Toughing it out (**-*****)

Released from tension, some people fall ill on day one of a vacation. The same is true for situations in sports and games. You find yourself struggling through an ordeal, and the moment you think the fight is over, you let go. At that point, you are doomed.

The recent game between Keigo Yamashita and Koichi Kobayashi that decided the Gosei title is a perfect example of how things can go wrong when tension breaks. The moment Yamashita relaxed, he made an almost fatal mistake. Yamashita is White.

dia1 Diagram 1 : After Black's action on the upper side of the board, White was in trouble. But by sacrificing his four marked stones, White was able to play hane at 4. Black could not cut now and had to recede with 5. White 6 spoils Black's shape, and 7 is the best answer, however painful. But White then went into the overdrive mode and played hane at 10, allowing Black to seal him in with 11. Refer to Solution 2 for details.

In the sequence to 18, White manages to live by either connecting at A or securing his second eye with B (the black stone is not there at that point as White captured it when he played 8). Being forced into such a low position would normally clinch the game, but now it is Black's turn to feel relieved, return the favor and play a questionable move with 19. See Figure 1 for details.

Resisting with 22 is natural and the hane of 24 feels good since Black has to make an empty triangle (bad shape) with 25. White 26 and 28 are a good combination that utilizes the motare (leaning attack) technique.

Black resists strongly with 27 through 33 but his weakness in the center is exposed when White attaches at 34, then connects all of his stones with 36.

White 40 tries to make use of the same motare technique again by leaning on the relatively strong black stones on the lower right in order to strengthen himself (as well as his opponent) in order to attack in the center. However, Black backs off and captures three white stones in the center with 41 and 43. White retaliates by seizing the two marked black stones in the exchange to 50. This seizure is larger than it looks as Black's stones on the lower edge have become thin. The repercussions will become apparent in the next diagram.

figure1 Figure 1 : Instead of 19 in Diagram 1, black should have played at 1 in this figure. White's best reply is 2, but then black 3 captures the three marked white stones. This is a valuable capture because it immediately makes Black's group, including his marked four stones, strong and thick. This frees Black's hands to fight all-out elsewhere on the board.

Diagram 2 : Black invades White's moyo and creates a living group but White grabs sente and plays the unlikely but spirited move of 60, sacrificing that stone in threatening to start a ko with 62 and 64. Black gives in by playing it safe with 65 but White takes the ko with 66 at 60 (not shown). Black then plays a ko threat with 67 but White ignores the threat and fills the ko with 68 at the marked black stone.

dir2 Black then attempts to threaten the white center group in the upper right with 69 and 71 then defends with 73, a grave mistake. White 72 was not just meant to defend, it also has a devastating follow-up white 74. See Figure 2 for details.

Black 79 is a severe move. White can save his marked stones by filling in at A (in Diagram 1) but then black can exchange 89 for B and then play at C threatening a ko with D. If White foils that plan by playing at D himself, Black has possibilities at E and G (answered by F and G, respectively), after which Black has his pick of places to invade on the left side, around I.

figure2 So White decides to expand his territory with 80 and 88 while defending against an impending invasion at I. He thereby sacrifices his marked stones, but it takes Black three moves to actually eliminate all bad potential (aji ga warui) and capture the white stones.

When White plays 94 (final move in this diagram) he destroys most of Black's center potential and goes on to win by 2-1/2 points to claim the game and the Gosei title, worth about $100,000.

Figure 2: After white 74 (the marked stone), if Black connects at 1 and then tries the tesuji of 3 and 5, he does get a double atari. But when White defends with 8, Black has to capture with 9 and loses his cutting stone (3) after white 10. Black now can live with 11 and 13, but white 14 and 16 severely erode Black's territory in the upper right.

Solutions to last week's problems

sol1,2 refe1 Solution 1 : Black 1 is a blunder-white 2 puts him on the spot. No matter what Black tries, his marked stones will not get more than two liberties, whereas the marked white stones maintain three liberties. Therefore, the marked black stones die.

Solution 2 : Black has to submit with 1. White 2 and 8 are sente too, but it cannot be helped. Finally if White plays at 10 (better than 10 in Diagram 1), Black cannot cut at A, thanks to White's brilliant tesuji of throwing in at 2 (see last week's column) before playing the marked stone, setting up a potential ko that is not good for Black.

Reference 1 : Black 1 and 3 are wrong. White 2 and 4 take the ko (two times). At this point, White will capture with 6 and secure a large territory while setting his weak stones free, regardless of where Black plays at 5.

New Problems

Next week we will talk about motare or leaning attack as shown by white 26 and 40 in Diagram 1. The following two problems deal with this issue.

prob1,2Problem 1 shows a standard situation, in which the leaning attack is employed. White has just invaded with the marked stone. What should Black do ?

Problem 2 : The sequence 1-4 occurs frequently. How should the motare technique be used to attack white 2 ?
(The number of h indicates the difficulty level with one representing beginner and five 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