Black.

Diagram 1: Black 1 was the last move we saw last week. It was a mistake. Question 3 last week asked where Black should have played instead. Some of you might have answered with moves like A, which seems to make a lot of territory on the upper side, or B, which starts an attack. See white 2 for a hint and Solution 3 for the full answer. Of course, black 1 is not a bad move in and of itself. It has all the ingredients of a good move--it threatens to attack the white stones above it, it defends Black's stones and it makes territory. However, it is not a move that has be made at this point.

As soon as you see white 2, you realize that all is not quite kosher in this area. It seems impossible for Black to keep all of his territory intact (see Reference 1). However, with 3 and 5, which were played quickly, Black seems to want to capture the white invaders. White 6 contains a double threat and Black, suddenly realizing his problems when he sees this move, spends over an hour thinking about the next few moves. Finally, he plays 7, expecting White to answer. However, White is not compliant and continues his attack with 8. Black is really in trouble at this stage. Reference 2 and 3 show what would have happened if Black answered 6 at 10, and why White did not answer black 7 directly.

Solution 3: The left area is the most important part of the board at this juncture. With 1 and 3 attacking White's eye-space while defending his own territory, Black makes almost 25 points in this area in the sequence through 9, putting him in the lead territorially. White 10 is a good move, but Black plays forcing moves with 11 and 13. Now he is free to play elsewhere. A move at A is a good choice for making territory. Black can also start an attack with B. If White connects with C, black D is a strong move, and Black can look forward to engineering a splitting attack in the center.

Reference 1: After White invades with the marked stone, Black should have been a bit more realistic and cut his losses with black 1 through 5. True, his territory has mostly evaporated, but he is still leading because of his strength in the center.

Reference 2: After the marked white stone, if Black connects with 1, white 2 through 6 will put him on the spot. Black 7 is answered by white 8, and Black's position falls apart. Without the exchange of the marked stone for black 1, after white 8, Black would have been able to play at A, followed by white B, black C, white D and black E, capturing all of White's stones here.

Reference 3: If White answers black 1 (7 in Diagram 1) with 2, Black can then play at 3 at any time. Timing when to exchange black 3 for white 4 is difficult, but if we look at the same moves as in Reference 2, Black can connect at 11 after white 10, and White is in trouble.

Diagram 2: White gains a lot of profit in the sequence through 20, which Black is forced to answer with 21. If he extends to 22, White will cut at 21 and kill the black stones. O expressed the most regret over 22. Why was that a slack move? Doesn' t this move connect White's stones at 16 and 20 to his group at 14 and 18, while making a lot of points?

Problem 1: Where should Black play his next move?

Problem 2: What is wrong with 22? Where should White have played instead?

Actually, it may be better to answer Problem 2 first before going on to Problem 1.

7-stone handicap

Diagram 3: This is the seventh article in a series of discussions on the 7-stone handicap game. Last week, we looked at the variation shown here. After black 15, White can choose between playing at A or playing at B. Note that White has to sacrifice his stone at 2, while Black should sacrifice his two stones in the corner. See Diagrams 4 and 5.

Diagram 4: After black 1 (11 in Diagram 3), White should not defend with 2. After white 4, black 5 is a strong move. White has no choice but to defend with 6, but after Black connects with 7, White has another problem--how to keep his corner alive. He should either play at A or at B, followed by black C and white D. Black should be worried about a cut at E, while White would love to cut there. Why?

Problem 3: After black 5, White can cut with 6. Black should keep his cool and read the board carefully. To start with, black 7 is a kikashi that White must answer in the corner with 8. Next, Black plays at 9, followed by white 10, black 11 and white 12. Where should Black play next?

Solution to last week's problem

Solution 4a: The problem was why White should not answer at 2 after black 1. The answer is that then Black will descend to 3. If White blocks with 4, Black strikes at the vital point with 5. No matter how White plays, Black can at least make a ko. This type of ko, with one player having a lot at stake and the other nearly nothing, is called a hanami-ko, literally "flower-viewing ko." Clearly, this is bad for White.

Solution 4b: This is an alternative, though more difficult, solution. White 4 and 6 are a good combination--6 is, after all, the vital point (black 5 in Solution 4a). It is a clever move for Black to first make an extra liberty with the combination 7 and 9. Next, 11 and 13 are a good follow-up. After black 17, white can capture at A, but then Black will play at 17 again, reducing White to only one liberty.

The conclusion, then, is that after black 1, White must not block at 2, but should play at 3 right away.

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 .....