CHAPTER I

THE GAME OF GO

THE NATIONAL GAME OF JAPAN

BY

ARTHUR SMITH

圍碁

NEW YORK

MOFFAT, YARD & COMPANY

1908

PREFACE

This book is intended as a practical guide to the game of Go. It is

especially designed to assist students of the game who have acquired a

smattering of it in some way and who wish to investigate it further at

their leisure.

As far as I know there is no work in the English language on the game

of Go as played in Japan. There is an article on the Chinese game by Z.

Volpicelli, in Vol. XXVI of the “Journal of the China Branch of the

Royal Asiatic Society.” This article I have not consulted. There is

also a short description of the Japanese game in a work on “Korean

Games with Notes on the Corresponding Games of China and Japan,” by

Stewart Culin, but this description would be of little practical use in

learning to play the game.

There is, however, an exhaustive treatise on the game in German by O.

Korschelt. This can be found in Parts 21–24 of the “Mittheilungen der

deutschen Gesellschaft für Natur- und Völkerkunde Ostasiens.” The

student could readily learn the game from Herr Korschelt’s article if

it were available, but his work has not been translated, and it is

obtainable only in a few libraries in this country. In the preparation

of this book I have borrowed freely from Herr Korschelt’s work,

especially in the chapter devoted to the history of the game, and I

have also adopted many of his illustrative games and problems.

Herr Korschelt was an excellent player, and acquired his knowledge of

the game from Murase Shuho, who was the best player in Japan at the

time his article was written (about 1880).

My acquaintance with the game has been acquired from Mr. Mokichi

Nakamura, a Japanese resident of this country, who is an excellent

player, and whose enthusiasm for the game led me to attempt this book.

Mr. Nakamura has also supplied much of the material which I have used

in it. Toward the end I have had the expert assistance of Mr. Jihei

Hashiguchi, with whom readers of the New York Sun are already

acquainted.

Wherever possible I have given the Japanese words and phrases which are

used in playing the game, and for those who are not familiar with the

system of writing Japanese with Roman characters, I may say that the

consonants have the sounds used in English, and the vowels the sounds

that are used in Italian, all the final vowels being sounded. Thus,

“dame” is pronounced as though spelled “dahmay.”

New York, April, 1908.

INTRODUCTION

The game of Go belongs to the class of games of which our Chess, though

very dissimilar, is an example. It is played on a board, and is a game

of pure skill, into which the element of chance does not enter;

moreover, it is an exceedingly difficult game to learn, and no one can

expect to acquire the most superficial knowledge of it without many

hours of hard work. It is said in Japan that a player with ordinary

aptitude for the game would have to play ten thousand games in order to

attain professional rank of the lowest degree. When we think that it

would take twenty-seven years to play ten thousand games at the rate of

one game per day, we can get some idea of the Japanese estimate of its

difficulty. The difficulty of the game and the remarkable amount of

time and labor which it is necessary to expend in order to become even

a moderately good player, are the reasons why Go has not spread to

other countries since Japan has been opened to foreign intercourse. For

the same reasons few foreigners who live there have become familiar

with it.

On the other hand, its intense interest is attested by the following

saying of the Japanese: “Go uchi wa oya no shini me ni mo awanu,” which

means that a man playing the game would not leave off even to be

present at the death-bed of a parent. I have found that beginners in

this country to whom I have shown the game always seem to find it

interesting, although so far I have known no one who has progressed

beyond the novice stage. The more it is played the more its beauties

and opportunities for skill become apparent, and it may be

unhesitatingly recommended to that part of the community, however small

it may be, for whom games requiring skill and patience have an

attraction.

It is natural to compare it with our Chess, and it may safely be said

that Go has nothing to fear from the comparison. Indeed, it is not too

much to say that it presents even greater opportunities for foresight

and keen analysis.

The Japanese also play Chess, which they call “Shogi,” but it is

slightly different from our Chess, and their game has not been so well

developed.

