If White had had an

opportunity of placing a

stone on the line of

retreat at say E 3, then

White could have saved No.

8. (This has already been

explained in defining the

Japanese expression

“Shicho.”)

19. P 14. Takes. S 14 probably 20. S 16.

would have been better,

because it would have

retained the “Sente” for

Black; that is to say, a

play which the opponent is

compelled to answer, or

otherwise sustain too

great a loss. Had Black

played at S 14, White must

have answered at S 16, in

order not to lose the

stones at R 15-S 15, and

also the corner, which is

worth about fourteen “Me.”

To White’s play at S 16

Black would probably have

answered at R 12 and thus

obtained a secure

position.

21. R 9. 22. E 3.

23. J 3. 24. D 5. This is analogous to

No. 8, but it is not

advanced so far because

Black has already occupied

J 3.

25. C 5. 26. D 6.

27. C 6. 28. D 7.

29. C 7. 30. D 8.

31. C 9. 32. L 3. White has established

the long line on D and

allowed Black a large

territory in order to be

able to occupy L 3. If he

had played there

immediately in answer to

Black’s twenty-third move,

then either L 3 or E 3

would have been in great

danger.

33. D 3. 34. D 2.

35. C 2. 36. D 4.

37. C 3. 38. L 5.

39. F 3. 40. F 2.

41. E 4. Black compels White 42. E 2.

to take 41, in order to

make good his escape.

43. G 3. 44. F 4.

45. G 4. 46. F 5.

47. G 5. 48. K 2.

49. F 6. “Sente.” 50. E 5. Takes.

51. J 2. 52. H 7.

53. H 6. 54. G 7.

55. J 7. 56. P 3.

57. P 4. 58. O 3.

59. Q 2. 60. O 4.

61. O 5. 62. N 5.

63. O 6. 64. K 7. An interesting attack

that determines the course

of the game for a long

time. 65, J 8, would mean

abandoning the position on

G–J (26 “Me”), but it

would give an opportunity

for a bold attack. If

Black played 65, J 6, his

stones would scarcely

survive.

65. K 3. “Sente.” White must 66. L 2.

reply to it, or he would

find himself without the

necessary “Me” in that

group.

67. K 6. 68. J 8.

69. L 6. 70. J 6. Takes.

71. K 5. Avoids “Ko” and 72. N 6.

nevertheless assures a

connection.

73. L 7. 74. K 4. Is played for the

same reason as No. 66.

75. J 5. 76. N 7.

77. K 8. 78. J 7.

79. O 7. 80. N 8.

81. L 9. 82. J 10.

83. O 8. 84. N 10.

85. K 11. 86. R 10. Now the effect of

the mistake at move 19

begins to be apparent.

87. Q 10. 88. Q 11.

89. R 11. 90. R 12.

91. S 10. Takes. 92. S 11.

93. R 10. Q 12 would probably 94. M 11. This move separates

have been better; at all P 14 from K 11, and is at

events it would have been the same time “Sente” as

surer, because it assures regards the black stones

the connection by way of P near K, because if Black

11 after White has taken. does not answer, these

If White does not take, stones would be cut off by

but plays at P 11, his W-K 10. Moves Nos. 98,

stones on the edge of the 100, and 102 isolate the

board will die. black stones in the

neighborhood of P 14.

95. L 11. 96. Q 12.

97. L 14. 98. L 13.

99. K 13. 100. M 13.

101. K 14. 102. M 14.

103. S 14. 104. S 13.

105. T 15. 106. N 15.

107. O 11. It is certain that 108. O 12.

either the eight black

stones or the five white

stones must die, and on

this depends the result of

the game, because it would

make a difference of about

40 “Me.”

109. P 12. 110. P 11.

111. O 13. 112. N 12.

113. O 10. 114. P 13. Takes, “Ko.”

115. M 16. 116. T 16.

117. T 14. 118. O 16.

119. P 12. “Ko.” 120. J 12.

121. K 12. 122. P 13. “Ko.”

123. R 17. 124. S 17.

125. P 12. “Ko.” 126. R 13.

127. P 10. 128. P 13. “Ko.”

129. D 16. 130. C 16.

131. P 12. “Ko.” 132. T 13.

133. Q 14. Connecting. 134. P 13. “Ko.”

135. S 18. 136. R 18. Takes.

137. P 12. “Ko.” 138. K 9.

139. L 8. 140. P 13. “Ko.”

141. E 17. 142. P 12. Connecting. White

would have had another

“Ko” at M 10.

143. C 17. 144. D 18.

145. C 15. 146. B 16.

147. E 18. 148. C 18.

149. B 15. 150. D 15.

151. E 16. 152. B 17. Takes. The series of

moves from 143 to 152

should be carefully noted,

as they frequently occur.

153. B 14. 154. C 13.

155. B 13. 156. C 12.

157. B 12. 158. C 11.

159. F 14. “Sente.” 160. D 14.

161. B 11. 162. C 10.

163. B 9. Is not played at B 10 164. D 9. It would have been

in order to retain the better to play at K 17.

“Sente” without conceding

too great an advantage.

165. K 17. 166. H 14.

167. G 13. 168. H 13.

169. G 11. 170. G 14.

171. F 15. 172. J 11.

173. E 11. 174. F 12.

175. G 12. 176. E 12.

177. F 11. 178. E 10.

179. D 11. 180. D 10.

181. D 12. 182. H 16.

183. H 17. 184. G 17.

185. J 17. 186. E 13.

187. F 13. 188. G 16.

189. G 18. 190. G 6.

191. M 17. 192. P 2.

193. P 1. 194. O 1.

195. Q 1. 196. L 4.

197. N 18. 198. G 2. “Sente.” It threatens

the three black stones on

J and K.

199. H 5. 200. O 18.

201. M 18. 202. B 10.

203. A 10. 204. C 1.

205. B 1. 206. D 1.

207. B 2. 208. F 10. C 8 ought to have

been occupied first.

209. G 10. 210. G 9.

211. T 11. 212. T 12.

213. S 12. Takes. 214. C 8.

215. B 8. 216. S 11. “Ko.”

217. T 10. 218. E 19.

219. F 19. 220. F 17.

221. F 18. 222. M 15.

223. L 15. 224. J 15.

225. N 16. 226. O 17.

227. H 10. 228. H 9.

229. K 10. 230. J 9.

231. M 6. 232. O 9.

233. P 9. 234. N 9.

235. M 5. 236. M 4.

237. O 19. 238. P 19.

239. N 19. 240. A 15.

241. A 14. 242. A 16.

243. H 2. 244. J 4.

245. L 12. 246. M 12.

247. G 1. 248. F 1.

249. H 1. 250. K 16.

251. L 16. 252. K 1.

253. S 12. “Ko.” 254. C 19.

255. S 11. Connecting. 256. D 19.

White wins by seven stones.

VI

“JOSEKI” AND OPENINGS

From the earliest times the Japanese have studied the opening of the

game. Especially since the foundation of the Go Academy there have been

systematic treatises on this subject, and for keen and thorough

analysis, these treatises have nothing to fear from a comparison with

the analogous works on Chess openings. There is, however, a difference

between the opening of the game in Chess and the opening in Go, because

in the latter case the play can commence in each of the four corners

successively, and therefore, instead of having one opening, it might be

said that there are four.

