The adage "Chess was invented but go was discovered" is well known. It suggests that go is a more natural game than chess. As the only restriction for the placement of stones is a so-called suicide move, the rules of go are extremely simple. However, the ko may cause problems because of the rule that a board situation cannot be repeated. Let's have another look at this rule. We will also look at the start of a game involving two ko situations and a double ko that was recently shown on TV. The game was declared forfeit because a board situation was repeated.

Ko rule

Diagram 1: This is a ko situation. The white marked stone is in atari, meaning Black can capture it on his next move by playing at 1. White cannot capture the marked stone immediately because of the ko rule. He must play elsewhere, allowing Black to decide whether to answer that move or connect the black stones by playing where the white marked stone had been.


Diagram 2: This is the game that was declared forfeit. It was played between the current Meijin, Norimoto Yoda, and O Meien, a former Honinbo. Yoda is Black.

After White expands his moyo while limiting Black's with 32, hostilities break out with black 35 and 37. By taking the initiative on the outside with 40 through 48, White shows courage, as his stones around the lower left become weak. Finally, White plays 50 in the belief Black will not be able to cut through.


Diagram 3: However, with a tremendous combination and sacrificing one stone, Black forces his way out with 53 through 59. White 60 is a smart move as it gives him a base in the sequence through 64. Black 65 however, gets a good grip on the outside. White 66 takes aim at four black stones to the left. Black immediately defends with 67 through 73, but at the cost of White cutting through with 70 and 72. Black 79 through 85 keep White weak. Before deciding how to continue the attack, Black first makes territory with 91 through 97, and then with 99. Next week we will look at the ko situations.

Diagram 4: Later on in the game, a double ko appeared in the lower left. This is not an accurate reproduction but the black corner stones are the same. With the sequence through 10, Black makes a double ko. Of course, Black will win this ko, but it is not necessarily advantageous, as we will see next week.

Diagram 5: This is a simplified version of the double ko. Black's stones are in atari, but he can play at 1 to capture the marked stone. White can play elsewhere and Black may answer this move. White then can recapture the ko by playing where his marked stone was. However, Black can capture at A. This can go on forever, but Black cannot lose the ko.

Solutions to last week's problems

Solution 1: White 1 is correct. If Black plays 2 to take away White's second eye, White can play at 3 and 5 so that Black now has a shortage of liberties. Black can connect at 3 or at A, but White will play the other point (A or 3).

Solution 2: White 1 is a clever move. After white 5, Black cannot connect at 1 and A at the same time. Note that black 4 is necessary because White can cut there if Black connects at 1 and A.

Solution 3: The seemingly inoffensive move at 1 is part of White's rescue plan as it threatens to capture the two marked black stones at left (making an eye in the process) as well as the three marked stones on the other side by playing where black 2 is. If Black captures this stone White will play at A. Black would be unwise to connect at 2 then, because White would cut at B. This is why Black played the defensive move at 2. White 3 is an unexpected move that ensures the capture of one black stone, creating an eye in the process. Now the question is, will White capture the two marked stones at left? If Black wants to try to save them he has to connect at 6, but white 7 through 11 will follow, compounding the damage. In other words, White has two eyes.

Solution 4: White 1 and 3 are a fine combination. If Black uses 6 to connect at 3, white 7 puts him on the spot. Black cannot play at A or B because of the presence of the marked white stone. Black first has to capture at C before playing A, but then White plays at B to put eight black stones in atari. Black loses.

Want to find out more? Come to Ben's Cafe (03-3202-2445, www.benscafe.com) in Takadanobaba, Tokyo, where the English speaking go community congregates every Sunday. You can enjoy free lessons, 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 .....