CHAPTER VIII

Problems 201

ILLUSTRATIONS

PAGE

Sato Tadanobu, a Samurai of the Twelfth Century,

defending himself with a “goban,” when attacked

by his enemies Frontispiece

Playing Go 22

I

HISTORY OF THE GAME

The game of Go is probably the oldest of all known games. It was played

by the Chinese from earliest antiquity, and has been played in its

present form by the Japanese for over eleven centuries, but while the

game originated in China, the Japanese have far surpassed the Chinese

in skill at the game, and it has come to be regarded in Japan as their

national game.

In the old Chinese works three persons are named as the originators of

the game, but in Japan its invention is commonly attributed to only one

of these. This man is the Chinese emperor Shun, who reigned from 2255

to 2206 B.C. It is said that this emperor invented the game in order to

strengthen the weak mind of his son Shang Kiun. By others the invention

of the game is attributed to the predecessor of Shun, the emperor Yao,

who reigned from 2357 to 2256 B.C. If this theory is correct it would

make the game about forty-two hundred years old. The third theory is

that Wu, a vassal of the Chinese emperor Kieh Kwei (1818–1767 B.C.)

invented the game of Go. To the same man is often attributed the

invention of games of cards. It would seem that this last theory is the

most credible, because it would make the invention more recent, and

because the inventor is said to have been a vassal and not an emperor.

Whatever may be the truth in regard to the origin of the game, it is

perfectly certain that Go was already known in China in early

antiquity. In old Chinese works, of which the oldest is dated about a

thousand years before Christ, a game which can be easily recognized as

Go is mentioned casually, so that at that time it must have been well

known.

We are told also that in China somewhere about 200 B.C., poetry and Go

went hand in hand, and were in high favor, and a poet, Bayu, who lived

about the year 240 A.D., made himself famous through poems in which he

sang the praises of the game.

It is remarkable that in the old books it is stated that in the year

300 A.D. a man by the name of Osan was so skilled in Go that he could

take all the stones from the board after the game had been finished and

then play it over from memory. This is of interest also as showing that

in the course of time playing the game has had the effect of

strengthening the memory of Go players, because there are now hundreds

of players in Japan who can replace a game move for move after it has

been disarranged. It is in fact the customary thing for a teacher of

the game to play the game over in that way in order to criticise the

moves made by the student.

Anecdotes have come down to us from the old Chinese times in regard to

the game, of which we will mention only one, which shows how highly it

was esteemed.

Sha An, a man who lived in the time of the Tsin Dynasty (265–419 A.D.),

carried on a war with his nephew Sha Gen. Growing tired of taking life,

they left the victory to be decided by a game of Go, which they played

against each other.

The esteem in which players were held in the old Chinese times is also

shown by the titles with which they were honored; to wit, “Kisei” or

“Ki Shing,” from “Ki,” meaning Go, and “Sei,” a holy man, and “Shing,”

magician or sage.

In the time of the Tang Dynasty (618–906 A.D.), and again during the

Sung Dynasty (960–1126 A.D.), the first books about Go were written.

The game then flourished in China, and there were then many

distinguished players in that country.

According to the Japanese reckoning of time, Go was introduced into

Japan in the period Tem pyo, during the reign of the emperor Shomu,

which according to the Chinese records was the thirteenth year of the

period Tien Tao, and during the reign of the emperor Huan Tsung.

According to our calendar this would be about the year 735 A.D.

A man otherwise well known in the history of Japan, Kibi Daijin, was

sent as an envoy to China in that year, and it is said that he brought

the game back with him to Japan.

Go may have been known in Japan before that date, but at any rate it

must have been known about this time, for in the seventh month of the

tenth year of the period Tem pyo (A.D. 738), we are told that a

Japanese nobleman named Kumoshi was playing Go with another nobleman

named Adzumabito, and that in a quarrel resulting from the game Kumoshi

killed Adzumabito with his sword.

On its introduction into Japan a new era opened in the development of

the game, but at first it spread very slowly, and it is mentioned a

hundred years later that the number of Go players among the nobility

(and to them the knowledge of the game was entirely confined) was very

small indeed.

In the period called Kasho (848–851 A.D.), and in Nin Ju (851–854

A.D.), a Japanese prince dwelt in China, and was there taught the game

by the best player in China. The following anecdote is told in regard

to this prince: that in order to do him honor the Chinese allowed him

to meet the best players, and in order to cope with them he hit upon

the idea of placing his stones exactly in the same way as those of his

opponent; that is to say, when his opponent placed a stone at any

point, he would place his stone on a point symmetrically opposite, and

in that way he is said to have won. In regard to this anecdote it may

be said that the Chinese must have been very weak players, or they

would speedily have found means of overcoming this method of defense.

We next hear that in the year 850 a Japanese named Wakino became famous

as a great devotee of the game. He played continuously day and night,

and became so engrossed in the game that he forgot everything else

absolutely.

In the next two centuries the knowledge of the game did not extend

beyond the court at Kioto. Indeed, it appears that it was forbidden to

play Go anywhere else than at court. At all events we are told that in

the period called Otoku (1084–1087 A.D.) the Prince of Dewa, whose name

was Kiowara no Mahira, secretly introduced the game into the province

of Oshu, and played there with his vassals. From that time not only the

number of the nobility who played the game increased rapidly, but the

common people as well began to take it up.

Our frontispiece illustrates an incident which is said to have occurred

about this time in the city of Kamakura. A samurai named Sato Tadanobu,

who was a vassal of Yoshitsune, a brother of Yoritomo, the first Shogun

of Japan, was playing Go in his house when he was suddenly attacked by

his enemies, and he is depicted using the “Goban” as a weapon wherewith

to defend himself. The print is by Kuniyoshi, and is one of a series

the title of which might be translated as “Our Favorite Hero Series.”

The “Go ban,” “Go ishi,” and “Go tsubo” look precisely like those which

are at present in use, but Kuniyoshi probably represented the type in

use in his day and not in the time of Yoritomo, as it is pretty well

settled that in the early times the board was smaller.

There is also a story which comes down from the Kamakura period in

regard to Hojo Yoshitoki. He is said to have been playing Go with a

guest at the moment that news arrived of the uprising of Wada

Yoshimori. Yoshitoki is said to have first finished the game in perfect

calmness before he thought of his measures for subduing the revolution.

This was in the first year of Kempo, or 1213 A.D.

In the beginning of the thirteenth century we find that Go was widely

known in the samurai class, and was played with zeal. At that time

everybody who went to war, from the most famous general down to the

meanest soldier, played the game. The board and stones were carried

with them to the field of battle, and as soon as the battle was over,

they were brought out, and the friendly strife began. Many of the monks

and poets of that period also had a taste for Go, and several of them

are mentioned as celebrated Go players.

All three of the great Japanese generals, Nobunaga, Hideyoshi, and

Iyeyasu, were devotees of the game. It is related that Nobunaga came to

Kioto in the tenth year of Ten Sho, 1582 A.D., and lived in the Honnoji

Temple. One night the celebrated Go player, Sansha, of whom more

hereafter, came and played with him until midnight. Sansha had scarcely

taken his departure when the uprising of Akechi Mitsuhide broke out.

In the periods Genki (1570–1572), Ten Sho (1573–1591) until Keicho

(1596–1614), and Gen Wa (1615–1623), there were many celebrated players

among the monks, poets, farmers and tradespeople. They were called to

the courts of the daimios and to the halls of the nobles, either in

order that the nobility might play with them, or more frequently merely

to exhibit their skill at the game. This custom existed up to the time

of the fall of the Shogunate.

That the Japanese could find pleasure in merely watching a game that is

so abstract in its nature and so difficult to understand is evidence of

the fact that they were then a highly cultivated people intellectually.

We find nothing like it in this country except in the narrowest Chess

circles.

In the beginning of the seventeenth century Go attained such a high

development that there appeared a series of expert players who far

surpassed anything known before. Of these the most famous were Honinbo

Sansha Hoin, Nakamura Doseki, Hayashi Rigen, Inouye Inseki, and Yasui

Santetsu.

Sansha was the son of a merchant of Kioto. When he was nine years old

he shaved his head, named himself Nikkai, and became a Buddhist monk in

the Temple of Shokokuji, which was one of the principal temples of the

Nichi Ren sect in Kioto. From his early life Sansha was very skilful at

the game, and upon giving up his profession as a monk, he obtained

permission to institute a school of Go players, and he then took the

name of Honinbo Sansha. He was on terms of familiar intercourse with

Nobunaga, Hideyoshi and Iyeyasu, often accompanied them on their

travels and campaigns, and was present at many of the battles of that

troublous epoch.

The school of Go which Honinbo opened, however, was merely a private

undertaking. The first State institution in which Go was taught was

founded by Hideyoshi in the period Ten Sho (1573–1591), but it seems to

have had a short existence, and the permanent institution which lasted

until the fall of the Shogunate was founded by the successor of

Hideyoshi, Iyeyasu. Iyeyasu became Shogun in the year 1603, and the

foundation of the Go Academy or “Go In,” as the Japanese call it, must

have occurred soon after he ascended the throne. Honinbo Sansha, who

was still the best Go player in Japan, was named as the head of the

institution. The other most skilful masters were installed as

professors with good salaries. To Honinbo Sansha, the director, was

given 350 tsubo of land (a tsubo is as big as two Japanese mats or

tatami, and is therefore six feet square), and an annual revenue of 200

koku of rice (a koku is a little more than five bushels). Men of the

best intelligence could now dedicate themselves to the education of

students and the further development of the game, freed from the cares

of earning a livelihood. In both respects the institute was eminently

successful. Its graduates were much more skilful than the previous

generation of Go players living in the land. They devoted themselves

entirely to the game, and either found positions as players at the

court of a daimio, or traveled through the country (like the poets and

swordsmen of that period), playing the game and giving instruction in

its mysteries as they found opportunity. If they came to a place which

pleased them, they often let their years of wandering come to an end

and remained there, making their living as teachers of the game.

At the time of the founding of the Academy, besides Honinbo, the

previously mentioned masters, Hayashi, Inouye, and Yasui, were

installed as professors. For some reason, Nakamura, who is mentioned

above as one of the contemporaries of Honinbo, did not appear at the

Academy. Each of the four masters above named founded his school or

method of play independently of the others, and the custom existed that

each teacher adopted his best pupil as a son, and thus had a successor

at his death; so the teachers in the Academy were always named Honinbo,

Inouye, Hayashi, and Yasui. (Lovers of Japanese prints are already

familiar with this continued similarity of names.)

The best players of the Academy had to appear every year before the

Shogun and play for his amusement. This ceremony was called “Go zen

Go,” which means “playing the game in the august presence,” or “O shiro

Go,” “Shiro” meaning “the honorable palace,” and the masters of the

game entered these contests with the same determination that was

displayed by the samurai on the field of battle.

An anecdote has come down to us from the reign of the third Shogun,

Tokugawa Iyemitsu, showing how highly the Go masters regarded their

art. At that time Yasui Sanchi was “Meijin,” which, as we shall see in

a moment, meant the highest rank in the Go world, while Honinbo

Sanyetsu held the rank of “Jo zu,” which was almost as high, but which,

according to the rules, would entitle him to a handicap of one stone

from his expert adversary; and these two men, being the best players,

were selected to play in the Shogun’s presence. Honinbo, feeling

conscious of his skill, disdained to accept the handicap, and met his

adversary on even terms. The game was proceeding in the presence of the

court nobles before the Shogun had appeared, and among the spectators

was Matsudaira Higo no Kami, one of the most powerful noblemen of that

epoch. Yasui Sanchi was a favorite of Matsudaira and as he watched the

play he remarked audibly that Honinbo would surely be defeated. Honinbo

Sanyetsu heard the remark, and pausing in his play, he allowed the

stone which he was about to place on the board to fall back into the

“Go tsubo” or wooden jar that holds the Go stones, gently covered the

“Go tsubo,” and drawing himself up with great dignity, said: “I am

serving the Shogun with the art of Go, and when we Go masters enter a

contest, it is in the same spirit as warriors go upon the field of

battle, staking our life, if necessary, to decide the contest. While we

are doing this we do not allow interference or comments from any one,

no matter how high may be his rank. Although I am not the greatest

master of the game, I hold the degree of ‘Jo zu,’ and, therefore, there

are few players in Japan who are able to appreciate my plans, tactics,

or strategy. Nevertheless, the Prince of Higo has unwarrantedly

prophesied my defeat. I do not understand why he has done this, but if

such a comment were allowed to become a precedent, and onlookers were

permitted to make whatever comments on the game they saw fit, it would

be better that the custom of the ‘O shiro Go’ should cease.” Having

said this, he raised himself from his seat. At this moment the court

officers announced the coming of the Shogun, and the noblemen who had

assembled to see the contest, surprised and confused by the turn

affairs had taken, earnestly persuaded Honinbo to reseat himself and

continue the game. This he obstinately refused to do, and endeavored to

leave the imperial chamber. Prince Matsudaira, taken aback, scarcely

knew what to do. However, he kotowed to Honinbo and, profusely

apologizing, besought the offended master to finish the contest.

Honinbo Sanyetsu was appeased, and resumed his seat at the board, and

both players, aroused by the incident, exerted every effort to achieve

victory. Honinbo Sanyetsu won, whereupon the Prince of Higo was greatly

humiliated. Since then the name of Sanyetsu has always been revered as

one of the greatest of the Honinbo family.

In the degenerate days toward the end of the Tokugawa Dynasty the “Go

zen Go” became a mere farce, and the games were all played through and

studied out beforehand, in order that the ceremony in court might not

last too long. The custom was, however, maintained until the fall of

the Shogunate in 1868.

Honinbo Sansha established at the time of the foundation of the Academy

a method of classifying the players by giving them degrees, which still

exists, although no longer under the authority of the State. When a man

attained to a certain measure of skill in the game he received the

title “Shodan,” or, of the first degree. The still stronger players

were arranged as “Nidan,” “Sandan,” “Yodan,” etc., or of the second,

third, and fourth degrees. The highest degree in the series was

“Kudan,” or the ninth degree. In order to attain the first degree, or

“Shodan,” the candidate must be an excellent player, so good in fact

that he could follow the game as a profession. In other games such a

graduated system of classifying players would be scarcely possible, but

among good Go players it is feasible, because the better player almost

invariably wins, even if he be but slightly superior. If the difference

in skill could not be equalized in some way the game would become

tiresome, as the weaker player would almost always be able to foresee

his defeat. The stronger player, therefore, allows his adversary to

place enough stones on the board as a handicap to make the adversaries

approximately equal.

According to the rules of the Academy, if the difference between the

skill of the players was only one degree, the weaker player would be

allowed the first move. If the difference was two degrees, the weaker

player would be allowed to place a stone on the board, and the stronger

player would have the first move, and so on; in other words, the

difference between each degree might be called half a stone. Thus, a

player of the fourth degree would allow a player of the first degree to

place two stones on the board as a handicap, but would have the first

move. A player of the seventh degree would allow a player of the first

degree three stones, and a player of the ninth degree would allow a

player of the first degree four stones. Four was the highest handicap

allowed among the players holding degrees, but, as we shall see later,

among players of less skill greater handicaps are frequently given.