The Japanese masters usually overcome this difficulty by treating a

corner separately, as if it were uninfluenced by the position or the

possibility of playing in the adjacent corners, and in their treatises

they have indicated where the first stones in such an isolated corner

can advantageously be played. These stones are called “Joseki.” As a

matter of fact, these separate analyses or “Joseki” differ slightly

from the opening of the game as actually played, because it is

customary in opening the game to skip from one corner to another, and

the moment a few stones are played in any corner the situation in the

adjacent corners is thereby influenced. It is due to this fact also

that in their treatises on the “Joseki” the Japanese writers do not

continue the analysis as far as we are accustomed to in our works on

Chess. While this method of studying the openings persists to the

present time, one of the greatest of the Japanese masters, Murase

Shuho, compiled a series of openings which correspond more closely to

our Chess openings; that is to say, the game is commenced, as in actual

play, all over the board, and is not confined to the study of one

corner as in the case of the conventional “Joseki.” Korschelt, in his

work on the game, inserts about fifty of these openings by Murase

Shuho, with notes that were prepared by the Japanese master especially

for the use of foreigners, and I have selected a few of these in

addition to the collection of “Joseki” which we will first consider.

The work from which my “Joseki” have been selected was compiled by

Inouye Hoshin, and published in November, 1905. It was originally

written for the “Nippon Shimbun,” a newspaper published in Tokio. Of

course, the annotations accompanying these “Joseki” are not the

original ones from the Japanese text. Many of the things which I point

out would be regarded as trite and obvious to a good player, and my

annotations are intended solely to aid beginners in understanding some

of the reasons for the moves given. It must also be understood that the

series of “Joseki” which I have inserted falls far short of

completeness. In a Japanese work on the game there would be at least

five times as many.

Although the “Joseki” have been studied by the Japanese masters from

the earliest times, it does not mean that the ordinary player in Japan

is familiar with them; just as in this country we find a majority of

Chess players have a very limited acquaintance with the Chess openings,

so in Japan many players attain a fair degree of skill without a

thorough acquaintance with the “Joseki.” It would certainly very

greatly aid the beginner in attaining proficiency if he were to study

these examples, and follow them as nearly as possible in actual play.

It would seem to us that in compiling a work on “Joseki,” or openings,

we would commence with the openings where no handicap is given, and

later study those where there were handicaps; it is another instance of

the divergent way in which the Japanese do things that they do just the

opposite, and commence their treatises with the study of openings where

handicaps are given. Inasmuch as this is a book on a Japanese subject,

I shall follow their example and shall commence the study of “Joseki”

in games where Black has a handicap.

As we have already seen, the handicap stone is always placed on a

certain fixed point, which is the fourth intersection from the edge of

the board in each direction, and White has five recognized methods of

playing his first stone in relation to such handicap stone. These are

called “Kogeima kakari,” “Ogeima kakari,” “Daidaigeima kakari,” “Ikken

taka kakari,” “Nikken taka kakari.” We shall take up examples of these

in their order.

I

Handicap

Plate 19 (A)

WHITE BLACK

1. R 14. “Kogeima kakari.” 2. N 17. This move supports

This is the most usual the handicap stone and

move for attacking the also gains as much ground

corner. The purpose of as possible for Black.

White’s first move is to Beginners would generally

lay a basis for future find O 17 more safe and

aggression; he cannot, of conservative.

course, play in the corner

immediately, neither can

he play nearer the black

stone with advantage.

3. R 17. This is a direct 4. R 16. Black plays to

attack on the corner. prevent the connection of

White can either connect the white stones.

with his first stone or

form a living group in the

corner.

5. S 16. White threatens to 6. S 15. Black breaks the

connect. connection by this move.

7. S 17. White cannot play at 8. R 15. Black also must

R 15 at this time because connect. Beginners are

he would lose the stone at prone to neglect these

S 16. necessary connecting

moves.

9. P 18. Since White cannot 10. P 17. Black plays to

connect, he must play to connect his stones, and at

form two “Me” in the the same time confines

corner. White to the corner.

11. Q.17. White makes his 12. O 17. Black must connect

corner as large as to prevent White’s escape.

possible. This move is

also “Sente,” because it

threatens to break through

Black’s line.

13. S 14. White threatens 14. T 14. Prevents “Watari.”

“Watari,” and again Black

must reply at once.

(“Sente.”)

15. Q 14. To confine Black’s 16. P 15. An important

group and prepare for defensive move. Otherwise

territory on the right White could almost envelop

side of the board. the black stones.

Even game. White has a small territory in the corner, but Black has

greater possibility of expansion.

II

Handicap

WHITE BLACK

1. R 14. 2. N 17.

3. R 17. 4. R 16.

5. Q 17. In place of trying 6. P 16. Black prevents White

to connect as before, from getting out.

White threatens to extend

in the other direction.

7. S 16. Threatens to connect 8. S 15. Black stops it

again. again.

9. S 17. 10. R 15.

11. O 18. White again must 12. O 17.

form “Me” in the corner.

13. N 18. White extends as far 14. M 18. Black stops the

as possible. advance.

15. P 17. White must look out 16. M 17. Black must connect.

for the safety of the

stones at N and O 18.

17. P 14. To prevent Black’s 18. O 14. Black extends as far

extension and form a basis as he can.

for territory on right

side.

19. O 13. 20. N 14.

Again White has the corner and Black has better opportunities for

expansion.

III

Handicap

Plate 19 (B)

WHITE BLACK

1. O 3. 2. R 7.

3. Q 3. This variation is 4. R 3.

called “Kiri Kaeshi.” This

move does not attack the

corner so aggressively as

the preceding examples.

5. R 4. This is the 6. Q 5. This is an important

characteristic move of move for Black; if he

this variation. plays elsewhere, he will

get a bad position.

7. R 2. White threatens the 8. S 3.

black stone. If Black

defends White can divide

the corner.

9. P 2. “Kake tsugu.” If 10. S 2. Formerly S 4 was

White does not make this given as Black’s move, but

move, Black will get the it is not so good, because

“Sente” with a superior White replies at R 8 with

position. a fine attack.

11. S 1. White cannot neglect 12. R 5.

this move. If Black were

allowed to play at R 1, he

would get the better game.

In this opening the corner is about evenly divided.

IV

Handicap

WHITE BLACK

1. R 14. 2. N 17.

3. P 14. Preparing for “Kiri 4. R 11. Called “Tenuki.” Not

Kaeshi” on the other side necessarily played at R

of handicap stone. 11. The word means that

Black “draws out” and

plays in another part of

the board.

5. P 16. 6. P 17.

7. Q 17. “Kiri Kaeshi.” The 8. R 17.

effect of this move is

generally to divide the

territory.

9. Q 18. 10. R 18.

11. P 18. 12. O 17.

13. R 16. 14. Q 15.

15. S 18. 16. R 15.

17. S 16. 18. S 15.

19. S 17. 20. P 15.

White has the corner, but Black has better chances to make territory

later.

V

Handicap

Black is supposed to have another handicap stone at D 4.

