Games people play (**-*****)

Games are played for a variety of reasons. One of the most obvious is the competition involved. But in many cases it is to establish a position that often has social significance, depending on the cultural importance of the event or the particular game played. Children's games, such as hide-and-seek and tag, also play an important role in social interaction among youngsters.

Games that are played by oneself, such as computer games, are equally important because they are intended primarily to prepare oneself for situations in real life. For example, flight simulation games are used extensively by airline companies to improve the skills of their pilots.

It is often possible for a player to "read" a partner's of opponent's mind because many people have difficulty in keeping their intentions to themselves no matter how hard they try.

Those who want to try to "read" the minds of others should visit a board game festival to be held on June 3 at the Shinjuku Post Office building near the west exit of JR Shinjuku Station in Tokyo. The festival features more than 30 different games, such as go, chess and checkers. Demonstrations of these and more uncommon games will be offered. More than 300 people are expected to turn up. For further information, please e-mail me at zaphod@wics.com.

Murder in the corner

sol1,sol2 Here are the solutions to last week's problems.

Solution 1: Black 1, rather than playing at A, is a move that offers more resilience and gives little for White to hold onto. If White wants to attack the solitary stone on the right, white 2 is one way. But black 3 is the vital point because it takes away White's eye-shape. The moves to 13 are natural now, but in no event will Black be in trouble. The sequence that follows would be black B, white C, black D, white E, black F, white G, after which Black can launch a tesuji at H to make eyes.

Solution 2: The combination of black 1 and 3 kills the white group. After white 6, black 7 looks a little standoffish but after white 8, black 9 is a brilliant tesuji that makes use of the damezumari created by black 3. White can now play at A or B, but black C finishes off the corner.

refe1.refe2 Reference 1: Black should not play at 1 right away. If he does, White can squeeze in a hane at 2 that has to be answered at 3 (or thereabouts). After white 4, black 5 is answered by white 6, ensuring White's survival.

Reference 2: If black 1 kills the white corner group, then why would White want to play in the corner ? Well, White made a mistake during his defense. He should have played a sagari (stretching downward to the side) at 1. Now, Black can start a ko with the moves to 6. But White does not need to start the ko (with white 7 and black 8) right away. He can try to capture Black's outside stones first. And that is exactly where the danger lies and why Black usually will capture the marked white stone by playing at A, rather than starting the ko.

Life & death

On the go board, we usually try to kill by first restricting space and then spearing the vital point. Sounds logical, doesn't it ?

Try out this theory with these problems.

prob1,refe3-4
Problem 1: Black to play and kill the white corner.

Reference 3: Black 1 does strike at the heart of the white group, but he has violated the first principle.

Reference 4: After white 6, white has made two eyes, one at A and the other at B.

prob2-4,refe5-7 Problem 2: Black to play and kill the white corner.

Reference 5: Black 1 does reduce White's space up to a point but after white 6, A and B have become miai (Black plays one, White plays the other). Again Black has violated the first principle.

Problem 3: Black to play and kill the white corner.

Reference 6: Black 1 and 3 are a good tesuji combination, but when White plays sente (moves that Black must answer) to 8, then expands his space and finally occupies the vital point with 12, Black has allowed his prey to escape.

Problem 4: Black to play and kill the white corner.

Reference 7: Black 1 limits White's space somewhat, but white 2 and 4 are a clever combination, and in the sequence to 8, white has managed to make two eyes at A and B.

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