A player of the seventh degree also received the honorary title “Jo

zu,” or the higher hand. Those of the eighth rank were called “Kan

shu,” or the half-way step, and those of the ninth degree were called

“Mei shu,” the clear, bright hand, or “Mei jin,” literally “celebrated

man.” It is related that this last appellation arose in the time of

Nobunaga, who was a spectator of a game played by Honinbo Sansha with

some contemporary, and who expressed his admiration of the skill of

Honinbo by exclaiming “Mei jin!” which thus became the title applied to

players of the highest skill.

Since the institution of this method of classifying Go players over

three hundred years ago, there have been only nine players who have

attained the ninth degree, and only fourteen players who have attained

the eighth degree. On the other hand, there have been many more of the

seventh, and many more still of each of the lower degrees. In 1880, at

the time Korschelt wrote the article previously referred to, there was

only one player in Japan holding the seventh degree, and that was the

celebrated Murase Shuho. At present there is one player who holds the

ninth degree. His name is Honinbo Shuyei, and he is the only player who

has attained the ninth degree during the period called the “Meiji,” or

since the fall of the Shogunate forty years ago.

This arrangement of the players in degrees is unknown in China and

Korea. On the other hand, it is in use in the Ryukyu or Loochoo

Islands.

The Japanese seem to have regarded the classification in degrees as an

absolute standard of measurement. Nevertheless, it must necessarily

have varied from time to time, and in the course of centuries the

standard must gradually have risen.

Players of high rank who are challenged by the improving players of the

lower grades will instinctively desire to make it more difficult for

the new players to attain the higher degree, because their own fame,

which is their highest possession, depends upon the result of the game;

and assuming that all trial games could be conducted in an impartial

and judicial spirit, nevertheless, all the players would become more

expert from the hard practice, even if their skill in relation to each

other remained the same.

Thus a seventh degree player of to-day would be better in a year

although he still remained in the seventh degree, and this constant

raising of the standard must lead us to suppose that a player of the

seventh degree now is quite equal or perhaps superior to an eighth or

ninth degree player of a hundred or two hundred years ago. As an

illustration of this increase in skill, we only have to compare the

standard set in the Ryukyu Islands. They also established the

classification in degrees soon after the foundation of the Academy in

Japan, and then the two institutions seem to have lost touch. Korschelt

relates that for the first time about the year 1880 a Go player of the

second degree from the Satsuma province visited those Islands and tried

his skill with their best players, and found that he could easily

defeat the players there classified as of the fifth degree.

The position as head of the Academy was much coveted by Go players, but

it was generally held by the Honinbo family. One of the last incidents

in relation to the Academy tells of an attempt on the part of Inouye

Inseki, the eleventh of that line, to obtain the headship of the

Academy when Honinbo Jowa, who was the twelfth Honinbo, retired. Inseki

was afraid he could not obtain the coveted position by a contest, and

therefore strove to obtain it by intrigue from the Shogun’s officer

intrusted with the business of the Academy. When Jowa retired he was

not unaware of the desires of Inseki, but it did not trouble him much,

as he felt confident that the fourteenth Honinbo, whose name was Shuwa,

could successfully defend his title. However, at last matters came to

such a point that Jowa ordered Shuwa to present a petition to the

Shogun requesting that the title be settled by contest, but the

Shogun’s officer, who was in league with Inseki, returned the petition,

whereupon all of the Honinbo house rose and insisted on their rights in

accordance with custom and precedent, and at last their petition was

granted. It was fixed that the title was to be decided by ten games,

and the first game began at the residence of the Shogun’s officer,

Inaba Tango no Kami, on the 29th of November, in the eleventh year of

Tempo (about sixty-six years ago), and it ended the same year on the

13th of December. There was an adjournment of four days, and on one

occasion the contest lasted all night. Therefore in all it took nine

days and one night to finish the game.

It is unnecessary to say that both players put forth all their efforts

in this life and death struggle, and it is said that Inseki’s

excitement was so intense as to cause blood to gush from his mouth, but

he finally lost by four stones, and the other nine games were not

played. Inseki, however, mortified by his defeat, again challenged

Shuwa. This game began on the 16th of May in the thirteenth year of

Tempo, and lasted two days. Inseki again lost by six stones. On

November 17th of the same year a third contest took place between Shuwa

and Inseki in the presence of the Shogun in his palace at Tokio. Inseki

again lost by four stones. In all these contests Inseki as the

challenger had the first move, and he finally became convinced of his

inability to win from the scion of the Honinbo family, and abandoned

his life-long desire, and it is related that thereupon the houses of

Honinbo and Inouye became more friendly than ever.

In the first half of the nineteenth century Go had a period of great

development. This occurred according to the Japanese calendar in the

periods called Bun Kwa (1804–1818), Bun Sei (1818–1829), and Tempo

(1830–1844). The collection of specimen games of that time are to-day

regarded as models, and the methods of play and of opening the game

then in use are still studied, although they have been somewhat

superseded. The best games were played by the Honinbos Dosaku and Jowa

and Yasui Sanchi.

On the fall of the Shogunate in the year 1868 the Go Academy came to an

end, and with it the regulation of the game by the State. A few years

later the daimios were dispossessed, and they did not feel an

obligation as private individuals to retain the services of the Go

players who had been in attendance at their courts. Thereupon ensued a

sad time for the masters of the game, who had theretofore for the most

part lived by the practice of their art, and to make things still

worse, the Japanese people lost their interest in Go. Upon the opening

of the country the people turned with enthusiasm to the foreigners.

Foreign things were more prized than native things, and among the

things of native origin the game of Go was neglected.

About the year 1880, however, a reaction set in; interest in the old

national game was revived, and at the present day it is fostered with

as much zeal as in the olden times.

Most of the higher officials of the government, and also the officers

in the army and navy, are skilled players. The great daily newspapers

of the capitals have a Go department, just as some of our periodicals

have a department devoted to Chess, and the game is very much played at

the hot springs and health resorts, and clubs, and teachers of the art

are found in all of the larger cities. Go has always retained something

of its early aristocratic character, and in fact, it is still regarded

as necessary for a man of refinement to possess a certain skill at the

game.

During the recent Russo-Japanese War the strategy employed by the

Japanese commanders certainly suggested the methods of play used in the

game of Go. Whether this was an accidental resemblance or not I cannot

say. At Liao Yang it seemed as if Marshal Oyama had got three of the

necessary stones advantageously placed, but the Russians escaped before

the fourth could be moved into position. At the final battle of Mukden

the enveloping strategy characteristic of the game was carried out with

still greater success.

At the present time the division into the four schools of Honinbo,

Inouye, Hayashi, and Yasui, no longer exists, and Go players are

divided into the schools of Honinbo and Hoyensha. This latter school

was established about the year 1880 by Murase Shuho, to whom reference

has already been made.

The Honinbo school is the successor of the old Academy, while the new

school has made one or two innovations, one of the most fortunate being

a rule that no game shall last longer than twenty-four hours without

interruption. The Hoyensha school also recognized the degree “Inaka

Shodan,” which means the “first degree in the country,” and is allowed

to a class of players who are regarded as entitled to the first degree

in their native town, but who are generally undeceived when they meet

the recognized “Shodan” players of the metropolis.

While in Japan Go has attained such a high development, largely through

the help of the government, as has been shown, it seems to be decadent

in its motherland of China. The Japanese players assure us that there

is no player in China equal to a Japanese player of the first degree.

In Korea also the game is played, but the skill there attained is also

immensely below the Japanese standard.

Having now given an idea of the importance of the game in the eyes of

the Japanese, and the length of time it has been played, we will

proceed to a description of the board and stones, and then take up the

details of the play.

II

DESCRIPTION OF THE BOARD AND STONES

The board, or “Go Ban” as it is called in Japanese, is a solid block of

wood, about seventeen and a half inches long, sixteen inches broad, and

generally about four or five inches thick. It has four detachable feet

or legs so that as it stands on the floor it is about eight inches

high. The board and feet are always stained yellow.

The best boards in Japan are made of a wood called “Kaya” (Torreya

Nucifera) a species of yew. They are also made of a wood called “Icho”

or Gingko (Salisburia adiantifolia) and of “Hinoki” (Thuya Obtusa) a

kind of cedar. At all events they must be of hard wood, and yet not so

hard as to be unpleasant to the touch when the stone is placed on the

board, and the wood must further have the quality of resonance, because

the Japanese enjoy hearing the sound made by the stone as it is played,

and they always place it on the board with considerable force when

space will permit. The Japanese expression for playing Go, to wit, “Go

wo utsu,” literally means to “strike” Go, referring to the impact of

the stone. In Korea this feature is carried to such an extreme that

wires are stretched beneath the board, so that as a stone is played a

distinct musical sound is produced. The best boards should, of course,

be free from knots, and the grain should run diagonally across them.

In the back of the board there is cut a square depression. The purpose

of this is probably to make the block more resonant, although the old

Japanese stories say that this depression was put there originally to

receive the blood of the vanquished in case the excitement of the game

led to a sanguinary conflict.

The legs of the board are said to be shaped to resemble the fruit of

the plant called “Kuchinashi” or Cape Jessamine (Gardenia floribunda),

the name of which plant by accident also means “without a mouth,” and

this is supposed to suggest to onlookers that they refrain from making

comments on the game (a suggestion which all Chess players will

appreciate).

On the board, parallel with each edge, are nineteen thin, lacquered

black lines. These lines are about four one-hundredths of an inch wide.

It has been seen from the dimensions given that the board is not

exactly square, and the field therefore is a “parallelogram, the sides

of which are sixteen and a half and fifteen inches long respectively,

and the lines in one direction are a little bit farther apart than in

the other. These lines, by their crossing, produce three hundred and

sixty-one points of intersection, including the corners and the points

along the edge of the field.

The stones are placed on these points of intersection, and not in the

spaces as the pieces are in Chess or Checkers. These intersections are

called “Me” or “Moku” in Japanese, which really means “an eye.”

Inasmuch as the word as used in this connection is untranslatable, I

shall hereafter refer to these points of intersection by their Japanese

name.

On the board, as shown in the diagram (Plate 1), are nine little

circles. It is on these circles that the handicap stones when given are

placed. They have no other function in the game, but they are supposed

also to have some sort of symbolical meaning. Chamberlain states that

these spots or “Seimoku” are supposed to represent the chief celestial

bodies, and that the central one is called “Taikyoku”; that is, the

primordial principle of the universe. In the work of Stewart Culin

referred to in the preface it is stated that they correspond to the

nine lights of heaven—the sun, moon and the seven stars of the

constellation “Tau” (Ursa Major). Indeed the whole arrangement of the

board is said to have some symbolical significance, the number of

crosses (exclusive of the central one) representing the three hundred

and sixty degrees of latitude, and the number of white and black stones

corresponding to the number of days of the year; but nowadays the

Japanese do not make much of a point of the astronomical significance

of the board or of the “Seimoku.”

The stones or “Ishi” with which the game is played are three hundred

and sixty-one in number, corresponding to the number of “Me” or points

of intersection on the board. One hundred and eighty of these stones

are white and the remaining one hundred and eighty-one are black. As

the weaker player has the black stones and the first move, obviously

the extra stone must be black. In practice the entire number of stones

is never used, as at the end of the game there are always vacant spaces

on the board. The Japanese generally keep these stones in gracefully

shaped, lacquered boxes or “Go tsubo.”

The white stones are made of a kind of white shell; they are highly

polished, and are exceedingly pleasant to the touch. The best come from

the provinces of Hitachi and Mikawa. The black are made of stone,

generally a kind of slate that comes from the Nachi cataract in Kishiu.

As they are used they become almost jet-black, and they are also

pleasant to the touch, but not so much so as the white. A good set is

quite dear, and cannot be purchased under several yen. The ideograph

formerly used for “Go ishi” indicates that originally they were made of

wood, and not of stone, and the old Chinese ideograph shows that in

that country they were wooden pieces painted black and white. The use

of polished shell for the white stones was first introduced in the

Ashikaga period.

In form the stones are disk-shaped, but not always exactly round, and

are convex on both surfaces, so that they tremble slightly when placed

on the board. They are about three-quarters of an inch in diameter, and

about one-eighth of an inch in thickness. The white stones are

generally a trifle larger than the black ones; for some strange reason

those of both colors are a little bit wider than they should be in

order to fit the board. Korschelt carefully measured the stones which

he used, and found that the black were seventeen-sixteenths of the

distance between the vertical lines on his board, and about

eighteen-nineteenths of the distance between the horizontal lines,

while the white stones were thirteen-twelfths of the distance between

the vertical lines and thirty-six thirty-sevenths of the distance

between the horizontal lines. I found about the same relation of size

in the board and stones which I use.

The result of this is that the stones do not have quite room enough and

lap over each other, and when the board is very full, they push each

other out of place. To make matters still worse the Japanese are not

very careful to put the stones exactly on the points of intersection,

but place them carelessly, so that the board has an irregular

appearance. It is probable that the unsymmetrical shape of the board

and the irregularity of the size of the stones arise from the antipathy

that the Japanese have to exact symmetry. At any rate, it is all

calculated to break up the monotonous appearance which the board would

have if the spaces were exactly square, and the stones were exactly

round and fitted properly in their places.

In Japan the board is placed on the floor, and the players sit on the

floor also, facing each other, as shown in the illustration, and

generally the narrower side of the board is placed so as to face the

players. Since the introduction of tables in Japan Go boards are also

made thinner and without feet, but the game seems to lose some of its

charm when the customs of the old Japan are departed from.

The Japanese always take the stone between the middle and index

fingers, and not between the thumb and index finger as we are likely to

do, and they place it on the board smartly and with great skill, so

that it gives a cheerful sound, as before stated.

For use in this country the board need not be so thick, and need not,

of course, have feet, but if it is attempted to play the game on

cardboard, which has a dead sound as the stones are played, it is

surprising how much the pleasure of the game is diminished. The author

has found that Casino chips are the best substitute for the Japanese

stones.

Originally the board used for the game of Go was not so large, and the

intersecting lines in each direction were only seventeen in number. At

the time of the foundation of the Go Academy this was the size of board

in use. As the game developed the present number of lines became fixed

after trial and comparison with other possible sizes. Korschelt made

certain experiments with the next possible larger size in which the

number of lines in each direction was twenty-one, and it seemed that

the game could still be played, although it made necessary the

intellect of a past master to grasp the resulting combinations. If more

than twenty-one lines are used Korschelt states that the combinations

are beyond the reach of the human mind.