Go, on the other hand, has been zealously played and scientifically

developed for centuries, and as will appear more at length in the

chapter on the History of the Game, it has, during part of this time,

been recognized and fostered by the government. Until recently a

systematic treatment of the game, such as we are accustomed to in our

books on Chess, has been lacking in Japan. A copious literature had

been produced, but it consisted mostly of collections of illustrative

and annotated games, and the Go masters seem to have had a desire to

make their marginal annotations as brief as possible, in order to

compel the beginner to go to the master for instruction and to learn

the game only by hard practice.

Chess and Go are both in a sense military games, but the military

tactics that are represented in Chess are of a past age, in which the

king himself entered the conflict—his fall generally meaning the loss

of the battle—and in which the victory or defeat was brought about by

the courage of single noblemen rather than through the fighting of the

common soldiers.

Go, on the other hand, is not merely a picture of a single battle like

Chess, but of a whole campaign of a modern kind, in which the

strategical movements of the masses in the end decide the victory.

Battles occur in various parts of the board, and sometimes several are

going on at the same time. Strong positions are besieged and captured,

and whole armies are cut off from their line of communications and are

taken prisoners unless they can fortify themselves in impregnable

positions, and a far-reaching strategy alone assures the victory.

It is difficult to say which of the two games gives more pleasure. The

combinations in Go suffer in comparison with those of Chess by reason

of a certain monotony, because there are no pieces having different

movements, and because the stones are not moved again after once being

placed on the board. Also to a beginner the play, especially in the

beginning of the game, seems vague; there are so many points on which

the stones may be played, and the amount of territory obtainable by one

move or the other seems hopelessly indefinite. This objection is more

apparent than real, and as one’s knowledge of the game grows, it

becomes apparent that the first stones must be played with great care,

and that there are certain definite, advantageous positions, which

limit the player in his choice of moves, just as the recognized Chess

openings guide our play in that game. Stones so played in the opening

are called “Joseki” by the Japanese. Nevertheless, I think that in the

early part of the game the play is somewhat indefinite for any player

of ordinary skill. On the other hand, these considerations are balanced

by the greater number of combinations and by the greater number of

places on the board where conflicts take place. As a rule it may be

said that two average players of about equal strength will find more

pleasure in Go than in Chess, for in Chess it is almost certain that

the first of two such players who loses a piece will lose the game, and

further play is mostly an unsuccessful struggle against certain defeat.

In Go, on the other hand, a severe loss does not by any means entail

the loss of the game, for the player temporarily worsted can betake

himself to another portion of the field where, for the most part

unaffected by the reverse already suffered, he may gain a compensating

advantage.

A peculiar charm of Go lies in the fact that through the so-called “Ko”

an apparently severe loss may often be made a means of securing a

decisive advantage in another portion of the board. A game is so much

the more interesting the oftener the opportunities for victory or

defeat change, and in Chess these chances do not change often, seldom

more than twice. In Go, on the other hand, they change much more

frequently, and sometimes just at the end of the game, perhaps in the

last moments, an almost certain defeat may by some clever move be

changed into a victory.

There is another respect in which Go is distinctly superior to Chess.

That is in the system of handicapping. When handicaps are given in

Chess, the whole opening is more or less spoiled, and the scale of

handicaps, from the Bishop’s Pawn to Queen’s Rook, is not very

accurate; and in one variation of the Muzio gambit, so far from being a

handicap, it is really an advantage to the first player to give up the

Queen’s Knight. In Go, on the other hand, the handicaps are in a

progressive scale of great accuracy, they have been given from the

earliest times, and the openings with handicaps have been studied quite

as much as those without handicaps.

In regard to the time required to play a game of Go, it may be said

that ordinary players finish a game in an hour or two, but as in Chess,

a championship game may be continued through several sittings, and may

last eight or ten hours. There is on record, however, an authentic

account of a game that was played for the championship at Yeddo during

the Shogunate, which lasted continuously nine days and one night.

Before taking up a description of the board and stones and the rules of

play, we will first outline a history of the game.

CONTENTS

PAGE

Introduction vii

CHAPTER I

History of the Game 1

The Game of Go: The National Game of Japan · 第 1 / 9 章