Naoki Hane has iron nerves. Last week, Hane proved this to set a precedent by winning the 7th game of the Kisei match. In 127 two-day best-of-seven title matches, there have only been five instances in which the winner won four games in a row after losing the first three. However, no person has ever had the mental stamina to win the first three games, lose the next three and take the final game. Hane is the first player to do so.

Next week we will look at this decisive game.

Hane's incorrect judgment

We started this game, the sixth game in the series, last week. Holding the black stones, Yamashita gets a good game when Hane's judgment falters. Initially the game focuses on the right side--how can Black contain this white area and how can White expand?

Diagram 1: After black 1, white 2 through 10 are an elegant way of cutting. However, Black easily runs away with 13 through 27. White, however, cuts again with 28 through 34. Is this possible? Post-analysis proved it was bad strategy, but in the game, White got away with this sniperlike combination. However, black 41 was a terrific move that threatened to set up a ladder that follows the same path as 59 through 71 and on from there. White 42 is therefore the correct defense. What is the status of the lower left-hand corner? White gained some points with the combination 48 through 56, but black 57 killed the lower left-hand corner. Black clinched the game with the superb quasi ladder starting with 59, in order to play 75 and neutralize most of the center territory. A few moves later, Hane (white) resigned.

Reference 1: After black 1, White should have cut with the combination 4 through 8. Black profits with 9 and 13 before turning to 15 to expand his territory while keeping White's moyo in check. According official commentator Satoshi Kataoka, White is probably leading slightly, unlike in the game, in which Hane immediately was at a disadvantage.

If we assume the triangles as White's and the crosses as Black's territory, the score is as follows.

Black has 20 points on the upper right, 31 on the upper left (including stones taken) and 33 on the lower side, for a total of 84.

White has 21 points on the upper side, 9 points on the lower left, 40 points on the right side and 6.5 points on komi, for a total of 76.5.

Overall, then, Black has a 7.5-point lead.

The squares signify fuzzy points. The ones on the left are likely to become black rather than white territory and the rest of the squares, white rather than black. Let's count them as a half point each for their respective colors. This gives an extra 6.5 for Black and an 11.5 for White, leaving Black with a positive score of 2.5 points. However, it is White's turn, worth about 5 to 10 points. So White is probably leading slightly.

Solution to last week's problems

Solution 1: The question was why Black should have exchanged 1 for 2 before playing at 3. If the same moves follow as in the game and White starts a ko with 12 and 14, White's best ko threat is 16. If Black takes the corner with 17 and 19, White captures fewer stones than in the actual game, whereas Black's corner territory is larger. This is a big success for Black compared with the actual result.

Solution 2: The marked stone kills Black's corner. If Black tries anyway, e.g. with 1, white 2 through 10 follow. Yes, Black can capture two stones with A, but White will throw in where white 8 was to make this space a false eye. You can see the importance of the marked white stone.

Solution 3: Black 1 is the only move to make life. White 2 looks like a dangerous threat, but black 3 works well. White can't play at B and if he plays at A, Black connects at B.

Reference 2: Black 1 seems a strong candidate. However, white 2 puts him on the spot. Black 3 is followed by white 4. Black can't connect at A--White would immediately capture those three stones--and if he captures at B first, White plays at A. Black thus dies.

Reference 3: Black has one other possibility. After white 2, he can exchange 3 for 4 before falling back to 5. Now the corner becomes ko with White to take first with 6. Black first has to win the ko, then capture at A, then win the ko again. This is called a hanami, or flower-viewing, ko for White--he has nothing to lose.

New Problems

Problem 1: Black plays first and lives.

Problem 2: Again, it is Black's turn. How can he live?

Problem 3: Once again, Black can change his destiny. What is the vital point for Black to eke out a living?

Problem 4: Where is the vital point for Black to live?

Problem 5: To solve problem 4, you need to know where Black should play his next move in this situation.

Want to find out more? Come to Ben's Cafe in Takadanobaba, Tokyo (03-3202-2445, www.benscafe.com), where the English-speaking go community congregates every Sunday, 11 a.m.-1 p.m.

Van Zeijst is a four-time European go champion and European representative at the Fujitsu World Championship.

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 .....