In closing the description of the board it may be interesting to point

out that the game which we call “Go Bang” or “Five in a Row,” is played

on what is really a Japanese Go board, and the word “Go Bang” is merely

another phonetic imitation of the words by which the Japanese designate

their board. I have found, however, that the “Go Bang” boards sold in

the stores in this country are an imitation of the original Japanese

“Go ban,” and have only seventeen lines, and are therefore a little too

small for the game as now played. The game which we call “Go Bang” also

originated in Japan, and is well known and still played there. They

call it “Go Moku Narabe,” which means to arrange five “Me,” the word

“Go” in this case meaning “five,” and “Moku” being the alternative way

of pronouncing the ideograph for eye. “Go Moku Narabe” is often played

by good Go players, generally for relaxation, as it is a vastly simpler

game than Go, and can be finished much more rapidly. It is not,

however, to be despised, as when played by good players there is

considerable chance for analysis, and the play often covers the entire

board.

III

RULES OF PLAY

The players play alternately, and the weaker player has the black

stones and plays first, unless a handicap has been given, in which case

the player using the white stones has the first move. (In the olden

times this was just reversed.) They place the stones on the vacant

points of intersection on the board, or “Me,” and they may place them

wherever they please, with the single exception of the case called

“Ko,” which will be hereafter explained. When the stones are once

played they are never moved again.

The object of the game of Go is to secure territory. Just as the object

of the game of Chess is not to capture pieces, but to checkmate the

adverse King, so in Go the ultimate object is not to capture the

adversary’s stones, but to so arrange matters that at the end of the

game a player’s stones will surround as much vacant space as possible.

At the end of the game, however, before the amount of vacant space is

calculated, the stones that have been taken are used to fill up the

vacant spaces claimed by the adversary; that is to say, the captured

black stones are used to fill up the spaces surrounded by the player

having the white pieces, and vice versa, and the player who has the

greatest amount of territory after the captured stones are used in this

way, is the winner of the game. However, if the players, fearing each

other, merely fence in parts of the board without regard to each

other’s play, a most uninteresting game results, and the Japanese call

this by the contemptuous epithet “Ji dori go,” or “ground taking Go.” I

have noticed that beginners in this country sometimes start to play in

this way, and it is one of the many ways by which the play of a mere

novice may be recognized. The best games arise when the players in

their efforts to secure territory attack each other’s stones or groups

of stones, and we therefore must know how a stone can be taken.

A stone is taken when it is surrounded on four opposite sides as shown

in Plate 2, Diagram I. When it is taken it is removed from the board.

It is not necessary that a stone should also be surrounded diagonally,

which would make eight stones necessary in order to take one; neither

do four stones placed on the adjacent diagonal intersections cause a

stone to be taken: they do not directly attack the stone in the center

at all. Plate 2, Diagram IV, shows this situation.

A stone which is placed on the edge of the board may be surrounded and

captured by three stones, as shown in Plate 2, Diagram II, and if a

stone is placed in the extreme corner of the board, it may be

surrounded and taken by two stones, as shown in Plate 2, Diagram III.

In actual practice it seldom or never happens that a stone or group of

stones is surrounded by the minimum number requisite under the rule,

for in that case the player whose stones were threatened could

generally manage to break through his adversary’s line. It is almost

always necessary to add helping stones to those that are strictly

necessary in completing the capture. Plate 2, Diagram V, shows four

stones which are surrounded with the minimum number of stones. Plate 2,

Diagram VI, shows the same group with a couple of helping stones added,

which would probably be found necessary in actual play.

It follows from this rule that stones which are on the same line

parallel with the edges of the board are connected, and support each

other, Plate 2, Diagram VII, while stones which are on the same

diagonal line are not connected, and do not support each other, Plate

2, Diagram VIII. In order to surround stones which are on the same

line, and therefore connected, it is necessary to surround them all in

order to take them, while stones which are arranged on a diagonal line,

and therefore unconnected, may be taken one at a time. On Plate 2,

Diagram III, if there were a stone placed at S 18, it would not be

connected with the stone in the corner, and would not help it in any

way. On the other hand, as has been said, it is not necessary to place

a white stone on that point in order to complete the capture of the

stone in the corner.

In order to capture a group or chain of stones containing vacant space,

it must be completely surrounded inside and out; for instance, the

black group shown on Plate 2, Diagram IX, while it has no hope of life

if it is White’s play is nevertheless not completely surrounded. In

order to surround it, it is necessary to play on the three vacant

intersections at M 11, N 11, and O 11. The same group of stones is

shown in Diagram X completely surrounded. (It may be said in passing

that White must play at N 11 first or the black stones can defend

themselves; we shall understand this better in a moment.)

In practice it often happens that a stone or group of stones is

regarded as dead before it is completely surrounded, because when the

situation is observed to be hopeless the losing player abandons it, and

addresses his energies to some other part of the board. It is

advantageous for the losing player to abandon such a group as soon as

possible, for, if he continues to add to the group, he loses not only

the territory but the added stones also. If the circumstances are such

that his opponent has to reply to his moves in the hopeless territory,

the loss is not so great, as the opponent is meanwhile filling up

spaces which would otherwise be vacant, and against an inferior player

there is a chance of the adversary making a slip and allowing the

threatened stones to save themselves. If, however, the situation is so

clearly hopeless that the adversary is not replying move for move, then

every stone added to such a group means a loss of two points.

At the end of the game such abandoned groups of stones are removed from

the board just as if they had been completely surrounded and killed,

and it is not necessary for the player having the advantage actually to

surround and kill such a group. It is enough if they obviously can be

killed. The theory on which this rule proceeds is that if the players

play alternately, no advantage would be gained by either side in the

process of actually surrounding such a group, and its completion would

only be a waste of time. But let us suppose that a black group at the

end of the game is found to be hopeless and also completely surrounded

with the exception of one point. The question arises, can the Black

player demand that his adversary play on the vacant space in order to

kill this group, for, if he could, it is obvious he would gain one “Me”

by so doing. The answer is, he cannot so demand, and his adversary is

not bound to play on this point, and the hopeless or abandoned stones

are removed without further play. We might call such groups “dead.”

They may be distinguished from stones that are “taken,” because these

latter are removed at once, whereas “dead” stones are removed only at

the end of the game.

As a corollary to the rule for surrounding and taking stones, it

follows that a group of stones containing two disconnected vacant

intersections or “Me” cannot be taken. This is not a separate rule. It

follows necessarily from the method by which stones are taken.

Nevertheless in practice it is the most important principle in the

game.

In order to understand the rule or principle of the two “Me,” we must

first look at the situation shown in Plate 3, Diagram I. There, if a

black stone is played at F 15, although it is played on an intersection

entirely surrounded by white stones, it nevertheless lives because the

moment it is played it has the effect of killing the entire white

group; that is to say, a stone may be played on an intersection where

it is completely surrounded if as it is played it has the effect of

completely surrounding the adversary’s stones already on the board. If,

on the other hand, we have a situation as shown in Plate 3, Diagram II,

a black stone may indeed be played on one of the vacant intersections,

but when it is so played the white group is not completely surrounded,

because there still remains one space yet to be filled, and the black

stone itself is dead as soon as it touches the board, and hence it

would be impossible to surround this group of white stones unless two

stones were played at once. The white stones, therefore, can never be

surrounded, and form an impregnable position.

This is the principle of the two “Me,” and when a player’s group of

stones is hard pressed, and his adversary is trying to surround them,

if he can so place the stones that two disconnected complete “Me” are

left, they are safe forever. It makes no difference whether the vacant

“Me” are on the edges or in the corners of the board, or how far from

each other they may be.

Plate 3, Diagram VI, shows a group of stones containing two vacant “Me”

on the edge of the board. This group is perfectly safe against attack.

A beginner might ask why the white group shown on Plate 3, Diagram V,

is not safe. The difficulty with that group is, that when Black has

played at S 9, there are no “Me” in it at all as the word is used in

this connection, not even a “Kageme” as shown in Plate 3, Diagram III,

because a “Me,” in order to be available for the purpose of defense,

must be a vacant intersection that is surrounded on four sides, just as

a captured stone must be surrounded, and therefore on the sides of the

board it can be made by three stones, and in the corner of the board by

two stones, but it is absolutely necessary, in addition to the minimum

number of surrounding stones, to have helping stones to guard the

surrounding stones against attack. This brings us to what the Japanese

call “Kageme.”

In actual play there are many groups of stones that at first glance

seem to have two vacant “Me” in them, but which on analysis, will be

found vulnerable to attack. A “Me” that looks somewhat as if it were

complete, but is, nevertheless, destructible is called “Kageme.” “Kage”

means “chipped” or “incomplete.” Plate 3, Diagram III, is an

illustration of this. A beginner might think that the white group was

safe, but Black can kill the upper six white stones by playing at E 3,

and then on the next move can kill the remainder by playing at G 2.

Therefore, E 3 is not a perfect “Me,” but is “Kageme.” G 2 is a perfect

“Me,” but one is not enough to save the group. In this group if the

stone at F 4 or D 2 were white, there would be two perfect “Me,” and

the group would be safe. In a close game beginners often find it

difficult to distinguish between a perfect “Me” and “Kageme.”

Groups of stones which contain vacant spaces, can be lost or saved

according as two disconnected “Me” can or cannot be formed in those

spaces, and the most interesting play in the game occurs along the

sides and especially in the corners of the board in attempting to form

or attempting to prevent the formation of these “Me.” The attacking

player often plays into the vacant space and sacrifices several stones

with the ultimate object of reducing the space to one “Me”; and, on the

other hand, the defending player by selecting a fortunate intersection

may make it impossible for the stones to be killed. There is

opportunity for marvelous ingenuity in the attack and defense of these

positions. A simple example of defense is shown in Plate 3, Diagram IV,

where, if it is White’s turn, and he plays in the corner of the board

at T 19, he can save his stones. If, on the other hand, he plays

anywhere else, the two “Me” can never be formed. The beginner would do

well to work out this situation for himself.

The series of diagrams commencing at Plate 3, Diagram V, show the

theoretical method of reducing vacant spaces by the sacrifice of

stones. This series is taken from Korschelt, and the position as it

arose in actual play is shown on Plate 10, depicting a complete game.

In Plate 3, Diagram V, the white group is shown externally surrounded,

and the black stone has just been played at S 9, rendering the group

hopeless. The same group is shown on the opposite side of the board at

Plate 4, Diagram I, but Black has added three more stones and could

kill the white group on the next move. Therefore, White plays at A 12,

and the situation shown in Plate 4, Diagram II, arises, where the same

group is shown on the lower edge of the board. Now, if it were White’s

move, he could save his group by playing at J 2, and the situation

which would then arise is shown on Plate 4, Diagram III, where White

has three perfect “Me,” one more than enough. However, it is not

White’s move, and Black plays on the coveted intersection, and then

adds two more stones until the situation shown in Plate 4, Diagram IV,

arises. Then White must again play at S 8 in order to save his stones

from immediate capture, and the situation shown at Plate 5, Diagram I,

comes about. Black again plays at J 18, adds one more stone, and we

have the situation shown in Plate 5, Diagram II, where it is obvious

that White must play at C 11 in order to save his group from immediate

capture, thus leaving only two vacant spaces. It is unnecessary to

continue the analysis further, but at the risk of explaining what is

apparent, it might be pointed out that Black would play on one of these

vacant spaces, and if White killed the stone (which it would not pay

White to do) Black would play again on the space thus made vacant, and

completely surround and kill the entire white group.

A group with five vacant “Me,” as shown in the preceding diagrams, is a

situation well known to the Japanese, so much so that they have a

special phrase or saying that applies to it, to wit, “Go moku naka de

wa ju san te,” which means that it takes thirteen turns to reduce a

group having five such “Me” in the center.

As we have previously seen, in actual play this white group would be

regarded as “dead” as distinguished from “taken,” and this series of

moves would not be played out. White obviously would not play in the

space, and he could not demand that Black play therein in order to

complete the actual surrounding of the stones, and the only purpose of

giving this series of diagrams is to show theoretically how the white

stones can be killed. However, the killing of these stones would be

necessary if the surrounding black line were in turn attacked

(“Semeai”), in which case it might be a race to see whether the

internal white stones could be completely surrounded and killed before

the external white group could get in complete contact with the black

line.

Stones which are sacrificed in order to kill a larger group are called

“Sute ishi” by the Japanese, from “Suteru,” meaning “to cast or throw

away,” and “Ishi,” a “stone.”

It may be noted that if a group contains four connected vacant

intersections in a line it is safe, because if the adversary attempts

to reduce it, two disconnected “Me” can be formed in the space by

simply playing a stone adjacent to the adversary’s stone, as shown in

Plate 5, Diagram III, where, if Black plays for instance at K 11, White

replies at L 11, and secures the two “Me.” Even if these four connected

vacant intersections are not in a straight line, they are nevertheless

sufficient for the purpose, provided the fourth “Me” is connected at

the end of the three, and the Japanese express this by their saying

“Magari shimoku wa me,” or four “Me” turning a corner. Neither does it

make any difference whether the four connected “Me” are in the center

of the board or along the edge. On Plate 5, Diagrams IV and V, are

examples of “Magari shimoku wa me,” and they both are safe. It is

interesting, however, to compare these situations with that shown at

Plate 4, Diagram II, where the fourth intersection is not connected at

the end of the line, and which group Black can kill if it is his move,

as we already have seen.

If, however, such a group contains only three connected vacant

intersections, and it is the adversary’s move, it can be killed,

because the adversary by playing on the middle intersection can prevent

the formation of two disconnected “Me.” We saw a group of this kind on

Plate 2, Diagram IX, which can be killed by playing at N 11. Obviously,

if it is Black’s move in this case, the group can be saved by playing

at N 11; obviously, also, if White, being a mere novice, plays

elsewhere than at N 11, Black saves the stones by playing there and

killing the white stone. Plate 5, Diagram VI, shows another group

containing only three vacant intersections. These can be killed if it

is Black’s move by playing at A 1. On the other hand, if it is White’s

move, he can save them by playing on the same point.

Of course, if a group of stones contains a large number of vacant

intersections, it is perfectly safe unless the vacant space is so large

that the adversary can have a chance of forming an entire new living

group of stones therein.

We now come to the one exception to the rule that the players may place

their stones at will on any vacant intersection on the board. This rule

is called the rule of “Ko,” and is shown on Plate 6, Diagram I.

Assuming that it is White’s turn to play, he can play at D 17 and take

the black stone at C 17 which is already surrounded on three sides, and

the position shown in Plate 6, Diagram II, would then arise. It is now

White’s turn to play, and if he plays at C 13, the white stone which

has just been put down will be likewise surrounded and could be at once

taken from the board. Black, however, is not permitted to do this

immediately, but must first play somewhere else, and this gives White

the choice of filling up this space (C 13) and defending his stone, or

of following his adversary to some other portion of the board. The

reason for this rule in regard to “Ko” is very clear. If the players

were permitted to take and retake the stones as shown in the diagram,

the series of moves would be endless, and the game could never be

finished. It is something like perpetual check in Chess, but the

Japanese, in place of calling the game a draw, compel the second player

to move elsewhere and thus allow the game to continue. In an actual

game when a player is prevented from retaking a stone by the rule of

“Ko,” he always tries to play in some other portion of the board where

he threatens a larger group of stones than is involved in the situation

where “Ko” occurs, and thus often he can compel his adversary to follow

him to this other part of the field, and then return to retake in “Ko.”