Plate 19 (C)

WHITE BLACK

1. C 14. “Kogeima.” 2. F 16. “Ikken taka hiraki.”

This “Joseki” was an

invention of Murase Shuho.

3. H 17. White confines 4. C 11. Black prepares to

Black’s advances. get territory on left side

of the board.

5. B 16. White plays to take 6. D 14.

the corner.

7. C 15. 8. D 13. Better than D 15, as

it confines White more

effectively.

9. C 17. 10. D 17.

11. H 15. 12. C 16.

13. B 18. 14. C 18.

15. B 17. 16. C 13. A very good move; it

shuts White in the corner

and assures Black a large

territory on the left side

of the board.

This opening might be continued as follows:

WHITE BLACK

17. D 18. 18. E 18.

19. C 19. Takes. 20. D 7.

or

17. C 6. 18. D 18.

19. B 13. 20. B 12.

21. B 14. 22. C 8.

VI

Handicap

Black is supposed to have stones at O 4 and Q 4 also; these are called

“Shiki ishi.”

WHITE BLACK

1. F 3. “Kogeima.” 2. H 3. By this move Black at

once attacks the white

stone and also prepares to

connect with the stone at

O 4.

3. F 5. White must get out 4. L 3. “Tenuki”; that is, it

towards the middle of the has nothing to do with the

board. corner in dispute; Black

feels he has an

opportunity to take

territory. It is

interesting to note that

if the “Shiki ishi” at O 4

were at N 3, then Black

would play No. 4 at H 5.

5. D 6. White attacks the 6. D 2. This is an important

handicap stone. defensive move.

7. E 2. 8. B 5. Black tries to

escape.

9. B 6. 10. C 6.

11. C 5. C 7 would be good 12. C 7.

also.

13. B 4. 14. D 5.

15. C 4. 16. C 3.

17. B 7. 18. C 8.

19. E 6. White must support 20. A 5. This is a very well

stone at D 6. considered move for Black.

21. A 4. 22. B 3.

23. A 6. Takes two. 24. B 8.

25. A 3. The corner is now an 26. B 2.

example of “Semeai”; the

question is which side can

kill the other first.

27. A 2. 28. B 1.

29. D 1. 30. A 8. If Black plays at C

1, the corner will become

“Seki,” as it is, the

white group is dead.

Black has much the best of this variation.

VII

Handicap

Black is supposed to have a handicap stone at Q 4 also.

Plate 19 (D)

WHITE BLACK

1. F 3. 2. F 4. “Tsuke te.” Again

Black takes the aggressive

from the start.

3. G 4. 4. F 5.

5. E 3. 6. D 3.

7. G 5. 8. G 6.

9. J 5. White’s best move. 10. D 6.

Black has the better position.

VIII

Handicap

Plate 20 (A)

WHITE BLACK

1. O 17. “Kogeima.” 2. O 16. “Tsuke te.”

3. N 16. 4. O 15.

5. Q 17. 6. P 17.

7. P 18. 8. P 16.

9. N 18. 10. R 17.

11. Q 18. 12. N 15.

13. M 16. 14. R 10. Black abandons stone

at R 17 in order to get

territory; an amateur

might be tempted to play

No. 14 at R 18, but in

that case White could

spoil Black’s chance to

get space on the right

side of the board.

15. R 16. 16. R 15.

17. S 16. 18. S 15.

19. S 17. 20. P 10.

White has the corner, but Black has practically secured a large

territory on the right.

IX

Handicap

WHITE BLACK

1. R 14. 2. Q 14. “Tsuke te.”

3. Q 13. 4. P 14.

5. O 17. White attacks from 6. R 15.

the other side also.

7. R 13. 8. P 18.

9. N 16. 10. S 14.

Black has the corner. White has a chance on both sides.

X

Handicap

WHITE BLACK

1. R 14. “Kogeima.” 2. Q 14. “Tsuke te.”

3. Q 13. 4. P 14.

5. O 17. White attacks from 6. O 16. Black responds from

the other side as before. the outside as in the case

of move No. 2.

7. P 17. 8. Q 17.

9. P 16. 10. R 13.

11. R 15. 12. Q 15.

13. R 12. 14. S 13.

15. S 12. 16. N 17.

17. N 16. 18. O 15.

19. M 17. 20. N 18.

21. M 18. 22. N 13.

23. M 16. 24. T 13.

25. Q 12. 26. S 15.

Black has the corner and also an outlet to the center. White has a

chance to form territory on both sides. Black’s position is preferable.

XI

Handicap

Black is supposed to have a stone at D 4 also.

Plate 20 (B)

WHITE BLACK

1. R 6. 2. K 3. This move is an

invention of Murase Shuho;

it would not be played

unless Black had a stone

at D 4. Black’s intention

is to develop territory in

either corner depending on

the nature of White’s

attack.

3. O 3. White attacks the 4. Q 6.

right-hand corner from

both sides.

5. Q 7. 6. P 6.

7. R 3. This is a direct 8. R 5. Black must play here

attack on the corner. before playing at Q 3. It

also gives Black the

“Sente.”

9. R 7. White must connect. 10. Q 3.

11. Q 2. 12. S 2. This is a clever

move. Amateurs would be

tempted to play at P 2,

which would be very bad

for Black, as White would

then get the entire right

side.

13. R 2. 14. S 3. Secures Black’s

connection with R 5.

15. M 3. White must extend his 16. K 5. Black plays to shut

boundaries or his stones in White as much as

will die. possible; he also supports

his stone at D 4.

Black has the better game.

XII

Handicap

Plate 20 (C)

WHITE BLACK

1. C 13. “Ogeima Kakari.” 2. C 15. This is to prevent

This is another method of White from playing at B

commencing the attack; it 16.

does not attack the corner

so directly, but it gives

White a better chance on

the sides or center.

3. G 17. White attacks from 4. E 17. Preventing White

the other side in the same from entering at D 18;

way. this secures the corner

for Black.

5. C 17. This is a “Sute 6. B 16.

ishi” or sacrificed stone.

White threatens to connect

it with one side or the

other.

The game is about even; if White does not play at C 17 on the fifth

move, Black gets much the better of it.

XIII

Handicap

WHITE BLACK

1. N 17. “Ogeima Kakari.” 2. P 17. Preventing the entry

at Q 18.

3. R 14. White attacks the 4. S 15. Very important move

other side with “Kogeima.” for Black; if Black makes

a move elsewhere at this

point (“Tenuki,”) White

gets much the better of

it.

XIV

Handicap

Plate 20 (D)

WHITE BLACK

1. C 7. 2. C 5.

3. G 4. “Nikken taka kakari.” 4. E 2. A very important

This is another method of move; if Black plays

attacking from the other “Tenuki,” White can at

side. once enter the corner.

Suppose Black does not play No. 4, E 2, but plays elsewhere, then the

following continuation might occur:

WHITE BLACK

4. “Tenuki.”

5. D 2. 6. E 3.

7. E 2. 8. F 3.

9. G 3. 10. F 2.

11. G 2. 12. G 1.

13. C 3. 14. B 4.

15. B 3. 16. D 6. Black must get out

toward the center.

17. B 6. Threatening “Watari.” 18. B 5.

19. H 1. 20. F 1.

21. B 1. By means of this move

the white stones in the

corner live.

