The Honinbo Title: Up for grabs

The 55th Honinbo title match now under way is being fought between defender Cho Sonjin, originally from South Korea, and challenger O Meien from Taiwan. Although its organizer, the Nihon Ki-in (Japanese Go Association), has been trying to hype the matches, the audience has stayed away in droves. The usual public commentaries on the second day of the matches have been put on hold.

It is not because of nationality, because last year the match was between two Cho's, Cho Chikun and Cho Sonjin, and they got plenty of attention. It is because neither of the players exhibits a style that appeals to the audience. But don't believe for even a second they are not playing cut-throat moves and engaging in life-and-death battles. They are a good match, with Cho winning the first and fourth game and O taking the lead by winning the second, third, and the fifth game just last week. Their sixth game is scheduled for the coming week and could conclude the match if O wins. If Cho wins, they will play another game the week after. Incidentally, the second game was won by O by just half a point and the fifth by only 1-1/2 points.

diagram1 Diagram 1: This is the 5th game of the Honinbo Title Match with O Meien holding the white stones and Cho Sonjin on Black. The moves up to 22 have the appearance of a game that was played 30 years ago when this was a popular joseki. But with the exchange of 23 and 24, both players firmly deviate from established patterns. The fight up to white 36 seems to have a natural flow, but when Black tries to force White into submission, O challenges Cho to a full-fledged battle that doesn's end until white 62. Black 63 immediately starts another fight, and basically this pattern of fight after fight repeats itself throughout the board. Neither player has a grand strategy-they are just crossing swords at every corner: literally !

The games between these two prize-fighters may not make good study material for amateurs, because they are so complicated and involve lots of reading, but they are great fun to watch.

Answers to problems of two weeks ago

sol1,refe1,refe2
Solution 1: To make the best use of the marked black stone, black 1 here is the right move. If White tries to capture the two black stones with 2 and 4, black 3, 5, and 7 are an exquisite tesuji combination that makes full use of all of Black's stones. In the sequence to 12, White manages to live, but black 13 builds a powerful wall.

Reference 1: Since capturing the marked black stone is such an obvious debacle as shown in the previous diagram, White will probably try something else such as connecting with 2. The moves to 11 are natural moves, but Black has now been able to make territory on two sides: where the triangles are and where the crosses are. Note that the white stones are not completely alive yet.

Reference 2: But White actually has a better alternative. Instead of trying to capture the marked black stone, White should sacrifice his marked stone, and white 2 is the move to do this. Again Black plays at 3, but this time white 4 is a good move as Black cannot cut at 6. After the sequence to 9, White can play tenuki (elsewhere). Black has no good attack on the white stones as any move from A to E is sente (Black has to answer) for White. White has no definite eye-shape yet, and Black has again profited on both sides, which still gives a satisfactory result for Black.

sol2A,sol2B Solution 2A: In response to the question how Black can disconnect the marked white stones, black 1 does the trick. If White plays 2, the most natural move, black 3 will put him on the spot. If White insists with 4, black 5 captures one white stone immediately.

Solution 2B: In response to black 1, if White plays at 2, black 3 and 5 will cut off the marked white stones.

sol3,sol4 Solution 3: Black 1 is the correct answer. Even if White captures the stone immediately, black 3 and 5 put White into damezumari (shortage of liberties). Therefore, after black 5, White cannot connect at 1 and loses his four marked stones. As we mentioned two weeks ago, if Black starts approaching by playing at 3, White can fill in at 1, which gives him the edge in the semeai (capturing race).

Solution 4: Sacrificing one stone with 1 is the only move for Black. White 2 is futile as black 3 captures the marked white stones. Please note that the two outside liberties at the marked points are essential for Black. If even one of these liberties wasn't there, Black would die.

refe4A,refe4B Reference 4A: Here Black has one liberty less than in the previous diagram. Black can still try to capture the marked white stones, but even if he does with 1 and 3....

Reference 4B: ...White plays at 4, giving Black a dead shape. Please try for yourself to capture the black stones. To take the black stones off the board, White needs to play the moves A to D (in any order). Black can capture some stones again, but White can keep filling in liberties from the inside. After white 4, it takes a lot of moves to actually take the black stones-How many ? (Find the answer at the end of this article.)

Solution 5: Black 1 avoids in sente (White needs to answer) White making one point here. Even if White keeps trying with 2, black 3 needs to be answered with white 4. This makes black 1 the best endgame move. You may think that one point is barely worth fighting for, but frequently professional games are decided by a half point, sometimes worth a bucketful of tears and hundreds of thousands of dollars if it involves a title match.

sol5,sol6,refe6
Solution 6: The vital point, black 1 is a move to remember. If we assume the exchange white A for black B (neither wins nor loses points), White gets four points while Black captures one stone, which is also worth one point. The difference is three points for White.

Reference 6: If black 1, white 2 is the correct defense. Black can now exchange 3 for 4 in sente, but, if we now again assume the exchange white A for black B, White gets six points and Black none. The difference between these two diagrams then is three points. However, Black spent an extra move. So when playing the tesuji of 1 in the previous diagram, you have to be aware what its actual value is.
(Answer for Reference 4B: It takes eight moves to physically capture the black stones.)

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