His adversary then will play in some part of the field, if possible,

where another group can be threatened, and so on. Sometimes in a hotly

contested game the battle will rage around a place where “Ko” occurs

and the space will be taken and retaken several times.

Korschelt states that the ideograph for “Ko” means “talent” or

“skilfulness,” in which he is very likely wrong, as it is more

accurately translated by our word “threat”; but be this as it may, it

is certainly true that the rule in regard to “Ko” gives opportunity for

a great display of skill, and as the better players take advantage of

this rule with much greater ingenuity, it is a good idea for the weaker

player as far as possible to avoid situations where its application

arises.

There is a situation which sometimes arises and which might be mistaken

for “Ko.” It is where a player takes more than one stone and the

attacking stone is threatened on three sides, or where only one stone

is taken, but the adversary in replying can take not only the last

stone played, but others also. In these cases the opponent can retake

immediately, because it will at once be seen that an endless exchange

of moves (which makes necessary the rule of “Ko”) would not occur. A

situation of this kind is shown on Plate 6, Diagrams III, IV, and V,

where White by playing at C 8 (Diagram III) takes the three black

stones, producing the situation shown in Diagram IV, and Black is

permitted immediately to retake the white stone, producing the state of

affairs shown in Diagram V. The Japanese call such a situation “Ute

kaeshi,” which means “returning a blow.” It forms no exception to the

ordinary rules of the game, and only needs to be pointed out because a

beginner might think that the rule of “Ko” applied to it.

We will now take up the situation called “Seki.” “Seki” means a

“barrier” or “impasse”—it is a different word from the “Seki” in the

phrase “Jo seki.” “Seki” also is somewhat analogous to perpetual check.

It arises when a vacant space is surrounded partly by white and partly

by black stones in such a way that, if either player places a stone

therein, his adversary can thereupon capture the entire group. Under

these circumstances, of course, neither player desires to place a stone

on that portion of the board, and the rules of the game do not compel

him to do so. That portion of the board is regarded as neutral

territory, and at the end of the game the vacant “Me” are not counted

in favor of either player. Plate 6, Diagram VI, gives an illustration

of “Seki,” where it will be seen that if Black plays at either S 16 or

T 16 White can kill the black stones in the corner by playing on the

other point, and if White plays on either point Black can kill the

white stones by filling the remaining vacancy. Directly below, on

Diagram VII, is shown the same group, but the corner black stone has

been taken out. The position is now no longer “Seki,” but is called by

the Japanese “Me ari me nashi,” or literally “having ‘Me,’ not having

‘Me.’” Here the white stones are dead, because if Black plays, for

instance, at T 4 White cannot kill the black stones by playing at S 4,

for the reason that the vacant “Me” at T 1 still remains. The beginner

might confuse “Seki” with “Me ari me nashi,” and while a good player

has no trouble in recognizing the difference when the situation arises,

it takes considerable foresight sometimes so to play as to produce one

situation or the other.

Plate 6, Diagram VIII, shows another group which might be mistaken for

“Seki,” but here, if White plays at J 19, the black stones can be

killed, further proceedings being somewhat similar to those we saw in

the illustration of “Go moku naka de wa ju san te.” Plate 7 shows a

large group of stones from which inevitably “Seki” will result. It

would be well for the student to work this out for himself. “Seki” very

seldom or never occurs in games between good players, and it rarely

occurs in any game.

It is a rule of the game to give warning when a stone or group of

stones is about to be completely surrounded. For this purpose the

Japanese use the word “Atari” (from “ataru,” to touch lightly), which

corresponds quite closely to the expression “gardez” in Chess. If this

warning were omitted, the player whose stones were about to be taken

should have the right to take his last move over and save the imperiled

position if he could. This rule is not so strictly observed as

formerly; it belongs more to the etiquette of the old Japan.

The game comes to an end when the frontiers of the opposing groups are

in contact. This does not mean that the board is entirely covered, for

the obvious reason that the space inside the groups or chains of stones

is purposely left vacant, for that is the only part of the board which

counts; but so long as there is any vacant space lying between the

opposing groups that must be disposed of in some way, and when it is so

disposed of it will be found that the white and black groups are in

complete contact.

Just at the end of the game there will be found isolated vacant

intersections or “Me” on the frontier lines, and it does not make any

difference which player fills these up. They are called by the Japanese

“Dame,” which means “useless.” (The word “Dame” is likely to be

confusing when it is first heard, because the beginner jumps to the

conclusion that it is some new kind of a “Me.” This arises from a

coincidence only. Anything that is useless or profitless is called

“Dame” in Japanese, but etymologically the word really means “horse’s

eye,” as the Japanese, not being admirers of the vacant stare of that

noble animal, have used this word as a synonym for all that is useless.

Therefore the syllable “Me” does mean an eye, and is the same word that

is used to designate the intersections, but its recurrence in this

connection is merely an accident.)

It is difficult for the beginner at first to understand why the filling

of these “Dame” results in no advantage to either player, and beginners

often fill up such spaces even before the end of the game, feeling that

they are gaining ground slowly but surely; and the Japanese have a

saying, “Heta go ni dame nashi,” which means that there are no “Dame”

in beginners’ Go, as beginners do not recognize their uselessness. On

the other hand, a necessary move will sometimes look like “Dame.” The

moves that are likely to be so confused are the final connecting moves

or “Tsugu,” where a potential connection has been made early in the

game, but which need to be filled up to complete the chain. In the

Illustrative Game, Number I, the “Dame” are all given, but a little

practice is necessary before they can always be recognized.

When the “Dame” have been filled, and the dead stones have been removed

from the board, there is no reason why the players should not at once

proceed to counting up which of them has the greatest amount of vacant

space, less, of course, the number of stones they have lost, and thus

determine who is the victor. As a matter of practice, however, the

Japanese do not do this immediately, but, purely for the purpose of

facilitating the count, the player having the white pieces would fill

up his adversary’s territory with the black stones he had captured as

far as they would go, and the player having the black stones would fill

up his adversary’s territory with the white stones that he had

captured; and thereupon the entire board is reconstructed, so that the

vacant spaces come into rows of fives and tens, so that they are easier

to count. This has really nothing to do with the game, and it is merely

a device to make the counting of the spaces easier, but it seems like a

mysterious process to a novice, and adds not a little to the general

mystery with which the end of the game seems to be surrounded when an

Occidental sees it played for the first time. This process of

arrangement is called “Me wo tsukuru.” It may be added that if any part

of the board contains the situation called “Seki,” that portion is left

alone, and is not reconstructed like the rest of the board.

Plate 8 shows a completed game in which the “Dame” have all been

filled, but the dead stones have not yet been removed from the board.

Let us first see which of the stones are dead. It is easy to see that

the white stone at N 11 is hopeless, as it is cut off in every

direction. The same is true of the white stone at B 18. It is not so

easy to see that the black stones at L and M 18, N, O, P, Q and R 17, N

16, and M and N 15 are dead, but against a good player they would have

no hope of forming the necessary two “Me,” and they are therefore

conceded to be dead; but a good player could probably manage to defend

them against a novice. It is still more difficult to see why the

irregular white group of eighteen stones on the left-hand side of the

board has been abandoned, but there also White has no chance of making

the necessary two “Me.” At the risk of repetition I will again point

out that these groups of dead stones can be taken from the board

without further play.

Plate 9 shows the same game after the dead stones have been removed and

used to fill up the respective territories, and after the board has

been reconstructed in accordance with the Japanese method, and it will

be seen that in this case Black has won by one stone. This result can

be arrived at equally well by counting up the spaces on Plate 8, but

they are easier to count on Plate 9, after the “Me wo tsukuru” has been

done.

Plate 10 shows another completed game. This plate is from Korschelt,

and is interesting because it contains an instructive error. The game

is supposed to be completed, and the black stone at C 18 is said to be

dead. This is not true, because Black by playing at C 17 could not only

save his stone, but kill the four white stones at the left-hand side.

Therefore, before this game is completed, White must play at C 17 to

defend himself. This is called “Tsugu.” On the left-hand side of the

board is shown a white group which is dead, and the method of reduction

of which we have already studied in detail. On the right side of the

board are a few scattering black stones which are dead, because they

have no chance of forming a group with the necessary two “Me.” The

question may be asked whether it is necessary for White to play at C 1

or E 1 in order to complete the connection of the group in the corner,

but he is not obliged so to do unless Black chooses to play at B 1 or F

1, which, of course, Black would not do.

On Plate 11, this game also is shown as reconstructed for counting, and

it will be seen that White has won by two stones. Really this is an

error of one stone, as White should have played at C 17, as we have

previously pointed out.

Sometimes at the end of the game players of moderate skill may differ

as to whether there is anything left to be done, and when one thinks

there is no longer any advantage to be gained by either side, he says,

“Mo arimasen, aru naraba o yuki nasai,” that is to say, “I think there

is nothing more to be done; if you think you can gain anything, you may

play,” and sometimes he will allow his adversary to play two or three

times in succession, reserving the right to step in if he thinks there

is a chance of his adversary reviving a group that is apparently dead.

No part of the rules of the game has been more difficult for me to

understand than the methods employed at the end, and especially the

rule in regard to the removal of dead stones without actually

surrounding them, but I trust in the foregoing examples I have made

this rule sufficiently clear. Moreover, it is not always easy to tell

whether stones are dead or alive. There is a little poem or “Hokku” in

Japanese, which runs as follows:

“Iki shini wo

Shiranu nonki no

Go uchi kana,”

which might be translated as “Oh! what kind of a Go player is he who

does not know whether his stones are alive or dead!” But while the

Japanese author of this “Hokku” may have regarded it as a simple thing,

the Occidental student of the game would not be likely to share his

views. An instance of this is shown by the possibilities of the

supposedly dead black stone on Plate 10, and I think it would be fairer

to state that the skill of a good Go player is most clearly shown by

his ability to recognize immediately whether a group is dead or can be

saved; the study of our chapter on Problems will give further

illustrations of the difficulty and nicety of such decisions.

We now come to the question of handicaps. Handicaps are given by the

stronger player allowing the weaker player to place a certain number of

stones on the board before the game begins, and we have seen in the

chapter on the Description of the Board that these stones are placed on

the nine dotted intersections. If one stone is given, it is usual to

place it in the upper right-hand corner. If a second stone is given, it

is placed in the lower left-hand corner. If a third stone is given, it

is placed in the lower right-hand corner. The fourth is placed in the

upper left-hand corner. The fifth is placed at the center or “Ten gen.”

When six are given, the center one is removed, and the fifth and sixth

are placed at the left and right-hand edges of the board on line 10. If

seven are given, these stones remain, and the seventh stone is placed

in the center. If eight are given, the center stone is again removed,

and the seventh and eighth stones are placed on the “Seimoku” on line

K. If the ninth is given, it is again placed in the center of the

board.

Between players of reasonable skill more than nine stones are never

given, but when the disparity between the players is too great, four

other stones are sometimes given. They are placed just outside the

corner “Seimoku,” as shown on the diagram (Plate 12), and these extra

stones are called “Furin” handicaps. “Furin” means “a small bell,” as

these stones suggest to the Japanese the bells which hang from the

eaves at the corners of a Japanese temple. When the disparity between

the players is very great indeed, sometimes four more stones are given,

and when given they are placed on the diagonal halfway between the

corner “Seimoku” and the center. These four stones are called “Naka

yotsu,” or “the four middle stones,” but such a handicap could only be

given to the merest novice.

We have now completed a survey of all the actual rules of the game, and

it may be well to summarize them in order that their real simplicity

may be clearly seen; briefly, they are as follows:

1. The object of the game is to obtain vacant territory.

2. The stones are placed on the intersections and on any vacant

intersection the player chooses (except in the case of “Ko”). After

they are played they are not moved again.

3. (a) One or more stones which are compactly surrounded by the stones

of the other side are said to be taken and are at once removed from the

board.

(b) Stones which, while not actually surrounded can inevitably be

surrounded, are dead, and can be taken from the board at the end of the

game without further play.

(c) Taken or dead stones are used to fill up the adversary’s territory.

4. The game is at an end when the opposing groups of stones are in

absolute contact (the case of “Seki” being the single exception).

It is not possible to imagine a game with simpler rules, or the

elements of which are easier to acquire.

We will now turn our attention to a few considerations as to the best

methods of play, and of certain moves and formations which occur in

every game, and also to the names which in Japanese are used to

designate these things.

IV

GENERAL METHODS OF PLAY AND TERMINOLOGY OF THE GAME

As will be shown more in detail in the chapter on Openings or “Joseki,”

the game is commenced by playing in the corners of the board, and

generally on one of the squares adjacent to the handicap point. The

reason for this is that the corners of the board are natural

fortresses, and can be more readily defended against attack. It is also

easier to form territory in the corners of the board. Next to the

corners of the board the sides of the board are easiest to defend, and

territory is more easily formed along the sides than in the center, and

in an ordinary game the play generally proceeds from the corners and

edges to the center. The importance which the Japanese attach to the

corners is shown by their saying “Yo sumi torarete go wo utsu na,” or,

“if the four corners are taken, cease playing.” Against a good player

it is next to impossible to form territory in the center of the board,

unless it is based on one of the sides or corners.

There is, however, an old rule of etiquette which is not consistent

with this theory of the opening; it used to be regarded as exceedingly

impolite and insulting to play the first stone on the handicap point in

the center of the board, called “Ten gen.” It has been explained to me

that the reason for this rule is that such a move was supposed to

assure the victory to the first player, and it is related that when on

one occasion Murase Shuho had defeated a rival many times in

succession, the latter, becoming desperate, apologized for his rudeness

and placed his stone on this spot, and Murase, nevertheless, succeeded

in winning the game, which was regarded as evidence of his great skill.

It has, however, been shown by Honinbo Dosaku that this move gives the

first player no decisive advantage, and I have been also told by some

Japanese that the reason that this move is regarded as impolite is

because it is a wasted move, and implies a disrespect for the

adversary’s skill, and from what experience I have had in the game I

think the latter explanation is more plausible. At all events, such a

move is most unusual and can only be utilized by a player of the

highest skill.

When good players commence the game, from the first they have in mind

the entire board, and they generally play a stone in each of the four

corners and one or two around the edges of the board, sketching out, as

it were, the territory which they ultimately hope to obtain. They do

not at once attack each other’s stones, and it is not until the game is

well advanced that anything like a hand to hand conflict occurs.

Beginners are likely to engage at once in a close conflict. Their minds

seem to be occupied with an intense desire to surround and capture the

first stones the adversary places on the board, and often their

opposing groups of stones, starting in one corner, will spread out in a

struggling mass from that point all over the board. There is no surer

indication of the play of a novice than this. It is just as if a battle

were to commence without the guidance of a commanding officer, by

indiscriminate fisticuffs among the common soldiers. Of the other

extreme, or “Ji dori Go,” we have already spoken. Another way in which

the play of experts may be recognized is that all the stones of a good

player are likely to be connected in one or at most two groups, while

poorer players find their stones divided up into small groups each of

which has to struggle to form the necessary two “Me” in order to insure

survival.