White has the better of it.

XV

Handicap

WHITE BLACK

1. N 17. 2. P 17.

3. Q 14. This is another 4. O 15. Black plays to get

method of attack, called out toward the center, as

“Ikken taka kakari”; it White’s third move does

does not give White a base not menace the corner.

for attacking the corner

immediately.

5. N 15. White also plays out 6. N 14.

toward the center,

otherwise Black would shut

him in at M 16.

7. M 15. 8. P 13. Amateurs might play

at O 14; the text move

protects the connection

and extends also.

9. Q 13. 10. P 12.

11. R 11. Beginners might play 12. M 14.

at Q 12; this is always

bad play.

13. L 15. 14. S 15. Protecting the

corner against the white

stone at Q 13.

Even game.

XVI

Handicap

Plate 21 (A)

WHITE BLACK

1. M 17. “Daidaigeima”; not 2. O 17. Black defends the

so much used as the other corner from that side.

attacks.

3. R 14. “Kogeima.” White 4. S 16. Black again prevents

attacks from the other the advance into the

side. corner.

5. P 16. White threatens the 6. P 15. P 17 looks like the

connection between the obvious defense, but this

handicap stone and No. 2, would shut Black in the

otherwise Black would play corner and give White the

at R 12, with the better game.

advantage.

7. P 17. 8. Q 17.

9. O 16. 10. P 18.

11. O 18. 12. O 15.

13. N 16. Much better than 14. Q 13. This attacks the

immediately taking the white stone at R 14; it

single black stone. also defends the

connection at Q 15.

15. R 12. Much better than R 16. R 13.

13; in that case White

would lose both stones.

17. S 13. 18. Q 14.

Black has the better of it.

XVII

Handicap

WHITE BLACK

1. H 3. 2. F 3.

3. C 6. 4. C 5. This is an

alternative method of

defending the corner.

5. D 6. 6. F 5. Black plays to avoid

being shut in the corner,

also it can be

demonstrated if he

neglects this move his

stones will be killed.

7. F 6. 8. H 4.

9. J 4. 10. H 5.

11. G 3. 12. F 2. This is a good move.

F 4 would be weak. The

text move defends and at

the same time threatens

White’s stones on line 3.

F 4 would give White a

chance to play elsewhere

(“Tenuki”) which is a

great advantage.

13. J 3. 14. E 5. Black cannot neglect

this move, or White can

break in with a winning

attack.

Again Black has the better of it. He has a chance to play at J 1 on the

next move. The relation of this stone to the stone at F 2 when at the

edge of the board is called “Ozaru,” or the “great monkey,” and it

generally gains about eight spaces. This is also shown among the

examples of end positions.

XVIII

Handicap

WHITE BLACK

1. C 8. 2. C 6.

3. E 2. This is another 4. D 2.

method of trying to get in

the corner.

5. D 3. 6. E 3. This is the crucial

move of this variation; if

Black plays No. 6 at C 3,

he gets the corner, but

White gets the better

game.

7. C 3. 8. C 2.

9. C 4. 10. D 5.

11. F 2. 12. B 3.

13. B 4. 14. B 2.

15. G 4. 16. E 4.

Black has the better of it.

XIX

Handicap

Plate 21 (B)

WHITE BLACK

1. O 4. “Ikken taka kakari.” 2. Q 6. This is Black’s best

This is the fourth method answer.

of commencing the attack.

3. R 8. 4. P 7. Black intends to

follow up this move on one

side or the other, the two

points being Q 9 and M 3.

This is called “Hibiku,”

or “to echo.”

5. Q 10. White defends on one 6. M 3.

side.

7. N 5. White must get out. 8. M 5.

9. M 6. 10. M 4.

11. P 3. 12. Q 3.

13. O 8. 14. L 6.

15. S 6. 16. S 5.

17. R 5. 18. S 4.

19. R 6. 20. P 4.

21. O 3. 22. S 2. Black prepares to

form “Me” in the corner.

White must now play at O 6 to save his stones on the left side.

This “Joseki” is very much spread out; it is difficult to say who has

the better of it.

XX

Handicap

WHITE BLACK

1. D 14. 2. C 14. Not so good as F 16.

3. C 15. This is not White’s 4. D 15.

best move; it is done to

confuse Black, and will

win if Black does not know

how to reply.

5. C 13. 6. B 14.

7. B 15. 8. B 13. D 13 would be bad.

9. C 17. 10. D 17.

11. C 18. 12. C 12.

13. D 13. 14. D 18.

15. D 19. 16. C 16.

17. B 16. 18. A 15.

19. A 17. A 16 would not do. 20. E 19.

21. C 19. 22. F 18. “Kake tsugu.” Black

must protect his

connection; this situation

arises frequently.

23. B 18. White plays on the 24. F 15.

only point to save the

corner.

25. D 12. 26. C 11.

27. D 11. 28. C 10.

Black has the better game.

XXI

Handicap

Plate 21 (C)

WHITE BLACK

1. D 13. “Nikken taka 2. F 16. Black has a variety

kakari”; this is the fifth of moves at his command;

method of opening the the text move is probably

attack. best.

3. H 17. 4. C 10. Really “Tenuki.”

Black can play equally

well at C 7.

5. B 16. 6. C 16.

7. B 14. 8. B 17.

Black has the corner and White has commenced to envelop his stones. The

following continuation might occur:

WHITE BLACK

5. F 18. 6. D 18.

7. E 17. 8. C 15.

Black’s last move in this continuation is interesting, because it will

make “Kake tsugu” no matter which way White tries to break through. If

he should play at D 17, White could get through at E 16.

XXII

Handicap

WHITE BLACK

1. N 16. 2. O 17. This is an

alternative defense.

3. N 17. 4. O 16.

5. O 15. 6. N 18. This is Black’s best

move. If he plays at P 15,

White replies at O 18 with

a good attack.

7. M 18. 8. O 18.

9. M 15. 10. N 14. This stone will be

sacrificed, but while

White is killing it Black

gets advantage elsewhere.

11. N 15. White must connect. 12. Q 14.

Black has the better of it.

XXIII

Handicap

WHITE BLACK

1. G 4. 2. D 7. This is another

defensive move.

3. D 3. 4. E 3. This is better than C

3; in that case Black gets

the worst of it.

5. E 4. 6. C 3.

7. D 2. 8. E 5.

9. F 4. 10. C 4. C 2 is not so good.

11. C 2. 12. B 2.

13. E 2. White must look out 14. C 10.

for his three stones. B 1

would be a bad move.

The corner is divided, but Black has better prospects.

XXIV

Handicap

WHITE BLACK

1. F 3. 2. C 7.

3. C 9. 4. D 3. Black’s three stones

are now called “Ogeima

shimari”; they are

supposed to be a strong

formation protecting the

corner.

5. C 5. The point of this 6. D 5.

variation is to show that

White can strike in on

this move and yet live.

7. C 6. 8. D 7.

9. B 7. 10. B 8.

11. B 6. 12. C 8.

13. D 6. 14. E 6.

15. E 7. White threatens from 16. C 4.

the outside.

17. B 9. 18. E 8. Black cannot venture

A 8, as his four stones

would then die.

