Yamashita the new Gosei king (**-*****)

Keigo Yamashita won the Meijin title for players under 13, when he was 7 years old. Recognized for his unusual talents, Yamashita, who was born in Asahikawa, Hokkaido, came to Tokyo the next year to study at Ryokusei Gakuen, the private go school run by Yasuro Kikuchi, an amateur who has won various amateur titles and even upset professional go players. Kikuchi must have had an idea of what was to come when his student turned professional at the tender age of 13.

Yamashita, now 21, has just taken his first major title, the Gosei title, in a drawn out battle extending over five games with veteran Koichi Kobayashi. In some of his previous games, Yamashita started out on the 5-5 point and has shown on other occasions that he was not afraid to use his own style and imagination. In this way, he won the first two games and seemed on his way to grab the title with only one more win. Kobayashi, who is known for his perseverance, made an all-out effort and scored victories in the next two games. However, Yamashita won the decisive fifth game.

Young eyes, fresh concepts

This game between Yamashita and Kobayashi, is a marvelous example of our theme last week: sacrifice. Unfortunately, Yamashita plays the opening moves in a fairly conventional style. However, later we will be able to enjoy some major fireworks. Yamashita is White.

dia1 Diagram 1 : With the moves to 5, Kobayashi sets up the low Chinese fuseki building up a vast moyo (framework). White 6 could have been at A, but this would lead to a severe black pincer around 21. In many games in the past, White has then played at C, followed by black D and white E, after which a battle royal erupts. But the variations seem too complicated and recently white 6 has become a standard move.

Black 7 aims at attacking white 6 later by playing around 21 or trying to encircle it on a grander scale by playing around 8. That is why white 8 is played-it does not prevent an invasion/attack around 21, but it serves to reduce the scale of the battle and tilts the field where it will take place in White's favor. In addition, it makes territory and strengthens the lower left corner.

Black 9 and 11 expand Black's moyo-11 could have been played at F instead. In that case, White would probably have played at G.

The moves 13 through 17 are a favorite pattern of Kobayashi's, who is known for his territory-oriented style.

White 18 is a nice, light move. However, Black must have felt satisfied with 19.

White sets up his own moyo with 20 and black 21 combines an invasion with an attack.

dia2 Diagram 2 : White 22 now tries to either sacrifice his marked stone or connect to it, depending on Black's answer.

Figure 1 offers one possible sequence: After black 1, white 2 is a good kikashi (forcing move) if Black answers with 3. After this passive black move, White has plenty of possibilities to use his marked stone to settle his stones on the right side, e.g. by playing 6 to 10. As an alternative, he could cut at 9 instead of playing at 8.

Figure 2 : In response to white 4, black 5 is too passive. Now a move around 6 more or less connects all of White's stones.

Returning to Diagram 2 it can be seen that with 25, Black intends to build influence and isolate the marked white stone.

Setting up a sacrifice, white 26 is a splendid move. This enables White to live in the corner with 28 and 30 while creating a defect (at 26) in the black wall.

dia2 Forcing White to answer with 32, Black plays 31 first, then connects his stones and finishes his wall with 33.

White 34 starts the next round. The sequence to 52 is filled with exquisite moves.

In principle, when you have a weak group, you should try to escape into the center and in the process make one eye or potential eyes.

White 36 adheres to the principle given above. Black 37 is a natural move to take away eyes. White 38 builds strength in the center. Now the question is: Can Black cut at 39 ?

Figure 3 : If Black retreats with 3, white 4 threatens to exchange A for black B. Later, White can strike at C, reversing the roles of who is the attacker and who is being attacked. In addition, a white move at D is large in territory and he makes a good eye-shape at E. Black cannot defend against all of these threats at the same time.

figure3,4
Figure 4 : Playing at 5 would be honte (regular and natural move). This sequence is an example of what could happen. By sacrificing the two marked stones, White gets the initiative in an area where Black seems to have the upper hand.

With 43 and 45 in Diagram 2, Black goes all out in trying to capture the two white stones, including 34, at the top on a larger scale. But white 46 and 48 are brilliant moves that sacrifice two extra stones in order to play a very odd-looking tesuji. White 50 sacrifices yet another stone and he then plays 52.

prob1,2
Problem 1 : When Black cuts with 1, after white 2, Black wants to stop White with 3. How does White take advantage of this ?

Problem 2 : This is the situation at this moment. White has just played the marked stone. What are the best moves for Black and White ? Where should Black move first ?

Solutions to last week's problems

sol1,2 refe1,2 Solution 1 : Black 1 is correct. White 2 is the best response followed by black 3 and white 4. Black can now turn his attention to the other side with 5 (or C). Black can exchange A for B at any time he wants. In addition, the move at D has increased in value thanks to the presence of the marked black stone.

Reference 1 : In the old joseki Black played 1 for 2 and then some stone (e.g. 3) to force white 4. But A is no longer sente for Black. That is a loss of at least 3 to 5 points.

Solution 2 : After black 1, white 2 is the best move. Now Black has to capture with 3.

Reference 2 : If Black leaves the situation as is and plays elsewhere, White descends with 1, sacrificing an extra stone. After black 2, white 3 and 5 squeeze in sente. The result is that Black's territory did not increase, but White's influence is tremendous.
(The number of h indicates the difficulty level with one representing beginners and five being the most advanced.)

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