Assuming that we have advanced far enough to avoid premature encounters

or “Ji dori Go,” and are placing our stones in advantageous positions,

decently and in order, the question arises, how many spaces can be

safely skipped from stone to stone in advancing our frontiers; that is

to say, how far can stones be separated and yet be potentially

connected, and therefore safe against attack? The answer is, that two

spaces can safely be left if there are no adversary’s stones in the

immediate vicinity. To demonstrate this, let us suppose that Black has

stones at R 13 and R 16, and White tries to cut them off from each

other. White’s best line of attack would be as follows:

WHITE BLACK

R 14 S 14

R 15 S 15

Q 16 R 17

Q 13 R 12

Q 12

and Black has made good his connection, or Black at his fourth move

could play at Q 14, then

W B

Q 15 R 12

P 14 takes.

There are other continuations, but they are still worse for White. If,

however, the adversary’s stones are already posted on the line of

advance sometimes it is only safe to skip one point, and of course in

close positions the stones must be played so that they are actually

connected. The Japanese call this skipping of “Me” by the terms “Ikken

tobi,” “Nikken tobi,” “Sangen tobi,” etc., which literally means “to

fly one, two, or three spaces.” Although this is plain enough, these

relations are nevertheless shown on Plate 13, Diagrams I, II, and III.

When stones of opposite colors on the same line are separated by vacant

space in a similar way (Diagram IV), then the terms “Ikken kakari,”

“Nikken kakari,” etc., are used. “Kakari” really means “to hang” or “to

be related,” but as used in this sense it might be translated “to

attack.”

Sometimes the stones are placed in relation to each other like the

Knight’s move in Chess. The Knight in Japanese is called “Keima,” or

“the honorable horse,” and if the stones are of the same color the

relation is called “Keima” or “Kogeima,” “Ko” being the diminutive. If

the stones are of opposite colors, then the phrase “Keima” or “Kogeima

kakari” is used as in the previous case. The Japanese also designate a

relation similar to the Knight’s move, but farther apart, by special

words; thus, if the stones are one space farther apart, it is called

“Ogeima,” or “the Great Knight’s move,” and if the stone is advanced

one step still farther, it is called “Daidaigeima,” or “the Great Great

Knight’s move.” On Plate 13, Diagrams V, VI, and VII, are shown

“Kogeima,” “Ogeima,” and “Daidaigeima.”

The next question that will trouble the beginner is where to place his

stones when his adversary is advancing into his territory, and

beginners are likely to play their stones directly in contact with the

advancing forces. This merely results in their being engulfed by the

attacking line, and the stones and territory are both lost. If you wish

to stop your adversary’s advance, play your stones a space or two apart

from his, so that you have a chance to strengthen your line before his

attack is upon you.

The next thing we will speak of is what the Japanese call the “Sente.”

This word means literally “the leading hand,” but is best translated by

our words “having the offensive.” It corresponds quite closely to the

word “attack,” as it is used in Chess, but in describing a game of Go

it is better to reserve the word “attack” for a stronger demonstration

than is indicated by the word “Sente.” The “Sente” merely means that

the player having it can compel his adversary to answer his moves or

else sustain worse damage, and sometimes one player will have the

“Sente” in one portion of the board, and his adversary may disregard

the attack and by playing in some other quarter take the “Sente” there.

Sometimes the defending player by his ingenious moves may turn the

tables on his adversary and wrest the “Sente” from him. At all events,

holding the “Sente” is an advantage, and the annotations on

illustrative games abound with references to it, and conservative

authors on the game advise abandoning a stone or two for the purpose of

taking the “Sente.”

Sometimes a player has three stones surrounding a vacant space, as

shown in Plate 13, Diagram VIII, and the question arises how to attack

this group. This is done by playing on the fourth intersection. The

Japanese call this “Nozoku,” or “peeping into,” and when a stone is

played in this way it generally forces the adversary to fill up that

“Me.” It may be mentioned here also that when your adversary is trying

to form “Me” in a disputed territory, the way to circumvent him is to

play your stones on one of the four points he will obviously need to

complete his “Me,” and sometimes this is done before he has three of

the necessary stones on the board. The term “Nozoku” is also applied to

any stone which is played as a preliminary move in cutting the

connection between two of the adversary’s stones or groups of stones.

Sometimes a situation occurs as shown in Plate 13, Diagram IX. Here it

is supposed to be White’s move, and he must, of course, play at K 8,

whereupon Black would play at K 7 (“Osaeru”), and White would have to

play at L 8 (“Nobiru”), and so on until, if these moves were persisted

in, the formation would stretch in a zigzag line to the edge of the

board. This situation is called “Shicho,” which really means “a running

attack.” It results in the capture of the white stones when the edge of

the board is reached, unless they happen to find a comrade posted on

the line of retreat, for instance, at P 4, in which case they can be

saved. Of course, between good players “Shicho” is never played out to

the end, for they can at once see whether or not the stones will live,

and often a stone placed seemingly at random in a distant part of the

board is played partly with the object of supporting a retreating line

should “Shicho” occur.

Plate 13, Diagram X, shows a situation that often arises, in which the

White player, by putting his stone at M 1 on the edge of the board, can

join his two groups of stones. This is so because if Black plays at L 1

or N 1, White can immediately kill the stone. This joining on the edge

of the board is called by the special term “Watari,” which means “to

cross over,” Sometimes we find the word “Watari” used when the

connection between two groups is made in a similar way, although not at

the extreme edge of the board.

A much more frequent situation is shown at Plate 13, Diagram XI. It is

not worthy of special notice except because a special word is applied

to it. If Black plays at S 1, it is called “Haneru,” which really means

the flourish which is made in finishing an ideograph.

We will now take up a few of the other words that are used by the

Japanese as they play the game. By far the most frequent of these are

“Tsugu,” “Kiru,” “Nobiru,” and “Osaeru.” “Tsugu” means “to connect,”

and when two stones are adjacent but on the diagonal, as shown in Plate

13, Diagram XII, it is necessary to connect them if an attack is

threatened. This may be done by playing on either side; that is to say,

at Q 17 or R 16. If, on the other hand, Black should play on both these

points, the white stones would be forever separated, and this cutting

off is called “Kiru,” although, as a rule, when such a situation is

worthy of comment, one of the intersections has already been filled by

the attacking player. Plate 13, Diagram XIII, illustrates “Kiru,”

where, if a black stone is played at Q 12, the white stones are

separated. “Kiru” means “to cut,” and is recognizable as one of the

component parts of that much abused and mispronounced word “Harakiri.”

“Nobiru” means “to extend,” and when there is a line of stones it means

the adding of another one at the end, not skipping a space as in the

case of “Ikken tobi,” but extending with the stones absolutely

connected. In Plate 13, Diagram XIV, if Black plays at Q 9 it would be

called “Nobiru.” “Osaeru” means “to press down,” and this is what we do

when we desire to prevent our adversary from extending his line, as

seen in the preceding diagram. It is done by playing directly at the

end of the adversary’s line, as shown in Diagram XV, where Black is

supposed to play at Q 6. Here White must play on one side of the black

stone, but it must be pointed out that unless there is support in the

neighborhood for the stone used in “Osaeru,” the stone thus played runs

the risk of capture. In Diagram IX, explaining “Shicho,” we also had an

illustration of “Nobiru” and “Osaeru.”

If a stone is played on the intersection diagonally adjacent to another

stone, it is called “Kosumu,” but this word is not nearly so much used

as the other four. Sometimes, also, when it is necessary to connect two

groups of stones instead of placing the stone so as actually to connect

them, as in the case of “Tsugu,” the stone is played so as to

effectively guard the point of connection and thus prevent the

adversary’s stone from separating the two groups. This play is called

“Kake tsugu,” or “a hanging connection”; e.g., in Diagram XIII, if a

white stone were played at Q 11 it would be an instance of “Kake tsugu”

and would have prevented the black stone from cutting off the White

connection at Q 12, for, if the black stone were played there after a

white stone had been placed at Q 11, White could capture it on the next

move.

Passing from these words which describe the commonest moves in the

game, we will mention the expression “Te okure”—literally “a slow hand”

or “a slow move,” which means an unnecessary or wasted move. Many of

the moves of a beginner are of this character, especially when he has a

territory pretty well fenced in and cannot make up his mind whether or

not it is necessary to strengthen the group before proceeding to

another field of battle. In annotating the best games, also, it is used

to mean a move that is not the best possible move, and we frequently

hear it used by Japanese in criticising the play.

“Semeai” is another word with which we must be familiar. It means

“mutually attacking,” from “Semeru,” “to attack,” and “Au,” “to

encounter,” that is to say, if the White player attacks a group of

black stones, the Black player answers by endeavoring to surround the

surrounding stones, and so on. In our Illustrative Game, Number I, the

play in the upper right-hand corner of the board is an example of

“Semeai.” It is in positions of this kind that the condition of affairs

called “Seki” often comes about.

Plate 13, Diagram XVI, shows a position which is illustrated only

because a special name is applied to it. The Japanese call such a

relation of stones “Cho tsugai,” literally, “the hinge of a door.”

The last expression which we will give is “Naka oshi gatchi,” which is

the term applied to a victory by a large margin in the early part of

the game. These Japanese words mean “to conquer by pushing the center.”

Beginners are generally desirous of achieving a victory in this way,

and are not content to allow their adversary any portion of the board.

It is one of the first things to be remembered, that, no matter how

skilful a player may be, his adversary will always be able to acquire

some territory, and one of the maxims of the game is not to attempt to

achieve too great a victory.

Before proceeding with the technical chapters on the Illustrative

Games, Openings, etc., it may be well to say a word in regard to the

method adopted for keeping a record of the game. The Japanese do this

by simply showing a picture of the finished game, on which each stone

is numbered as it was played. If a stone is taken and another stone is

put in its place, an annotation is made over the diagram of the board

with a reference to that intersection, stating that such a stone has

been taken in “Ko.” Such a method with the necessary marginal

annotation is good enough, but it is very hard to follow, as there is

no means of telling where any stone is without searching all over the

board for it; and while the Japanese are very clever at this,

Occidental students of the game do not find it so easy. Therefore, I

have adopted the method suggested by Korschelt, which in turn is

founded on the custom of Chess annotation in use all over the world.

The lines at the bottom of the board are lettered from A to T, the

letter I being omitted, and at the sides of the board they are numbered

up from 1 to 19. Thus it is always easy to locate any given stone. In

the last few years the Japanese have commenced to adopt an analogous

method of notation.

V

ILLUSTRATIVE GAMES

I

Plate 14

White.—Iwasa Kei, fifth degree.

Black.—Madame Tsutsuki Yoneko, second degree.

Black has a handicap of two stones.

Played about October, 1906. The record is from the “Tokio Nichi Nichi.”

Played about October, 1906. The record is from the “Tokio Nichi Nichi.”

This game is selected because it is very thoroughly played out. The

notes are intended for beginners, and much is stated which is obvious

to a player of any skill; supplementing the explanations made in the

preceding chapter the Japanese names of the various moves are given.

WHITE BLACK

1. C 15. A rather unusual 2. R 4. Called “Komoku,” the

move called “Moku most usual and most

hadzushi.” As will be seen conservative method of

in the chapter on commencing the corner

“Joseki,” it is the least play.

conservative of the three

usual openings.

3. P 3. 4. Q 5. Intended to attack

No. 3, and also it

commences to make

territory on the right

side of the board.

5. D 17. This move secures 6. O 4. Continues the attack

this corner for White. on No. 3.

7. N 3. (“Ikken tobi”) M 3 8. R 10. Black tries to make

would be too far. territory on the right

side.

9. F 3. (“Kogeima.”) This is 10. C 7. (“Ogeima.”) This is

the usual move. the usual reply. See the

chapter on “Joseki.”

11. C 3. 12. D 3. Cutting off No. 11.

13. C 4. (“Nobiru.”) Giving 14. D 5.

aid to No. 11.

15. C 5. 16. C 6. (“Osaeru.”) Black

could not do this before.

17. D 2. 18. E 2.

19. C 2. (“Tsugu.”) This move 20. E 3. (“Tsugu.”) White now

is necessary. has the corner, but Black

has possibilities of

expansion.

21. F 4. Supporting No. 9. 22. E 6. Connecting and at the

“Ikken tobi” would be same time attacking White.

dangerous.

23. G 6. 24. C 11. Making territory on

the left side of the

board.

25. K 17. Aiming to make 26. L 3. Precipitate.

territory at the top of

the board. Comment by Honinbo Shuye:

“Black’s twenty-sixth move

is premature, and it has

the effect of

precipitating the contest

too early in the game. The

territory around that

point is dangerous ground

for Black. N 17 would have

been better.”

27. N 4. This is necessary to 28. L 5. Leading out toward

lead out the stone at N 3. the center. (“Ikken taka

“Ikken tobi” would be tobi.”)

dangerous.

Comment by Honinbo Shuye:

“Black should have played

at H 4. White would then

play at F 2, and Black

would reply at E 1.”

29. O 5. 30. H 3. Taking territory.

Comment by Honinbo Shuye:

“Black should still play

at H 4.”

31. F 2. Preventing the 32. F 1. (“Haneru.”)

connection of the two

Black groups.

33. G 1. 34. E 1. (“Tsugu.”) This

series of moves is

necessary and often occurs

in the game.

35. H 2. Protecting the 36. J 3. Black must connect,

connection at G 2. otherwise the stone at H 3

is lost.

37. F 6. 38. F 8. Aiming to make

territory.

Comment by Honinbo Shuye:

“This move does not hit

the spot. It should have

been played at L 7.”

39. G 8. This move prevents 40. G 9.

White from being shut in.

41. H 8. (“Nobiru.”) 42. F 7. Black completes his

frontier.

43. G 7. Necessary to connect. 44. F 10. This secures the

connection at F 9, and at

the same time extends.

45. K 4. White threatens to 46. L 4.

break through in two

places.

47. H 9. 48. L 7. Leading out the

stones on line L, which

are now threatened.

49. G 11. This connects 50. Q 3.

White’s groups and

prevents Black from

extending.

51. P 4. 52. Q 7. Making territory on

the right and at the same

time attacking White’s

five stones.

53. M 6. This move gives White 54. L 6. Black must connect.

the “Sente.”

55. P 7. Leading out the small 56. N 8. A dangerous move.

White group.

Comment by Honinbo Shuye:

“This move may be called a

little dangerous. P 6

would have been

preferable, and if White

responds at O 8 or O 7,

Black could reply at L 9.”

57. P 8. 58. P 6.

59. O 6. 60. O 7. (“Kiru.”) Cutting off

connection of the white

groups.

61. M 2. Since White is cut 62. K 9. Black sees that White

off at O 7, he must form can form the necessary two

“Me” in this group. “Me,” and therefore does

not press the attack.

63. Q 8. 64. R 7. Black must extend in

this way.