19. A 8. “Watari.” 20. F 7. Takes.

White has entered the corner and still his stones will live.

XXV

Handicap

Plate 21 (D)

WHITE BLACK

1. C 6. 2. G 3.

3. J 3. 4. C 4.

5. E 6. Instead of entering 6. G 5. Black tries to get

the corner, White attacks out toward the center;

from both sides. this move also prevents

White from playing at E 3.

7. J 5. 8. G 7.

9. F 8. 10. H 2.

Black has a good game.

We now come to the “Joseki” where no handicaps are given. In such

cases, of course, Black has the first move. The first stone is

generally played on an intersection adjacent to the point on which the

handicap stone is placed when given. There are, therefore, eight

intersections on which the first stone might be played. In the lower

left-hand corner, for instance, these would be C 3, C 4, C 5, D 3, D 5,

E 3, E 4, E 5. By common consent C 3 has been rejected as

disadvantageous for the first player, because the territory obtained

thereby is too small. E 5 has been rejected because it allows the

adversary to play behind it and take the corner. D 4, or the handicap

point, is also not used. The other six points may be divided into

duplicate sets of three each, and, therefore, there are only three

well-recognized methods of playing the first stone. These are: in the

lower left-hand corner, C 4 or D 3, the most usual and conservative,

which is called “Komoku,” or the “little ‘Me’”; E 4 or D 5 which is

bolder, called “Takamoku,” or the “high ‘Me’”; and E 3 or C 5 which is

not so much used as either of the others, called “Moku hadzushi,” or

the “detached ‘Me.’” We shall give about an equal number of examples of

each of these methods of opening the game, commencing, as is customary

in the Japanese works, with “Takamoku.”

I

No Handicap

Plate 22 (D)

BLACK WHITE

1. D 5. “Takamoku.” This is 2. D 3. This is White’s best

the most aggressive of the answer. E 3 is also good.

three methods of opening. C 3 is bad.

3. C 3. Black plays to get 4. C 2. Best; if he attempts

territory on the left; he to cut off at C 4 he gets

attacks from inside. a bad game.

5. C 4. Black extends. 6. E 2. Necessary to secure

the connection at D 2.

7. C 9. Black takes territory 8. G 4. White takes space to

on left side. the right.

Even game.

II

No Handicap

BLACK WHITE

1. Q 15. “Takamoku.” 2. Q 17.

3. P 17. Black attacks from 4. P 18.

the outside.

5. P 16. 6. O 17. White plays to get

territory on one side or

the other; he will

sacrifice one of his

stones on line 17.

7. O 18. This stone is 8. N 18. White plays to

intended as a sacrifice to secure the left-hand side.

aid Black in getting the

corner. It is better than

Q 18.

9. Q 18. Black now secures 10. O 19. Takes.

the corner.

11. R 17. 12. O 16. An important stone;

it is played to secure

White territory on the

left, also to aid in an

attack on the right-hand

side.

13. P 14. This is also 14. K 16. White returns to his

important as it extends original plan and secures

Black’s territory; he territory to the left.

cannot neglect it.

Even game.

Suppose Black neglects P 14 on his thirteenth move, we would then have

the following continuation:

BLACK WHITE

13. “Tenuki.” 14. P 14.

15. Q 14. 16. Q 13.

17. R 13. 18. R 12.

19. Q 12. 20. P 13.

21. R 11. 22. S 12.

23. S 11. 24. S 13.

25. R 14. 26. Q 11.

27. P 12. 28. S 10.

29. R 10. 30. Q 10.

31. R 9.

White has the better of it.

III

No Handicap

Plate 22 (A)

BLACK WHITE

1. P 16. “Takamoku.” 2. R 16.

3. Q 14. The purpose of this 4. P 17. White tries to get

move is to confine White out on the left.

to the corner.

5. O 17. Black prevents this. 6. Q 17.

7. O 16. 8. R 14. White tries the

other side.

9. R 13. Black stops him. 10. S 14.

11. Q.16. If Black wishes 12. R 17.

“Tenuki,” this is good,

otherwise S 13 would be

better.

13. E 17. “Tenuki,” but,

nevertheless, played with

reference to the stones on

line O.

Even game. White has the corner, but Black has better possibilities.

IV

No Handicap

BLACK WHITE

1. E 16. “Takamoku.” 2. C 16.

3. D 14. 4. E 17.

5. D 16. Black threatens to 6. D 17.

break into the corner.

7. C 17. Black repeats his 8. B 17.

threat; in reality it is a

sacrificed stone.

9. C 18. This stone may be 10. B 18. White must play here

lost, but it aids Black in to save his stones.

attacking from the

outside.

11. C 15. 12. B 16.

13. F 17. 14. D 18.

15. E 18. 16. C 19. Takes two.

17. G 16.

This is an old “Joseki” which used to be popular; it fell into disuse

and was revived by Murase Shuho. It is good enough for White if he has

an outlying stone or two in the neighborhood, otherwise it is bad play

for White.

V

No Handicap

The following stones are supposed to be on the board: Black, Q 13, R

13, R 15; White, Q 14, P 16, Q 17.

BLACK WHITE

1. Q 5. Black plays 2. R 3. White plans to

“Takamoku,” thinking to prevent Black’s connection

connect with stones on and reduce the Black

line 13. territory.

3. P 3. This is an error; if 4. Q 4.

Black wishes to frustrate

White’s plan, R 4 is the

correct play.

5. P 4. 6. R 5.

7. R 6. 8. S 6.

9. R 7. 10. S 7.

11. R 8. 12. S 8. White has now made a

formidable attack on the

Black territory.

13. R 9. 14. P 5. If Black gets this

point, his line would be

too strong.

15. Q 6. 16. Q 2. Important; not merely

to attack Black on line P,

but it prevents Black from

coming to R 2, which would

mean 10 “Me”; it also

prepares for O 2.

White has the better of it.

Variation commencing at White’s sixteenth move:

BLACK WHITE

16. O 5. Not so good as No.

16, Q 2.

17. R 2. 18. S 2.

19. Q 2. 20. S 4. White secures the

necessary two “Me.”

21. M 3.

Black now has secured territory at the bottom of the board and confined

White to the corner with the better game.

VI

No Handicap

Plate 22 (B)

BLACK WHITE

1. Q 5. 2. Q 3.

3. O 4. 4. R 5.

5. R 6. 6. R 4.

7. S 6. 8. O 2.

9. “Tenuki” at Q 15.

White has the corner; Black can afford “Tenuki” at move nine because if

White cuts at Q 6 Black can still get a good game. In fact Q 15

indirectly defends the connection at Q 6.

VII

No Handicap

Plate 22 (C)

BLACK WHITE

1. D 15. 2. D 17.

3. G 16. Old “Joseki,” 4. C 15.

originated by Konno Genko

in the Middle Ages.

5. C 16. 6. D 16.

7. C 17. 8. C 18.

9. B 18. 10. D 18.

11. B 15. 12. C 14.

13. B 14. 14. C 13.

15. E 15. 16. B 19.

17. B 17. 18. B 13.

19. A 16. This gives Black two 20. G 18.

“Me.”

