The Ing Memorial Cup in Europe (**-*****)

This year the annual Ing tournament was played in Helsinki. Even though there are long distances between cities in Finland, people are happy to travel 600 kilometers by car to play go for a weekend. It is because of this mentality that go has been making inroads in Finland and the Ing tournament, with the strongest field ever to play in the country, provided enough curiosity for national television to stop by and feature the game on the evening news.

Ing Chang Ki, who passed away recently, was a business mogul from Taiwan and a go enthusiast, who wanted to combine his good fortune with sponsoring the game of go. His Ing Foundation provides sponsorship for tournaments, special bowls, stones and clocks that promote his view of the rules of go and the Chinese method for counting. This method emphasizes life stones and places less value on captured stones. Fortunately, in most cases the outcome is the same irrespective of the counting method used.

One feature of the Ing tournament is that foreigners living in Europe can play along with Europeans living in other parts of the world. This accounted for the fact that Lee Hyuk, a South Korean who lives in Russia, won the tournament with a perfect six wins out of six games. Second with only one loss was Aleksandr Dinerstein, a 19-year-old Russian, who has lived and studied in South Korea for three years as an insei, or professional pupil. Six players shared third place, among them a former professional and two former insei.

Semeai (capturing races)

Last week, we talked about semeai and one can find them on the board in almost every game in some form or another.

Diagram 1 shows one of the games during the tournament that involves a complicated variation of the Taisha joseki. Even top professionals do not know all variations completely. Problem 1 shows the corner position of that game. Can Black kill the marked white stones and win the semeai between the marked black and white stones? It is an extremely difficult problem that contains a series of tesuji (good local moves), which require a profound knowledge and reading skill at a professional level. We will try to solve this problem in the coming weeks by discussing a number of these tesuji.

Before starting with this problem let's first recapitulate how semeai work.

Diagram 2: The marked black and white groups each have four liberties. Therefore, the first player to play will win the capturing race, or semeai.

Diagram 3: If Black plays first, he wins in the sequence to 7. Note that he fills the outside liberties first and the inside one last.

Now let's have a look at the solutions to last week's problems.

Solution 1: Black 1, which makes an eye, is the correct answer. After having made this eye, Black has a comfortable lead in liberties. If both White and Black start playing the semeai, after black 11 it becomes clear that White cannot win as he needs to play A through D, but then he puts himself into atari and Black captures with E. The situation in which one side has an eye and the other does not is called me-ari-me-nashi. This tesuji only works when there are shared liberties.

Now, have a look at Reference 1 in which Black just starts filling in White's liberties from the outside. Then after black 15, neither party can move and we get a seki.

Solution 2A: After the marked white stone, black 1 is the correct answer. Solutions 2B through 2D show what happens next.

Solution 2D: White has only two liberties left at A and B and even if White plays 14 and a move next to it, Black does not need to respond. Black has a comfortable lead in liberties. This is the situation in which one side has a bigger eye than the other. So there are three general rules:

1. Start filling liberties from the outside.

2. When there are enough mutual liberties, make an eye if possible.

3. Try to make the biggest eye possible, meaning that it will take many moves to gradually reduce the size of the eye.

Sometimes it is also possible to increase one's liberties or the number of approach moves.

Diagram 4 shows a semeai with Black having three and White four liberties.

Diagram 5: Black first plays 1 and White answers with 2. Now Black starts the capturing race. Notice that White has to capture with 6 before he can play 8, This is the reason why White needs to make an extra approach move and Black wins the race.

Problems 2 and 3: White to play and win the semeai.

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