65. R 8. 66. S 8. (“Osaeru.”)

67. S 9. 68. S 7. (“Tsugu.”) The usual

series of moves.

69. P 5. (“Atari.”) 70. Q 6.

71. Q 10. 72. Q 11.

73. R 9. 74. P 10. (“Sente.”)

75. O 10. White must sacrifice 76. S 10.

No. 71 in order to escape.

77. N 9. 78. M 8.

79. P 9. 80. Q 9. Takes. This is “Ko.”

81. T 10. (“Haneru.”) 82. T 11. (“Osaeru.”)

83. Q 10. Taking in “Ko.” 84. P 11. (“Tsugu.”) Black

must play here to save the

frontier.

85. T 9. Saving the stone at T 86. R 11. Black cannot neglect

10. to play here.

87. O 11. 88. L 11.

89. L 10. 90. K 10.

91. Q 3. White must break up 92. P 12.

Black’s territory in the

upper right-hand corner.

93. M 11. White retreats. 94. M 10.

95. L 12. 96. L 9. Takes. White has

escaped by means of

sacrificing one stone.

97. P 13. 98. O 12.

99. N 12. 100. O 13.

101. S 12. (“Nozoku.”) 102. K 12.

103. O 14. 104. N 13. (“Shicho.”)

105. L 13. 106. P 14. Cuts White off.

107. P 15. 108. Q 14.

109. Q 15. 110. R 14.

111. R 15. 112. S 14. All these last moves

are obviously necessary.

113. O 15. Connecting. 114. S 15.

115. R 16. 116. M 14.

Comment by Honinbo Shuye:

“This move is a mistake;

it should have been played

at M 15.”

117. K 14. White’s stones in 118. M 16.

the upper left-hand corner

are now connected.

119. G 10. A defensive move. 120. F 9. (“Tsugu.”)

White attempts to get all

his stones in one group.

121. J 12. Protects the 122. J 11.

connection at H 10.

123. J 13. 124. N 10. Protecting the “Me”

at L 10. K 11 is “Kageme.”

125. N 11. 126. O 17.

127. L 15. 128. M 15. White’s situation in

the upper right-hand

corner looks very bad at

this point.

129. Q 17. 130. R 18. A better move than Q

16.

131. N 17. 132. N 18.

133. Q 18. 134. S 17.

135. M 17. 136. N 16. White is prevented

from connecting.

137. M 18. 138. M 13. Threatening White’s

other connection.

139. M 12. White must connect. 140. P 18. To an inexpert eye

White’s group in the upper

right-hand corner now

looks hopeless.

141. Q 19. This is to prevent 142. O 16. Black must play here

“Watari.” to protect his four

stones.

143. S 16. 144. T 16. (“Watari.”)

145. T 15. A sacrifice to 146. T 14. Black must take the

prevent Black from forming stone.

“Me.”

147. R 13. The condition in 148. S 13.

this corner of the board

is now a fine example of

“Semeai.”

149. S 18. 150. T 18.

151. S 19. The situation is now 152. R 12. White’s sacrifice at

highly interesting. T 15 is now bearing fruit.

153. R 17. 154. T 17. Neither side can

play at T 19 without loss.

155. P 16. Takes. Forming a 156. C 13. Increasing Black’s

perfect “Me,” the other territory.

being at R 18. The play in

this corner is now

complete.

157. B 5. Protecting the 158. G 13.

corner.

159. H 11. 160. L 16.

161. K 16. 162. F 15. Extending Black’s

frontiers.

163. F 17. 164. J 15.

Comment by Honinbo Shuye:

“Black’s moves 164 and 166

are both useless. At move

164 Black should have

played at D 15.”

165. H 16. 166. G 16.

167. H 15. 168. D 15.

169. D 16. 170. D 14.

171. G 15. 172. B 15.

173. B 16. 174. C 14. Completing the

frontier.

175. P 2. 176. Q 2.

177. Q 1. 178. R 1.

179. P 1. 180. R 2. The usual series of

moves in such a situation.

181. C 16. We might say that 182. J 2.

the end game commences at

about this point.

183. L 2. 184. K 3.

185. A 7. 186. F 16.

187. G 17. 188. F 13. The stone at G 13

needs support.

189. H 13. A very good move to 190. A 8. Stopping White’s

protect White’s group. invasion.

191. B 6. 192. B 7.

193. A 6. 194. B 8. The usual moves.

195. B 14. 196. B 13.

197. A 15. Takes. 198. L 17.

199. L 18. Completing the 200. M 19.

frontier.

201. K 18. 202. J 6. All the rest of the

board is practically

finished.

203. F 11. 204. E 11.

205. E 16. 206. E 15.

207. H 14. 208. G 14.

209. E 5. 210. E 12.

211. H 5. 212. J 5.

213. H 4. 214. J 4.

215. G 3. 216. J 9.

Comment by Honinbo Shuye:

“This move is

unprofitable. Had Black

played at J 8, a very good

profit would have been

secured.”

217. J 8. 218. E 4.

219. F 5. 220. D 1.

221. C 1. 222. D 6. Black must connect.

223. O 9. 224. M 9.

225. K 13. 226. K 11.

227. J 7. 228. H 6.

229. H 10. 230. G 12.

231. H 12. 232. K 7.

233. N 7. 234. O 8.

235. S 5. By sacrificing one 236. Q 4.

stone White forces Black

to fill two spaces.

237. T 8. 238. T 7.

239. J 1. 240. K 2.

241. K 1. 242. A 13.

243. L 19. 244. N 19.

245. P 19. 246. O 18.

247. A 14. 248. L 14.

249. K 15. 250. M 5.

251. N 5. 252. K 8.

253. Q 9. (“Ko tsugu.”)

Here the game is left as finished in the published report, but the

remaining moves are not all strictly speaking “Dame.” There are quite a

number of moves to be made before we can proceed to the count. The

first question is, naturally, what stones are dead, and we find that

White has three dead stones at S 12, S 5, and K 4. Black has three dead

stones at J 15, O 4, and R 18. The white stones at P, Q, and R 13, are

not dead yet. They have aggressive possibilities, and must be actually

surrounded. As near as we can judge the game would proceed as follows:

First: Necessary although obvious moves which are not strictly “Dame.”

WHITE BLACK

254. Q 12. The three white

stones must be taken

before Black is safe.

255. R 19. White must take this 256. T 15. A necessary

before filling T 19. connection.

257. N 6. Necessary to form

connection.

Second: The following moves which are strictly “Dame.” It makes no

difference which side fills these intersections, but it would generally

be done as follows:

WHITE BLACK

258. T 19.

259. O 19. 260. P 17.

261. N 15. 262. N 14.

263. F 12. 264. J 10.

265. H 7. 266. M 7.

267. M 4. 268. M 3.

The frontiers are now absolutely in contact, and the count can be made,

and it will be seen that after filling up the vacant territory with the

captured stones as far as they will go, Black has won by three points.

The Japanese would rearrange the board in order to make the counting of

the spaces more easy (“Me wo tsukuru”), but for the first game or two

the beginner might find it less confusing to omit this process.

Honinbo Shuye comments on this game as follows:

“In spite of so many errors, Black wins showing how great is the

advantage resulting from a handicap.”

II

Plate 15

White.—Murase Shuho, seventh degree.

Black.—Uchigaki Sutekichi, fifth degree.

This game is taken from Korschelt, and the notes are his. In some of

these notes will be found mere repetitions of matter that I have

inserted in the preceding chapters, or which will be hereafter found in

the chapter on “Joseki.” These notes are, however, very full and

valuable, and a little repetition may have the effect of aiding the

memory of the student, and will do no harm. Contrary to the custom,

this game was played without handicaps.

BLACK WHITE

1. R 16. In the beginning of 2. D 17.

the game the corners and

margins are first

occupied, because it is

there that positions can

most easily be taken which

cannot be killed, and

which also contain

territory. From the edges

and corners the player

makes toward the center.

This process is repeated

in every game.

3. Q 3. In taking a corner 4. P 17. The attack could

that is still vacant there also be commenced at P 16.

is a choice among seven

points; e.g., in the

corner designated as D 4,

these points are D 3, D 4,

D 5, C 4, C 5, E 3, and E

4. On the other hand, C 3

and E 5 are bad, because

the territory which is

obtained by C 3 is too

small, and the adversary

would reply to E 5 with D

4, by means of which E 5

would be cut off from the

margin. Of moves that are

good D 3-C 4 are the

surest, and most

frequently used. E 4-D 5

formerly were the favorite

moves, but the preceding

moves are now preferred to

them. E 3-C 5 are seldom

used. All of this, of

course, applies to the

corresponding points in

the other three corners.

5. C 4. 6. Q 6. Corresponding to No.

4, this move should have

been played at R 5 or Q 5,

but White plays on Q 6,

because if he played on Q

5, Black would have

replied at R 10 or R 9,

and later White P 5 and

Black O 4 would have

followed, with the result

that White has nothing,

while Black has obtained

two positions, one on O-Q

and the other on R.

7. O 4. Beginners would have 8. D 15. The position D 15–D

replied to Q 6 with Q 5 or 17 is very strong, and

R 5. They attack their players like to take it.

opponent at close quarters This applies, of course,

from the beginning, to the corresponding

because they cannot take positions in other parts

in the whole field at a of the board, of which

glance. Their entire there are seven; i.e., C

effort is to absorb the 16–E 16, Q 3–Q 5, etc. As

last stone that their soon as one player gets a

opponent has played. When position of the kind his

two beginners play opponent often takes a

together the battle moves similar position on the

slowly from a corner out next move in order to

over the board, and one balance the advantage

side of the board is gained by his adversary;

entirely filled with this is something like

stones, while the other is castling in Chess.

completely empty. This is

a sure sign of bad play.

In the beginning the good

players spread their

stones over the board as

much as possible, and

avoid close conflicts.

9. E 4. 10. C 10. If White did not

occupy this point, we

might have the following

continuation:

B. C 10 W. C 7

B. C 13 W. E 7

and Black has the

advantage, because White’s

stones at C 7-E 7 can only

get one “Me” on the edge

of the board, and later on

must seek a connection

with some other group. By

constantly harassing such

endangered groups

territory is often

obtained.

11. R 13. In place of taking 12. C 5. White sees that Black

this secure position on plays too carefully, and

line R, Black should have therefore challenges him

attacked the white stone with a bold but premature

on P 17 with L 17, and in attack that gives the

this way Black would have whole game its character.

obtained positions on both

line 17 and on line R.

13. D 5. 14. C 6.

15. B 4. 16. D 6.

17. E 6. 18. E 7.

19. F 6. 20. H 3. As soon as Black

answers this move, White

will take territory on the

right or left of H 3.

21. G 2. Is played very 22. M 3. Two stones which

carefully. K 3 would mutually support each

probably have been better. other on the margin of the

In that case White would board and form a position

either have played H 5 in cannot be separated by

order to save H 3, more than two spaces; for

whereupon instance, R 13–R 16. In

that case the adversary

B. F 7 W. E 8 cannot cut one off from

B. K 5 the other. (Korschelt here

inserts continuations

would have followed, or similar to what we have

White would have answered shown in a preceding

at K 4. chapter.) Therefore,

White’s twentieth and

twenty-second moves are

merely intended to fill

territory that would

otherwise fall to Black,

and are not intended to

form a new group.

23. H 2. The only correct 24. M 5. White seeks to form a

answer would have been K connection with No. 6,

3, which would have which Black frustrates by

separated White’s his twenty-fifth move. It

twentieth and is of the greatest

twenty-second stones. importance to prevent the

union of groups which the

adversary has formed on

the margin, in order that

they may remain weak, and

require continuous

defense.

The player who has the

“Sente” most of the time

will generally be the

victor.

25. O 6. 26. Q 9. Is very necessary in

order not to surrender the

entire right side to

Black.

27. K 17. All good players 28. H 17. This move has the

agree that 27 should not effect of abandoning stone

have been played at K 17, No. 4 at P 17. After

but at L 17. This is Black’s twenty-ninth move

difficult to understand at N 17, No. 4 could still

because K 17 can be escape by means of P 15,

supported from both sides but giving it up brings

at G 17 and N 17, but L 17 more territory elsewhere

is better because Black than is there lost. It is

should be occupied not a favorite device of

merely with taking a strong players to

position, but more apparently abandon a

particularly with killing position to their

White’s fourth stone. In adversary after first

the sequel K 17 is preparing it so that

actually taken by White. eventually it may live, or

so that it may afterward

aid in surrounding one of

the adversary’s groups.

The abandoned position

often reawakens to life if

the weaker adversary

allows his surrounding

group to be itself

surrounded and taken

before the capture of the

abandoned position has

been completed.

29. N 17. 30. F 7.

31. G 7. 32. K 3. It might have been

better to have played at G

8. Then if Black replied

at H 7, White could play

at C 10, and the white

territory in the

neighborhood of line D

would be very large.

Certainly in that case H 3

would have been abandoned,

but not M 3-M 5. Since 32

K 3 is purely defensive,

Black gets the attack, and

appreciably reduces the

white territory in the

neighborhood of line D.

33. D 8. 34. D 7.

35. D 11. 36. C 11.

37. D 12. 38. C 12.

39. D 13. 40. C 13.

41. G 9. 42. G 6. If this move had not

divided the black groups,

Black would have become

too powerful.

43. H 7. 44. E 9. This connects the two

parts of the White

position, which connection

was threatened by Black’s

thirty-third stone.

Moreover, the “Sente”

remains with White,

because Black cannot allow

his position to be broken

into through F 10.

45. G 12. 46. Q 14.

47. R 14. 48. R 17.

49. S 17. 50. Q 16.

51. R 15. 52. R 11. The beginner will

wonder that 52 Q 15 did

not follow 51 R 15. This

is because 53 R 10–54 R 9

would result, and White

would be at a

disadvantage. The moves

46–52 are part of a deeply

thought-out plan on the

part of White. Black could

afford to ignore No. 4 as

long as it stood alone.

Thereupon White increases

it by Nos. 48 and 50, and

Black must accept the

sacrifice, because

otherwise Nos. 27–29 are

threatened. By this

sacrifice White gets the

territory around No. 27,

and also has an

opportunity of increasing

his position on line Q by

his fifty-second move.

53. O 16. 54. M 16. On the fifty-third

move Black proceeds with

the capture of Nos. 4, 48,

and 50, while White on his

fifty-fourth move hems in

No. 27.

55. H 16. This move is ignored 56. M 17.

by White because Black

must reply to his

fifty-sixth and

fifty-eighth moves in

order to save Nos. 29 and

53.

57. N 18. 58. M 18.

59. Q 15. 60. J 17.

61. J 16. 62. K 18.

63. E 16. 64. D 16.

65. G 17. 66. K 16.

67. P 16. This is necessary to 68. K 15.

avoid the following

continuation:

W. P 16, O 15, N 16, O 14

B. P 15, N 15, O 17, P 18

and White has the

advantage.