21. H 18. 22. G 17.

23. H 17. 24. F 16.

25. F 15. 26. E 16.

27. G 15. 28. F 18. Important move for

defense.

29. C 10.

Black has the better of it.

VIII

No Handicap

Plate 23 (A)

BLACK WHITE

1. P 17. “Moku hadzushi”; not 2. Q 15. This is called

so much used as the other “Takamoku kakari”; it is

two openings. It is more one of the two general

conservative than methods of replying to

“Takamoku.” “Moku hadzushi.”

3. R 16. Black plays to 4. R 15.

secure the corner.

5. S 16. The corner is now 6. R 11. S 15 would be good

safe. also.

Even game.

IX

No Handicap

BLACK WHITE

1. R 15. “Moku hadzushi.” 2. P 16.

3. P 15. Black plays to 4. O 15.

confine White.

5. P 14. Necessary to prevent 6. Q 16. White plays to get

White breaking in. the corner.

7. R 16. 8. N 16. Very important; if

neglected, Black gets the

corner, and also destroys

White’s adjacent

territory.

9. R 10. 10. R 17.

11. S 17. 12. S 18.

13. R 18. 14. Q 17.

15. S 16. 16. K 17.

The corner is evenly divided, and neither side has an advantage.

X

No Handicap

BLACK WHITE

1. P 17. 2. Q 15. “Takamoku kakari.”

3. P 15. 4. P 16. This is an invention

of Murase Shuho.

5. O 16. Black cannot play at 6. Q 16.

Q 16 without getting a

very bad position.

7. Q 17. 8. R 17.

9. R 18. 10. S 16.

11. S 18. 12. O 17.

13. N 17. 14. O 18.

15. P 18. 16. N 18. This and the two

preceding stones are

sacrificed; Black

naturally expects White to

cut at O 15. The text move

is a brilliant invention

of Murase Shuho.

17. M 17. Black cannot neglect 18. O 15.

this move.

19. N 16. 20. P 14. Takes.

21. K 17. Defensive; Black 22. R 10.

loses the “Sente.”

White has much the better game.

XI

No Handicap

Plate 23 (B)

BLACK WHITE

1. P 3. “Moku hadzushi.” 2. Q 5. “Takamoku kakari.”

3. P 5. 4. P 4.

5. Q 4. This is not a good 6. O 4.

move for Black and will

result in his getting a

confined position.

7. R 5. 8. Q 6.

9. R 4. 10. O 3.

11. P 2. 12. O 2.

13. R 6. 14. Q 7.

15. S 8. Black cannot play at 16. E 3.

R 8, as White would cut at

R 7.

White has the better position.

XII

No Handicap

Plate 23 (C)

BLACK WHITE

1. C 15. 2. D 17. “Komoku kakari.”

This is the alternative

method of defense to this

opening.

3. F 17. Black attacks from 4. E 17. This is the crucial

both sides. move. White plays thus

first to get a strong

position on line 17, also

to prepare for getting out

at D 15. Two connected

stones always form a

strong base.

5. G 16. 6. D 15.

7. D 14. 8. E 15.

9. B 16. Black now invades 10. B 17.

the corner; he wishes to

occupy C 17, an important

point.

11. C 17. 12. C 18.

13. C 16. 14. B 18.

15. E 18. 16. D 18.

17. G 14. 18. F 14.

19. D 13. Guarding the 20. G 13.

connection at C 14.

21. H 14. 22. F 12.

Black has the better position. This is an old “Joseki.” It is not much

liked at the present time.

XIII

No Handicap

BLACK WHITE

1. C 15. 2. D 17.

3. F 16. This is a variation; 4. E 17.

the intention is to

confine White to the

margin.

5. E 15. This is to prevent 6. G 17.

White from coming to D 15.

7. H 16. 8. H 18. This is a correct

move. H 17 would be

inferior.

9. G 16. 10. K 17.

Even game.

XIV

No Handicap

Plate 23 (D)

BLACK WHITE

1. C 5. 2. D 3.

3. F 4. 4. E 3.

5. C 3. This is unusual; E 5 6. C 2.

is the customary move.

7. C 4. 8. G 3.

9. B 2. 10. G 4.

11. E 5. 12. D 2.

13. G 5. 14. J 4.

Even game; the corner is divided.

XV

No Handicap

Plate 24 (A)

BLACK WHITE

1. R 16. This move, called 2. P 17. White’s best reply.

“Komoku,” is the most

frequently used opening

when there are no

handicaps; it is also the

safest for the weaker

player.

3. N 17. This move is called 4. R 17. White plays to get

“Ikken basami”; this is the corner.

the most usual way of

continuing: it gives Black

an attack at once.

5. S 17. 6. Q 16.

7. R 15. Black must extend; R 8. R 18. White must do the

18 would be bad. same; he cannot play at S

18.

9. Q 13. 10. S 18. White cannot neglect

this move after Black

plays at Q 13; if Black

had played at R 12, White

could have played

elsewhere.

Black has the better position.

XVI

No Handicap

BLACK WHITE

1. Q 17. “Komoku.” 2. R 15.

3. R 13. “Ikken basami.” 4. Q 13. This time White does

not try for the corner,

but attacks the black

stone at R 13.

5. Q 12. 6. Q 14.

7. N 17. Black abandons the 8. R 12.

stone at R 13 in order to

get greater territory; if

he defends it at R 11,

White plays at N 17 with a

better game.

9. R 11. 10. S 12.

11. Q 11. S 11 would be bad. 12. S 13.

13. R 16. 14. S 15.

Black has the better position.

XVII

No Handicap

BLACK WHITE

1. D 3. “Komoku.” 2. C 5.

3. C 7. 4. H 3. White in turn attacks

the black stone at D 3; G

3 would be too near.

5. D 5. Black connects his 6. D 4.

stones and shuts White in.

7. E 4. 8. C 4.

9. D 6. 10. C 3.

11. E 2. 12. D 2.

13. E 3. 14. L 3. White can afford to

play for a greater space,

as his stones in the

corner will live even if

he loses the stone at D 2.

15. B 6. 16. B 5.

17. C 2. 18. B 2.

19. D 1. Takes. 20. B 1.

Even game.

XVIII

No Handicap

Plate 24 (B)

BLACK WHITE

1. R 4. “Komoku.” 2. P 3.

3. M 3. “Nikken basami.” This 4. Q 5. White plays to get

is the second variation in out toward the center.

this opening.

5. R 5. 6. Q 6.

7. R 7. 8. R 6.

9. S 6. 10. S 7. “Sute ishi.”

11. S 8. 12. Q 7.

13. R 8. It would be bad play 14. S 5.

to take immediately.

15. T 7. Takes. 16. R 3.

17. S 4. 18. S 3. This move is made to

secure “Me” in the corner.

19. Q 4. 20. P 4.

The game is about even.

XIX

No Handicap

BLACK WHITE

1. C 4. “Komoku.” 2. E 3.

3. H 3. “Nikken basami.” 4. D 5. White attacks the

stone at C 4.

5. D 4. 6. E 4.

7. E 5. This is a bad move if 8. D 6.

White replies correctly,

otherwise Black gets the

better of it.

