New lease on life (**-****)

Your doctor informs you that you have a rare cancer and only a few months to live, but five days later tells you a mistake was made and you are in perfect health. You have been forced to look death in the face and then were given a new lease on life. When confronted with the bad news, you would no doubt be depressed by your failure to fulfill all your expectations and gain some insight into your limitations.

You might feel this way when a much stronger go player than yourself criticizes your game. The expectations and thoughts you harbored and the carefully calculated sequences you imagined turn to dust. Although this experience would contribute to improving your play, it could also make you steer clear of stronger players. But these players also had to learn the game this way. And they love it when you ask them a question about go. So do not be shy about asking their opinion.

In exploring moves and their complimentary kosumi, I was helped by Yoshio Ishida, 9-dan and former Honinbo and Meijin titleholder.

Solutions to last week problems

sol1, refe1 Solution 1: Black 1 is the correct move for Black to live. White 2 hits the other vital point, but black 3 secures life. White 4 is answered by black 5.

Reference 1: Black 1 is the other vital point, but because of damezumari (shortage of liberties), white 2 and 4 are deadly. Black cannot play at A now as this would put his two marked stones into atari.

sol2, refe2
Solution 2: Black 1 is better than a move at A as it does not give anything for White to hold onto. White 2 looks natural, but black 3 takes a vital point, forcing White to answer submissively with 4. Black 5 builds up his center moyo (framework). White 6 is natural as it cuts off the marked black stone. Black can now keep expanding his center influence by playing at C or he can play at B to try to seal the white stones in. Black could also play tenuki (elsewhere) and aim at D later, which is a strong move.

dia1-5
Reference 2: Black 1 may look a little thin, but Black does not need to worry if White tries to cut with 2 to 6. Black 7 and 9 give White more than a little trouble.

More on Kosumi

Diagram 1: The white formation shown here is a very common. How does Black deal with it ? According to the theory postulated last week, the crosses should be complimentary moves by one side, while the triangles are complimentary moves by the other. It is best to select a representative member of one side to get an idea of how it works as a whole.

Diagram 2: Let's start with the crosses. Black 1 is the representative but in the sequence to 10 all that happens is that White solidifies his territory. In fact, the four black stones may become targets of attack. Because of this result, we should write off the crosses.

Diagram 3: Now look at the triangles. Black 1 is not the most representative member of this family, but the result to 11 is much better for Black than in the previous diagram. We now know that the triangle group suits our purpose. The next step is selecting which of the three members is most likely to succeed.

Diagram 4: With Black playing at 1, the sequence to 19 is just one of the many possibilities. As a result, Black has been successful in staying alive, but at the cost of making White very strong. Black profited locally but White has increased his potential globally.

Diagram 5: What about a combination of moves by the triangle group? Black 1 and 3 form a tesuji combination and the sequence to 12 is a middle-game joseki (standard exchange). White seems to have gained a lot of territory, but actually this position is full of aji ga warui (bad potential). Examples of this are black moves at A, aiming at exploiting the aji of black 7, and B and C, which both threaten to wreak havoc in combination with black 3.

The result, therefore, is good for Black. So the key lies in the diagonally complimentary moves of 1 and 3.

Problems

Problem 1: Black's next natural move is at A. Or is it ?

prob1 Reference 3: After black 1, White would play his sente moves 2 and 4 (Black has to answer). The moves to black 13 are feasible, but now White has slowly isolated the black group of 1 and 7, etc. But White's next moves range from A to D. This means that he will yield his initiative.

Reference 4: Just to be ornery, or as pros prefer to say "out of kiai (fighting spirit), he should not allow himself to be forced into submission," a pro would want to play at 1. But in the sequence to 8, White gets a thick shape in the center while his marked stones make a very good eye shape. But the principle behind black 1 is right. Now, check through this column and see it you can come up with any additional ideas.

Problem 2: The moves to 9 are a joseki. White then can play 10, etc. But white 18 is a mistake. Black can now kill the group. How? Where should White have played ?

prob2-4

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