69. D 14. 70. C 14.

71. R 5. 72. R 6.

73. E 15. It is of the utmost 74. Q 5. Murase Shuho thought

importance to Black to that 74 was a bad move and

occupy this point, for that S 5 would have been

otherwise White would better. The game would

press far into his then have continued as

territory through this follows:

opening. He goes first,

however, on his B. 73. E 15, R 4

seventy-first move to R 5, W. S 5, S 4

because White must follow,

and then to 73, because on He also thought that

this move he loses the White’s moves from 76–82

“Sente.” Black could also were bad, because nothing

have occupied S 5, to in particular was

which White would have accomplished by separating

replied with S 6, because O 4 from O 6, since it was

otherwise the following impossible to kill them.

continuation would have

occurred:

B. S 5, S 6, S 8, R 8, Q 8

W. E 15, S 7, T 7, R 7

and the White position is

broken up. It is because

Black played at E 15 too

hastily and without first

occupying S 5 that White

can break up the Black

position by the series of

moves Nos. 74–82.

75. S 5. 76. Q 4.

77. R 3. 78. P 3.

79. P 2. 80. O 3.

81. O 2. 82. P 4.

83. N 8. 84. L 8.

85. O 10. 86. F 3.

87. G 3. 88. F 4.

89. E 3. 90. G 5.

91. E 5. Black has played on 92. J 6.

this point because

otherwise E 6–F 6 will

die; thus,

W. E 5, B. F 5 takes

W. E 5 retakes

93. G 4. This is intended to 94. H 14. From this point on,

secure H 2, G 2 and G 3. the territory in the

The simplest way of doing center is filled up. Black

this would be to play at F and White seem to get it

2, but G 4 gains six more in about equal parts.

“Me” because F 3–F 4 may

be regarded as taken.

95. L 10. 96. J 11.

97. H 11. 98. F 14.

99. E 14. 100. H 10.

101. G 10. 102. H 12.

103. G 11. 104. O 8.

105. Q 10. 106. R 10.

107. P 8. 108. P 9.

109. O 9. 110. O 7.

111. P 10. 112. R 8.

113. N 7. 114. P 7.

115. L 9. 116. K 8.

117. J 9. 118. K 12.

119. J 10. 120. N 6.

121. A 7. This move is worthy 122. B 7.

of study.

123. N 2. 124. J 5.

125. E 18. 126. D 18.

127. G 18. 128. G 13.

129. M 12. 130. F 12.

131. F 11. 132. E 10.

133. E 11. 134. S 12.

135. S 13. 136. N 14.

137. L 12. 138. L 13.

139. M 13. 140. L 14.

141. K 11. 142. J 12.

143. A 6. 144. A 8.

145. B 5. 146. B 6.

147. A 5. 148. B 8.

149. S 6. 150. S 7.

151. M 8. 152. M 6. Not at M 7, because

that would lead to the

loss of K 8–L 8.

153. D 19. 154. C 19.

155. E 19. 156. C 18.

157. N 3. 158. N 4.

159. L 2. 160. L 3.

161. K 2. 162. F 5.

163. F 2. 164. E 17.

165. F 17. 166. H 19.

167. H 18. 168. J 18.

169. G 19. 170. P 14.

171. P 15. 172. N 19.

173. O 19. 174. M 19.

175. O 17. 176. R 4.

177. S 4. 178. T 6.

179. R 12. 180. S 11.

181. O 13. 182. O 14.

183. P 13.

This is as far as the game is recorded in the Go magazine, published by

Murase Shuho. A good player can now foresee the result at the cost of a

little trouble. Black has won by five points.

According to Korschelt’s view, the play would have proceeded as

follows:

BLACK WHITE

184. T 5.

185. T 4. 186. T 7.

187. S 3. 188. G 15.

189. G 16. 190. J 8.

191. H 8. 192. N 13.

193. N 12. 194. M 14.

195. J 7. 196. K 7.

197. F 8. 198. E 8.

199. D 10. 200. D 9.

201. J 15. 202. J 14.

203. J 19. Takes. 204. K 19.

205. Q 11. 206. F 15.

207. F 16. 208. J 2.

209. J 1. 210. J 3.

211. M 7. 212. L 7.

213. H 4. 214. J 4.

215. N 15. 216. K 9.

217. K 10. 218. M 2.

219. M 1. 220. Q 13.

221. M 15. 222. L 15.

223. F 9. 224. Q 12.

225. P 12. 226. T 13.

227. T 14. 228. T 12.

229. H 19.

The stones that are still to be played are “Dame.” By playing these no

“Me” can be either won or lost, and for the most part it makes no

difference whether they are filled up by Black or White. These are as

follows:

O 15, N 16, H 5, H 6, F 13, E 13, H 5, H 15, F 10, E 13 E 12, H 15, F

10.

Black has sixty-four “Me” and White fifty-seven “Me.”

III

Black.—Ito Kotaro, fifth degree.

White.—Karigane Junichi, sixth degree.

This game was played in Tokio about January, 1907, and is a fine

illustration of the rule of “Ko.” No handicaps were given.

BLACK WHITE

1. C 4. (“Komoku.”) Black 2. Q 3.

being the weaker player,

adopts a conservative

opening.

3. D 17. 4. C 15.

5. E 3. The opening is 6. C 9. This is an unusual

conventional so far. move.

7. F 16. 8. C 17.

9. C 18. 10. D 16.

11. E 17. 12. Q 17.

13. R 15. 14. R 6.

15. R 11. 16. K 3.

17. N 17. 18. D 12. Not the best move. P

16 would have been better.

This part of the game is

generally devoted to the

general distribution of

stones.

19. P 16. White’s stone at Q 20. P 17.

17 is now shut in. If the

black stone at N 17 were

at M 17, White could have

escaped.

21. O 17. 22. S 16.

23. R 16. 24. R 17.

25. S 15. 26. S 17.

27. P 18. 28. Q 18.

29. O 19. Probably not the 30. S 19. The corner is a

best. O 15 would have had typical Go problem. White

greater possibilities. had to place this stone

very carefully in order to

provide for the necessary

two “Me.”

31. J 16. Not the best. O 15 32. Q 16.

would have been better.

33. Q 15. 34. P 15. Cutting Black’s

connection. The necessity

for a black stone at O 15

is now apparent.

35. O 16. 36. P 14.

37. R 13. 38. Q 12.

39. Q 11. 40. P 12.

41. P 11. 42. M 13.

43. R 8. Not the best move. N 44. K 16. White now commences

11 would have been more a series of moves to break

aggressive. up Black’s territory at

the top of the board.

45. K 17. 46. L 17.

47. L 16. 48. K 15.

49. L 15. 50. J 17.

51. K 18. 52. H 17.

53. L 18. 54. J 15.

55. H 16. 56. G 16.

57. H 15. 58. G 15.

59. H 14. 60. G 17.

61. J 13. 62. O 11.

63. O 10. 64. N 11.

65. N 10. 66. M 11.

67. K 12. An ineffective move; 68. B 17.

B 17 would have been

better.

69. B 18. 70. F 15.

71. F 18. Black must defend 72. A 18.

his corner, which is

already much reduced in

size.

73. G 19. 74. L 14.

75. K 14. The three white 76. M 15.

stones, J 15, K 15, and K

16 are dead. They were

sacrificed in order to

break up Black’s territory

at the top of the board.

77. M 16. 78. Q 8.

79. Q 7. 80. R 7.

81. P 8. 82. S 8.

83. Q 9. Takes. 84. R 9.

85. O 13. An effort to deprive 86. O 14.

the white group of the

necessary “Me” and to

envelop them.

87. N 13. 88. N 14.

89. L 10. 90. L 11.

91. K 10. K 11 would not do; 92. R 12.

White could break through

in that case.

93. S 12. 94. Q 13.

95. S 10. 96. R 14.

97. S 14. 98. S 13. Takes.

99. T 13. “Watari.” 100. L 12.

101. N 12. 102. M 10.

103. M 9. 104. K 11.

105. J 11. White is now shut 106. O 12. White saves his

in. group in this way because

he can get the position

called “Magari shimoku wa

me” no matter what Black

does.

107. R 4. 108. Q 4.

109. R 3. 110. R 2.

111. S 2. 112. Q 2.

113. S 5. 114. Q 6.

115. S 1. Black’s corner is 116. Q 8. Takes. “Ko.”

small, but it will surely

live.

117. P 7. 118. P 9.

119. R 8. “Ko.” 120. T 3. An effort to destroy

the corner.

121. S 3. 122. Q 8. “Ko.”

123. P 10. 124. N 4. White eventually wins

the game by means of the

territory he now maps out.

125. E 16. 126. E 15.

127. D 14. “Nozoku.” 128. D 15.

129. C 7. 130. J 10.

131. L 8. 132. H 11.

133. J 12. 134. J 9.

135. G 11. Not very good. Black 136. N 8.

should have played at K 8.

137. N 9. 138. K 8.

139. L 9. Black must play here 140. B 4.

to protect his two stones.

141. B 3. 142. D 4.

143. C 3. 144. C 5.

145. C 6. An unusual way of 146. N 6.

playing the corner.

147. L 6. 148. K 5.

149. K 6. 150. J 5.

151. J 6. 152. H 6.

153. H 7. 154. G 10.

155. F 11. 156. G 7.

157. G 6. 158. H 5.

159. G 8. 160. F 7.

161. F 8. 162. H 8.

163. J 7. Note how the center 164. F 10.

fills up without either

side getting territory

there.

165. E 8. 166. E 7.

167. E 11. 168. E 10.

169. D 11. 170. D 8.

171. D 7. 172. F 5.

173. E 5. 174. F 6.

175. C 14. 176. M 7.

177. R 8. “Ko.” A weak move. 178. B 14. White’s group is now

White’s position is safe.

already better, and Black

should play at B 14, where

he might have a chance to

kill White’s group, in the

upper left-hand corner.

179. B 13. 180. A 14.

181. C 12. 182. B 16. This is an

interesting problem. If

White plays at B 15, Black

could kill the group.

183. L 7. 184. D 5.

185. C 8. 186. D 9.

187. B 5. 188. B 6.

189. A 4. Takes. 190. D 6.

191. B 7. 192. B 8.

193. A 6. Takes. 194. F 2. Defending his large

territory on the lower

edge of the board.

195. E 4. 196. Q 8. “Ko.” Attacking

Black’s group which has

still to form the

necessary two “Me.”

197. J 8. 198. H 9. White cannot afford

to fill the “Ko” at R 8.

199. R 8. “Ko.” 200. G 18.

201. H 19. 202. Q 8. “Ko.” Returning to

the attack.

203. O 9. Takes. 204. E 6. A necessary

connection.

205. G 4. Invading White’s 206. G 5. Takes. White must do

territory. this or lose ten stones.

207. E 2. 208. G 3.

209. P 6. 210. P 5.

211. M 5. 212. N 5.

213. M 4. 214. M 3. This ends Black’s

invasion.

215. F 4. 216. Q 14.

217. R 13. “Ko.” 218. B 19. “Sente.”

219. D 18. Black must connect. 220. S 13. “Ko.”

221. R 5. 222. Q 5.

223. R 13. “Ko.” Black must win 224. J 18.

this “Ko” or lose five

stones.

225. J 19. 226. S 13. “Ko.”

227. L 4. “Sente.” 228. L 3.

229. R 13. “Ko.” Black’s group 230. H 12.

is now safe.

231. S 13. “Ko tsugu.” 232. E 13.

233. B 10. 234. B 9.

235. F 13. 236. E 14.

237. G 14. 238. H 3.

239. S 6. 240. D 3.

241. D 2. 242. C 10.

243. C 11. 244. B 11.

245. R 8. “Ko.” 246. M 6.

247. L 5. 248. Q 8. “Ko.”

249. R 1. 250. Q 1.

251. R 8. “Ko.” 252. S 7.

253. S 9. 254. Q 8. “Ko.”

255. E 12. 256. D 13.

257. R 8. “Ko.” 258. G 12. “Sente.”

259. F 12. 260. Q 8. “Ko.”

261. F 3. 262. G 2.

263. R 8. “Ko.” 264. T 4.

265. T 2. Black must defend his 266. Q 8. “Ko.”

group.

267. T 16. 268. T 17.

269. R 8. “Ko.” 270. T 6.

271. T 5. Black must stop the 272. Q 8. “Ko.”

White advance.

273. Q 19. 274. R 19.

275. R 8. “Ko.” 276. P 19. “Ko.”

277. O 18. 278. Q 8. “Ko.”

279. S 18. If Black can also 280. T 18.

play at T 19, White’s

corner is dead.

281. R 8. “Ko.” 282. N 15.

283. L 13. Purposely starting 284. K 13. “Ko.”

another “Ko.”

285. B 12. 286. L 13. “Ko tsugu.”

287. A 11. Takes. 288. Q 8. “Ko.”

289. C 13. 290. R 8. “Ko tsugu.”

291. K 9. Black must form 292. O 6.

another “Me” for this

group at once.

293. J 4. 294. H 4.

295. K 4. 296. C 2.

297. B 2. 298. E 1.

299. C 1. Takes. 300. J 3.

301. T 9. The game is 302. N 16.

practically over at this

point.

303. J 14. Taking three stones. 304. O 8.

305. T 19. Takes. 306. O 7.

307. P 9. Connecting. 308. T 15. Takes.

309. T 8. 310. C 19.

311. F 17. 312. A 13.

313. A 12. 314. A 17.

315. D 19. 316. A 19.

317. R 10. 318. A 9.

319. A 10. 320. Q 19. “Ko tsugu.”

321. A 7.

The game as published ends at this point, but there still remain moves

to be made that are not strictly “Dame.” White must kill the three

black stones at E 8, F 8, and G 8, as that portion of the board is not

quite disposed of, and “Seki” might easily occur if White plays badly.

The game might continue as follows:

BLACK WHITE

322. F 1.

323. G 13. 324. E 9.

325. H 13. 326. H 10. White must connect.

327. A 8. 328. F 9.

329. D 10. 330. G 9. White must take the

three stones.

331. D 1. Stopping White’s 332. T 16. “Tsugu.”

advance.

The following moves are strictly “Dame”: F 14, H 18, M 8, O 15, T 14.

Either side can fill these “Me.”

The following stones are dead and can now be removed:

White.—K 8, L 17, T 3, T 4. Black.—N 12, N 13, O 13, S 18.

White wins by four stones. After the dead stones are used to fill up

the vacant spaces, and the board is rearranged, it will be found that

White has fourteen “Me” and Black ten “Me.”

More than the usual number of moves were made in this game.

IV

Plate 16

White.—Hirose Heijiro, fifth degree.

Black.—Nagano Keijiro, fourth degree.

Black has a handicap of two stones. (D 4 and Q 16.)

Played March, 1907, in Tokio. Both players were of the Hoyensha School.

When this game was published, it was annotated by Mr. Iwasaki Kenzo,

and I have translated his annotations; these are indicated by the

initials “I. K.”

WHITE BLACK

1. R 4. 2. C 16.

3. E 17. 4. D 15.

5. C 11. To prevent Black 6. C 7. P 3 would have been

forming territory on the better. (Iwasaki Kenzo.)

left side.