9. F 5. 10. D 2. This is an important

move; it attacks the black

stones on line 4 and also

prepares for White to

extend at G 4. C 2 would

be bad, as Black would

play at F 4.

11. B 6. Black defends his 12. G 4.

threatened position.

13. F 7. 14. D 8. White must extend.

15. B 2. 16. H 4.

Black’s third stone at H 3 is now called “Uke ishi,” or a “floating

stone.” White has the better position.

XX

No Handicap

Plate 24 (C)

BLACK WHITE

1. D 17. “Komoku.” 2. C 15.

3. C 12. “Nikken basami.” 4. D 12. White attacks the

stone at C 12 in this

variation.

5. D 11. 6. C 13.

7. C 11. 8. G 17. White attacks the

other black stone.

9. E 16. 10. F 15.

11. C 16. The old book move 12. E 15.

was E 15, but this gave

“Tenuki” to White.

Even game.

XXI

No Handicap

BLACK WHITE

1. C 4. “Komoku.” 2. E 3.

3. J 3. “Sangen basami.” This 4. R 4. White takes advantage

move attacks the white of his opportunity and

stone but not so directly plays in another corner.

as the preceding

variation. It is the

invention of Honinbo

Dosaku.

5. D 3. 6. E 4.

7. B 6. 8. J 5.

9. M 3. It will be seen in 10. H 3.

this variation that the

stones are played farther

apart than in the

preceding “Joseki.”

11. H 2. 12. H 4.

13. D 8. This is an important 14. O 3.

move for Black.

15. M 5. 16. L 4. “Nozoku.” It

threatens Black’s

connection on lines M and

3.

17. L 3. If Black defends at M 18. G 2.

4, White replies at K 2.

19. J 2. 20. L 5.

21. M 4. 22. P 5.

This “Joseki” really deals with two corners.

XXII

No Handicap

Plate 24 (D)

BLACK WHITE

1. D 3. “Komoku.” 2. C 5.

3. C 9. “Sangen basami.” 4. C 3.

5. C 2. 6. D 4.

7. E 3. 8. B 3.

9. E 4. Preparatory to 11 at 10. D 6. A good move. E 5

C 15; generally No. 9 is would be bad, because

played at H 3. Black would reply at D 6

with a better game.

11. C 15. (Not in diagram.)

We will now insert ten examples of openings, as distinguished from

“Joseki.” As already stated, these are by Murase Shuho. In these

examples Black is supposed to make the best possible moves, and

therefore White always finds himself at a disadvantage.

I

Plate 25

Black has a handicap of four stones.

WHITE BLACK

1. R 14. 2. Q 14.

3. Q 13. 4. P 14.

5. R 15. 6. R 16.

7. O 3. 8. R 10. Formerly in such a

case as this Black played

at R 7. This move replied

to White’s move at O 3 and

at the same time from a

distance attacked White’s

stones at R 14 and R 15.

It is better to confine

the last two stones by the

text move.

9. P 13. 10. R 12.

11. Q 15. 12. P 15.

13. R 13. 14. P 16.

15. N 13. 16. P 10. This move is better

than R 7.

17. R 3. 18. R 4. This move is better

than Q 3, which although

it cuts off O 3 and R 3

would leave Black’s stone

at R 10 weak.

19. Q 3. 20. P 4.

21. P 3. 22. N 5.

23. L 17. 24. G 17.

25. O 17. 26. N 16.

27. P 18. 28. Q 18. Black is quite

satisfied to have merely

the necessary two “Me” in

this corner, because he

has a much larger

territory to the left.

29. J 17. 30. C 10.

31. Q 6. 32. O 4.

33. M 4. This move is better 34. O 8.

than O 7 because Black

could follow at N 3 in

that case. Q 6 is a “Sute

ishi” or sacrificed stone.

It has the effect of

forcing Black to play 34 O

8, and later on will help

still further to narrow

down Black’s territory. At

the same time every attack

on the Black position from

the outside would be made

more effective by the

presence of this stone.

Possibly it could also be

used later in “Ko.” Black

makes his 36th, 38th and

40th moves in order to

secure his position which

is weakened by the

presence of the white

stone at Q 6.

35. F 3. 36. M 5.

37. L 4. 38. L 5.

39. K 5. 40. K 6.

41. J 5. 42. F 4.

43. G 4. 44. E 3.

45. F 5. 46. E 4.

47. G 3. 48. D 7.

49. R 18. Beginners would play 50. P 17.

at S 16 or Q 17.

51. O 18. 52. Q 19.

II

Plate 26

Black has a handicap of four stones.

WHITE BLACK

1. R 14. 2. Q 14.

3. Q 13. 4. P 14.

5. R 15. 6. R 16.

7. R 10. 8. K 17.

9. O 3. 10. G 3.

11. H 17. 12. F 17.

13. M 17. 14. O 17.

15. O 18. 16. P 17.

17. K 18. 18. L 18.

19. L 17. 20. J 18.

21. K 16. 22. J 17.

23. J 16. 24. H 18.

25. M 18. 26. P 3.

27. O 4. 28. Q 6. This move has the

same effect as R 6.

29. J 3. 30. C 10.

31. C 6. 32. C 4.

33. C 8. 34. E 10.

35. F 7. 36. G 5.

37. C 12. 38. D 7.

39. D 8. 40. C 11. This move is very

important because it

prevents the stone at C 12

from making a connection

with that at C 8.

41. E 12. 42. F 9.

43. F 8. 44. H 9.

45. H 7. 46. H 12.

47. C 14. 48. K 19.

49. M 15. 50. J 5.

51. K 7. 52. K 9.

53. L 3. 54. R 8.

III

Plate 27

Black has a handicap of three stones.

WHITE BLACK

1. R 4. 2. P 3.

3. L 3. 4. G 3.

5. Q 3. 6. P 4.

7. Q 6. 8. M 5. The following is also

good.

B. L 5, M 3, M 4

W. J 3, M 2, Q 8

White playing at Q 8 in

order to prevent Black

from playing at R 5.

9. K 4. 10. K 6.

11. H 4. 12. G 4.

13. J 6. 14. K 7.

15. G 6. 16. R 11. Black cannot play at

R 5 without seeing P 3 and

4 cut off.

17. R 9. 18. Q 14.

19. C 6. 20. C 4.

21. C 14. 22. G 17.

23. C 17. 24. C 16.

25. D 17. 26. E 16.

27. B 16. 28. B 15.

29. B 17. 30. C 15.

31. E 17. 32. F 17.

33. D 14. 34. F 15.

35. M 17. 36. C 8.

37. E 6. 38. D 11.

39. B 14. The ordinary answer 40. E 8.

to this is A 14, but this

time Black cannot play in

this way since White would

follow at B 12 and thus

threaten the black stones

at C 8 and D 11.

41. J 7. 42. K 8.

43. H 9. 44. G 11.

45. A 15. Black could not 46. J 10.

occupy A 14 on his 42d and

44th moves.

47. H 3. 48. O 17.

49. J 17. 50. G 2. This move is

necessary for the security

of the Black position, and

at the same time Black

does not lose the “Sente”

by this move.

IV

Plate 28

Black has a handicap of three stones.

