The master player (*-**)

Of all English-language publications about go, there is no doubt that Invincible, The Games of Shusaku, compiled by John Power, is the most profound. This classic first appeared in 1982 to detail the life and the games of the foremost go prodigy the world has ever known: Kuwahara Shusaku (1829-62).

Shusaku was the outstanding player in the golden age of classical go in Japan. By setting a record of 19 straight wins in the games played periodically at Edo Castle, he firmly established his preeminence. It was thanks to the government patronage that the game enjoyed in the Edo period that Japan forged ahead of the other go-playing countries (principally China, where go is believed to have originated, and Korea), and the supremacy that Japan enjoyed until quite recently can be traced to the progress made in the Edo period.

Even today his games are studied by all serious students of the game. Shusaku's greatest contributions to go were his whole board approach and the development of the basics of the fuseki, or beginning moves.

dia1

Shusaku's fuseki

The term "Shusaku-style fuseki" refers to the 1-3-5 configuration in Diagram 1. Shusaku did not invent this pattern but he developed it systematically, refined it and added his own variations, so that the pattern became synonymous with his name. After White makes approaches with 4 and 6, Black plays 7 to set up moves at A through D. What makes these moves so good ?

Diagram 2: Let's suppose White ignores black 7 and plays 8 to prevent Black from closing off the lower left corner. When Black plays 9, this is an extension from his marked stones as well as a pincer of white's marked stone. White 10 is natural now as there is no room for a two-space jump to set up a base. But black 11 defends while also limiting the direction in which white 8 can develop. After playing at 10, White wants to counterpincer black 9 with a move around A. However, due to the presence of the marked black stones, this would look more like an invasion than an attack and create a weak group.

dia2-3
For that reason, as Diagram 3 shows, White often plays his third move (white 6 in the diagram) one line higher to create a greater leeway into the center, leaving his stone less prone to attack. If Black now plays 7, white 8 to 12 establish a firm base while neutralizing part of the aim of black 7. Still, Black gets the opportunity to play a shimari, or enclosure, at 13. White 14 follows suit, but now black 15 achieves the original aim of black 7. Running away with 4 is one thing White can do,dia4 but building a moyo on the lower left with 16 is a feasible way of playing. Black 17 does not entirely capture the upper right corner, but Black is building a strong position.

These days though, instead of making a kosumi, often Black will play a pincer around 7 (Diagram 4). Depending on White's response, Black can now naturally develop his stones to attack white 6. For example, the moves 7 to 11 are a joseki, or standard corner exchange, but black 11 now fulfills two roles as both an extension of his two stones 1 and 9 on the one hand and a pincer against white 6 on the other.

Many variations and improvements have been developed, but Shusaku's fuseki still forms a cornerstone of modern go.

Solution to last week's problem.

sol1aSolution 1A: Black 1 is the vital point. It may not be evident immediately that the white stones are lost, but it is impossible for White to make two eyes. Therefore, White plays elsewhere while, if need be, Black can play the moves to 7, at which point White will have to capture the four black stones.

Solution 1B: 1 is again the vital point.

Solution 1C: Here, it becomes clear that White is at a loss and his group will die.

dia2-3The point of this capture is the large number of moves it takes to complete. As a rule we can say that one eye is better than no eye and that the bigger the eye, the more liberties. Please make use of these pieces of wisdom to solve the problems below.

Problem 1: Black to play and capture the marked stones.

dia2-3Problem 2: White has just played 1. Now, both the white and black marked stones are dead. Black can capture the white stones, though. How should he proceed? (Note: the black stones marked with A's are alive.

By Richard Bozulich

By Rob van Zeijst

  1. How to teach go
  2. The last rule--ko
  3. Basic strategy of go
  4. Go as a second language
  5. Building castles
  6. The secrets of the lazy
  7. Don't mistake movement for action !
  8. Madmen and common sense
  9. Breaking down the borders
  10. Go the 4th R in school curriculum
  11. Go an educational tool
  12. Mixed-doubles go
  13. Problems and answers
  14. The answer is in the doing
  15. Upsetting common sense
  16. Believing is winning
  17. The art of tenuki
  18. Classification and association
  19. Being in good shape
  20. Keeping in shape
  21. Games of Culture
  22. Deduction and Induction
  23. Asking the right questions
  24. War or peace ?
  25. Avoid simple solutions
  26. The master player
  27. The Ing Memorial Cup in Europe
  28. new ruler on the Kisei Throne
  29. Expectations and reality
  30. Quantity or quality ?
  31. Fujitsu Cup
  32. A Slip of the mind
  33. Losing your bonus
  34. Get out of that groove
  35. New lease on life
  36. Games people play
  37. Changing your mind
  38. Pick your fight
  39. Sanrensei-Part II
  40. Invasion tactics
  41. sanrensei strategy
  42. JAL Cup World Amateur Go Championship
  43. The Honinbo Title: Up for grabs
  44. O Meien becomes new Honinbo
  45. Rote memory vs calculation
  46. The problem with go
  47. The art of stealth
  48. Keep your options open
  49. Where Zen and go meet
  50. Think globally, sacrifice locally
  51. Yamashita the new Gosei king
  52. Toughing it out
  53. The leaning technique
  54. Learning by example
  55. Proverbs guide your hand
  56. Yoda, the new hero
  57. Young turk wars
  58. Evolving game
  59. Solution to last week's problem
  60. Every move is a new board situation
  61. King of ko
  62. Get stronger at ko
  63. Solutions to last week's problems
  64. Answers to last week's problems
  65. Go Training in Europe
  66. Kikashi and Nozoki
  67. Tips from the Pros
  68. Applying the theory
  69. Answers to last week's problems
  70. More on honte
  71. Aggressive players know boshi
  72. Boshi-old hat for go-getters
  73. Boshi-erasing influence
  74. Rui Naiwei-top woman player
  75. last week's problems
  76. Making the connection
  77. More connections
  78. professionals use connections
  79. Solutions to last week's problems
  80. Sometimes a person might wonder
  81. Solutions to last week's problems
  82. Solutions to last week's problems
  83. Guidelines for explaining the game
  84. Handicap in golf and go
  85. Atari-The last liberty
  86. The second technical rule
  87. Concept of territory
  88. The Concept of Life
  89. Mine is bigger than yours
  90. Third line vs fourth line
  91. How low can we go ?
  92. Wariuchi
  93. Changing your perspective
  94. Solution to last week's problems
  95. O Meien defends Honinbo title
  96. O Meien retains his title
  97. Thickness-a hard issue
  98. Upping the ante
  99. Look and understand-cutting is zilch
  100. Bad style vs good style
  101. Solutions and references
  102. In go, most people have,,,,
  103. Two eyes