7. O 3. 8. R 10. This move is called

“Moku Shita.” It is one of

Murase Shuho’s inventions.

9. R 14. White breaks into 10. R 6.

Black’s territory at once.

11. O 17. 12. O 16. These moves will be

found in the chapter on

“Joseki.”

13. N 16. 14. O 15.

15. P 17. 16. Q 17.

17. Q 13. White must look out 18. R 15. This move secures

for the stone at R 14. the corner, and at the

same time protects the

connection of Black’s

stones on lines O and Q.

“Ikkyo ryo toku.”

19. O 13. 20. N 14.

21. L 17. Replies to Black’s 22. Q 14.

last move.

23. S 14. 24. F 16.

25. G 17. 26. S 15. Secures the corner.

27. P 10. 28. Q 8. P 6 would have been

better. (I. K.)

29. C 14. 30. D 14.

31. C 13. 32. D 12. Not the best move. M

3 would have been better.

(I. K.)

33. D 11. 34. E 12.

35. E 11. 36. F 11.

37. F 12. White cuts off. This 38. F 13. G 14 would have been

is an aggressive move. better. (I. K.)

39. G 12. 40. F 10.

41. G 13. 42. F 14.

43. D 8. White provides an 44. H 15. H 14 was better, as

escape for stones on line White dare not cut off at

11. G 14. (I. K.)

45. H 10. 46. F 8.

47. D 7. 48. C 6.

49. D 6. 50. D 5.

51. F 6. 52. H 9. Black must provide an

exit for his stones on

line E.

53. J 10. White cannot risk 54. H 8.

jumping farther.

55. H 17. Not good. K 8 would 56. K 8. Black promptly

have been better. (I. K.) escapes.

57. C 8. Good, but not the 58. L 10. Black commences an

best. M 12 would have attack on White’s five

helped the white stones stones.

near the center.

59. J 14. White retreats. 60. J 15.

61. L 14. 62. L 15.

63. L 12. 64. J 12. This is a “Sute

ishi,” but it greatly aids

Black’s attack.

65. K 12. Not a good move. By 66. K 15.

reason of this Black’s

sixty-eighth move is made

possible. (I. K.)

67. J 13. Another move which 68. K 17. Attacks White’s

arrests the development of stones at the top of the

the game. (I. K.) board.

69. K 18. 70. L 18.

71. J 17. 72. M 17.

73. K 16. Takes. 74. L 16. Black’s attack on

the upper right-hand

corner is now well

developed.

75. P 8. White abandons the 76. P 7.

field and plays elsewhere.

77. O 8. 78. H 5.

79. F 4. 80. H 3.

81. F 2. 82. D 2.

83. F 7. White perfects his 84. M 3.

connection.

85. Q 9. 86. R 9.

87. Q 7. 88. R 8.

89. P 6. 90. M 5. Black enlarges his

territory at the bottom of

the board.

91. O 7. Takes. 92. S 5. Forming “Me” for the

side group.

93. C 18. Stronger than C 17. 94. K 17. Takes in “Ko.”

95. S 4. 96. R 12.

97. P 14. 98. Q 15.

99. R 13. 100. T 4.

101. L 17. Takes in “Ko.” 102. M 18.

103. K 3. Invading Black’s 104. L 4.

territory. White can

connect on either side.

105. H 2. 106. G 3.

107. J 3. 108. J 4.

109. G 2. 110. M 7.

111. E 2. 112. C 3. If Black plays at D

3, White could reply at D

1 with the “Sente.”

113. L 8. Threatening Black’s 114. K 9.

territory. If Black

defends, White can connect

somewhere.

115. J 6. 116. H 6.

117. L 6. White’s attack on 118. L 7.

this territory is very

fine.

119. K 4. 120. K 5.

121. J 5. 122. K 6.

123. H 4. Takes. 124. S 3.

125. R 3. 126. S 2.

127. J 7. 128. M 9. Black cannot neglect

this—the whole center of

the board might be lost.

129. R 2. 130. H 7.

131. T 15. 132. S 17. Better than T 16, as

it provides for “Me” in

the corner.

133. S 12. 134. S 11.

135. L 19. 136. K 17. Takes in “Ko.”

137. N 9. 138. N 8.

139. L 17. Takes in “Ko.” 140. M 16.

141. N 7. 142. M 8.

143. B 17. 144. B 16.

145. B 8. 146. M 12. Threatening to

surround the ten white

stones in the center.

147. E 9. 148. F 9.

149. K 14. Forming “Me” for 150. G 11.

group in center.

151. H 11. 152. H 14.

153. M 11. 154. H 13.

155. H 12. 156. M 13.

157. L 11. 158. S 1. This move is worth

five or six points.

159. B 6. B 5 might have been 160. B 5.

more aggressive.

161. B 7. 162. C 5.

163. N 5. 164. N 6.

165. N 4. 166. L 2.

167. N 2. 168. M 2. Otherwise White would

play at L 3.

169. G 5. 170. A 13. This stone is

connected with stone at B

16. This move often

occurs.

171. B 12. 172. D 17.

173. E 18. 174. Q 12.

175. P 12. 176. T 16.

177. E 16. 178. E 15.

179. R 5. 180. S 7.

181. R 1. 182. Q 6.

183. Q 5. This part of the 184. M 19.

board is now completed.

185. A 5. 186. A 4.

187. A 6. 188. B 4.

189. M 4. 190. L 3.

191. K 2. 192. K 19. Takes.

193. J 19. 194. K 17. Takes in “Ko.”

195. L 19. Takes in “Ko.” 196. F 17.

197. F 18. 198. D 18.

199. C 17. 200. D 16.

201. D 19. “Watari.” 202. E 10.

203. D 10. 204. E 8.

205. M 10. 206. Q 10.

207. K 10. 208. L 9. Takes.

209. P 9. 210. L 13.

211. K 13. 212. N 12.

213. M 14. 214. N 13.

215. N 11. 216. O 12.

217. O 11. 218. O 14.

219. P 13. 220. D 9. Takes.

221. C 9. 222. Q 11.

223. P 11. 224. J 16. Takes.

225. G 16. 226. F 15.

227. N 3. 228. M 6.

229. T 14. 230. T 12.

231. T 13. 232. S 13. Takes.

233. P 15. 234. P 16.

235. S 12. Takes in “Ko.” 236. T 11.

237. E 3. 238. O 6.

239. O 5. 240. A 17.

241. A 18. 242. A 16.

243. A 12. 244. B 14.

245. B 13. 246. A 14.

247. D 3. 248. C 2.

249. M 15. 250. N 15.

Black wins, the report says, by “Ichi ban,” which means anything up to

ten “Me.” According to my continuation, Black won by seven “Me.”

V

Plate 17

This is a game between a Japanese player and a beginner. It is inserted

solely to show the character of the mistakes which beginners are likely

to make. Such errors never occur in games between good players, and

therefore this game may be more useful to a novice than the games

contested between players of greater skill.

Played May 7, 1907.

Black has a handicap of five stones.

WHITE BLACK

1. C 14. 2. E 3. Bad; too close to the

handicap stone. Besides it

is better to respond to

White’s attack in the same

part of the board.

3. O 3. 4. C 15. This would be too

conservative if the

players were anything like

equal.

5. R 14. 6. D 6. Much better to play

in one of the right-hand

corners. C 6 would be

better also.

7. F 17. 8. P 3. O 4 is much better.

9. R 6. 10. Q 14.

11. S 16. This would not be 12. O 4. Black should reply to

played against a good White’s last move.

player.

13. N 3. 14. D 8. Unnecessary; much

better to play in one of

the threatened corners.

15. C 3. 16. C 4. B 4 would be better.

17. B 3. 18. D 2.

19. D 3. 20. E 2.

21. B 5. 22. B 4.

23. A 4. 24. C 2.

25. B 8. 26. D 5. Over cautious.

27. C 7. 28. D 7. Unnecessary; Black

could gain a decisive

advantage at B 6.

29. B 6. 30. C 8. Too near the White

line, a common mistake of

beginners.

31. B 9. 32. B 2.

33. A 3. 34. C 9. Too near; Black can

jump one or two spaces

with much better effect.

35. C 10. 36. D 10.

37. C 11. 38. D 14.

39. C 13. 40. D 12. At this point

Black’s position is good

enough, as his line on D

is very strong.

41. C 17. 42. B 14.

43. B 13. 44. C 12. Black gains very

little by this.

45. B 12. 46. B 15.

47. D 17. 48. B 16. Very bad; Black has

the whole board to gain

ground in elsewhere.

49. E 16. 50. D 15. If Black feels he

must play here, D 13 is

better.

51. D 13. 52. E 13.

53. E 12. 54. D 11.

55. F 13. 56. E 14.

57. G 12. 58. E 11.

59. F 12. 60. F 11. If Black hopes to

save his group in the

upper left-hand corner, he

must escape toward the

center at this point.

61. F 14. Black’s group is now 62. A 14. Black cannot

hopeless. possibly form “Me”; this

move is merely wasted.

63. J 3. 64. E 9. Too cautious.

65. G 3. 66. H 11.

67. G 11. 68. F 10. Black forms “Me” in

this group long before it

is threatened, while he

might gain ground

elsewhere.

69. G 10. 70. A 16. Another lost move.

71. F 4. 72. E 4.

73. G 8. 74. G 9.

75. H 9. 76. F 9.

77. H 10. 78. F 8.

79. G 7. 80. F 6.

81. G 6. 82. G 5. Should have been

played at F 5.

83. F 5. 84. J 10. Black should play

nearer the edge of the

board. J 10 is radically

wrong.

85. K 8. 86. H 13. Black tries to form

a living group in the

center without support;

this can seldom be done.

87. H 12. 88. J 11.

89. J 13. 90. H 8.

91. J 8. 92. H 7. These stones are

hopeless from the start.

Black should play in the

right-hand corners.

93. H 6. 94. J 7.

95. L 7. 96. J 6.

97. H 5. 98. J 5.

99. G 4. Takes. 100. J 9.

101. M 6. 102. N 5. M 5 would be much

better.

103. M 5. 104. K 4. Black adds more

stones to his already

hopeless group. This is

one of the commonest

mistakes.

105. M 4. 106. J 12. Black should jump to

the right, say at M 11.

107. K 13. 108. G 14. F 15 might have

helped Black.

109. F 15. 110. H 4.

111. J 4. 112. F 7.

113. H 3. Takes. 114. E 6. Unnecessary. Black

should play somewhere in

the unoccupied portion of

the board.

115. M 12. 116. A 13. Wholly wasted unless

Black were an expert.

117. B 11. 118. B 17.

119. B 18. 120. C 18.

121. D 18. 122. A 18.

123. C 19. Takes. 124. C 6.

125. B 7. 126. K 12. Like all beginners,

Black keeps his stones too

close together. M 10 would

be better.

127. L 13. 128. L 12.

129. M 10. 130. M 11.

131. N 11. 132. L 11.

133. N 13. 134. L 10. Black again adds

stones to a dead group.

135. M 9. 136. L 8.

137. M 8. 138. L 9.

139. K 7. 140. O 6.

141. P 5. 142. O 2. S 4 would have been

much better.

143. N 2. 144. N 1. Black overlooks that

he must connect at P 2.

This is a common error of

novices.

145. P 2. 146. J 14.

147. K 16. 148. J 16.

149. K 17. 150. K 15. Black tries to form

another living group. His

only chance was near Q

14–Q 16.

151. L 15. 152. L 14.

153. M 14. 154. K 14.

155. M 13. 156. M 15.

157. L 16. 158. G 16. Black again adds to

a hopeless position.

159. G 17. 160. H 17.

161. G 15. 162. H 15. Black thinks he has

the necessary “Me.” Two of

them, however, are

“Kageme.”

163. H 18. 164. J 18.

165. J 17. 166. G 18.

167. H 16. Takes, “Ko.” 168. A 2. Black plays this

correctly.

169. A 5. 170. H 17. Takes, “Ko.”

171. H 19. 172. K 18.

173. H 16. Takes, “Ko.” 174. L 18.

175. H 17. “Ko tsugu.” 176. M 17. Black has a chance

to make some territory in

this part of the board.

177. O 17. 178. N 16.

179. Q 17. 180. O 15.

181. P 16. 182. Q 15.

183. P 15. 184. R 17.

185. R 16. 186. Q 18.

187. P 17. 188. R 15.

189. S 17. 190. R 13.

191. S 14. 192. P 14.

193. S 15. 194. O 13. Black should live,

although he has gained

little space.

195. N 14. 196. P 12. Black should have

occupied O 14.

197. O 14. Black’s groups are 198. N 18.

now separated.

199. O 18. 200. P 18.

201. R 18. Takes. 202. O 12.

203. N 12. 204. E 15. This is pure waste.

205. M 19. If Black had played 206. E 17.

here his group would have

lived.

207. E 18. Takes. 208. A 12.

209. A 11. 210. O 16. Too late; this group

is hopeless now.

211. Q 11. 212. Q 12.

213. R 11. 214. O 11.

215. O 10. 216. Q 2.

217. O 1. Takes. 218. M 1. This is nonsense;

Black might still save the

corner by correct play.

219. P 4. 220. Q 3.

221. Q 5. 222. M 2. If Black played at S

5 he would still have a

chance.

223. R 4. 224. O 5.

225. P 10. 226. R 12.

227. F 2. 228. F 1.

229. G 1. 230. E 1.

231. F 3. 232. C 1. Black wastes one of

his few vacant spaces.

233. R 3. 234. N 19.

White permits Black to 235. L 17.

play again.

White permits Black to 236. J 19.

play again.

237. L 19. 238. M 18.

White permits Black to 239. P 19.

play again.

White permits Black to 240. N 17.

play again.

White permits Black to 241. R 19.

play again.

242. S 19. 243. O 19.

244. R 17.

“Dame”—E 5 and C 5. White wins by one hundred and ninety-seven spaces

and eighty-eight stones.

VI

Plate 18

White.—Inouye Inseki.

Black.—Yasui Shintetsu.

Played December, 1835. No handicaps were given. This game is from a

Japanese work called “Kachi Sei Kioku.” The notes are taken from

Korschelt, and as in the previous instance involve the repetition of

some things that have been touched on in the preceding chapters.

BLACK WHITE

1. R 16. 2. D 17.

3. Q 3. 4. P 17.

5. C 4. 6. C 14. Just as good as D

15, which we already know.

7. Q 5. This may be the best 8. Q 14.

play under the

circumstances. The secure

position Q 3-Q 5 supports

the advance posts at C 4

and R 16 in equal measure.

9. P 16. 10. Q 16.

11. Q 15. 12. Q 17.

13. P 15. 14. R 15.

15. R 14. 16. S 15.

17. Q 13. 18. N 17. The eighth stone

played at Q 14 cannot be

saved. If White attempts

to save it, the following

would be the continuation:

B. W.

P 14

O 14 P 13

P 12 O 13

N 13 O 12.

O 11 etc.

The Game of Go: The National Game of Japan · 第 8 / 9 章