WHITE BLACK

1. R 14. 2. R 5.

3. P 4. 4. Q 3.

5. P 3. 6. Q 2.

7. R 7. Formerly in this case 8. R 6.

White played at L 3 and

Black replied at Q 6.

9. Q 7. 10. P 5.

11. O 17. 12. Q 14.

13. Q 13. 14. P 14.

15. R 15. 16. R 16.

17. P 13. 18. O 16.

19. N 16. 20. P 17.

21. O 18. 22. O 13.

23. O 12. 24. O 14.

25. K 17. 26. L 3.

27. C 14. At this move White 28. L 5.

abandons P 3 and 4. If he

replied to Black L 3, then

there would follow:

B. L 3, L 4, L 5, L 6, G 4

W. M 4, M 5, M 6, M 7

and Black has a decisive

advantage.

29. C 8. 30. C 6.

31. E 14. 32. C 15.

33. B 14. 34. F 16.

35. E 2. 36. D 2.

37. D 3. 38. C 3.

39. E 3. 40. C 2.

41. J 3. 42. E 4.

43. G 3. 44. K 2. The importance of

this move, when a

territory merely has the

protection of L 3-L 5, has

been commented on before.

45. J 5. 46. P 6.

47. O 8. 48. N 12.

49. O 11. 50. H 17.

V

Plate 29

Black has a handicap of two stones.

WHITE BLACK

1. R 4. 2. D 15.

3. D 17. 4. F 16.

5. C 15. 6. C 14.

7. C 16. 8. D 14.

9. C 8. F 17 is just as good. 10. E 18.

Then would follow:

B. G 17

W. F 18

11. D 18. 12. P 3.

13. L 3. 14. P 6.

15. R 7. 16. J 3.

17. L 5. 18. J 5.

19. L 7. 20. R 3.

21. S 3. 22. Q 4. This move and 24-R 2

are necessary because of

the white stones on line

L.

23. R 5. 24. R 2.

25. O 17. 26. C 6.

27. D 11. 28. F 12. This move is very

good, otherwise White

plays at E 16 and breaks

into the Black position.

29. F 9. 30. Q 14.

31. K 16. 32. R 9.

33. S 2. If Black plays at R 34. P 9.

9, this move is necessary

for the security of the

white group.

35. C 12. 36. E 17.

37. D 16. 38. F 14.

39. G 15. 40. F 15.

41. H 17. 42. J 7.

43. O 4. 44. Q 5.

45. R 8. 46. M 6.

47. L 6. 48. Q 9.

49. F 3. 50. E 3.

51. G 2. This is a fine move. 52. K 2.

By means of it Black is

compelled to play at K 2

and White can occupy F 5

on his 53d move and thus

escape, whereas without G

2 White could only have

played at F 4, whereupon

Black could have cut off

the retreat at F 6.

VI

Plate 30

Black has a handicap of two stones.

WHITE BLACK

1. Q 3. 2. D 17.

3. C 15. 4. C 13.

5. J 17. 6. D 15.

7. D 16. 8. E 16.

9. C 16. 10. D 14.

11. C 17. 12. E 18.

13. C 18. 14. L 17. Black could prevent

White’s next move of E 15

by playing 14–G 15.

15. E 15. 16. F 16.

17. E 13. 18. E 14.

19. F 15. “Shicho” is 20. H 16. This move makes the

impossible because White Black position secure.

already occupies Q 3.

21. F 14. 22. C 11.

23. L 16. 24. M 17.

25. J 16. 26. H 15.

27. G 13. 28. J 14.

29. M 16. 30. N 16.

31. N 15. 32. O 16.

33. L 14. 34. J 12.

35. G 11. 36. D 9.

37. H 10. 38. J 10.

39. J 9. 40. K 10.

41. G 8. 42. D 6.

43. K 9. 44. L 10.

45. M 8. 46. N 10.

47. J 15. 48. H 14.

49. N 13. 50. J 3. White could not

occupy this point without

endangering the upper

position.

51. L 3. 52. J 5.

53. P 8. 54. P 10.

55. Q 13. 56. L 5. Black does not need

to further defend his

position E 17-P 10,

because it surely has two

“Me.”

VII

No Handicap

Plate 31

BLACK WHITE

1. C 4. 2. Q 3.

3. D 17. 4. E 3.

5. D 5. 6. R 16.

7. R 5. 8. O 17.

9. F 4. 10. G 3.

11. O 4. 12. O 3. From here the game

might continue as follows:

B. W.

N 3 P 4

O 2 P 3

N 4 Q 6

R 7 K 3

but this is bad for Black.

13. P 4. 14. P 3.

15. N 4. M 3 would be just as 16. R 4.

good.

17. N 3. 18. S 5.

19. J 3. 20. C 11. White abandons the

stones at E 3 and G 3. If

he were to play at G 4,

Black would reply at C 11

with too great an

advantage.

21. C 14. 22. C 8.

23. D 3. 24. J 17.

25. G 17. 26. J 15.

27. J 5. Now the two white 28. Q 12.

stones are cut off.

29. L 15. Black cannot venture 30. L 17.

any farther in.

31. P 16. 32. P 17.

33. Q 16. 34. Q 17.

35. R 15. 36. S 16.

37. P 13. 38. P 12.

39. N 13. 40. O 13.

41. O 14. 42. O 12.

43. L 13. 44. R 6.

45. D 7.

VIII

No Handicap

Plate 32

BLACK WHITE

1. C 4. 2. C 16.

3. Q 3. 4. R 5.

5. R 9. 6. O 5.

7. N 3. 8. R 12.

9. P 9. 10. Q 16.

11. R 4. 12. Q 5.

13. P 4. 14. P 5.

15. M 4. 16. M 7.

17. O 17. 18. E 16.

19. C 10. 20. E 3.

21. D 5. 22. K 17.

23. R 17. 24. Q 17.

25. R 16. 26. Q 15.

27. Q 18. 28. P 18.

29. R 18. 30. P 17.

31. R 14. 32. Q 14.

33. R 13. 34. Q 13.

35. S 12. 36. K 15.

37. C 13. 38. E 13.

39. Q 12. 40. R 15.

41. S 15. 42. S 16.

43. S 14. 44. P 12.

45. R 11. Takes. 46. M 5. This move is

necessary because Black’s

position above it has

become strong.

47. O 13. The continuation

would now be either 48 P

13, 49 O 15, or 48 O 15,

49 P 13.

IX

No Handicap

Plate 33

BLACK WHITE

1. C 4. 2. Q 3.

3. D 17. 4. E 3.

5. R 16. 6. C 15.

7. D 5. 8. P 17.

9. F 4. 10. C 11. White cannot play 10

at G 3 because Black would

then occupy C 11.

11. F 3. 12. K 3.

13. R 5. 14. O 4.

15. F 16. 16. H 17.

17. C 13. 18. C 8. Abandoning the stone

at C 15.

19. C 16. 20. R 13.

21. Q 15. 22. N 16.

23. Q 17. 24. P 18.

25. R 9. If 25 were played at 26. P 14.

Q 8, 26 R 8 would be the

result.

27. O 16. 28. O 15.

29. P 16. 30. N 17.

31. Q 18. 32. R 7.

33. S 7. This move insures a 34. E 4. This move rescues No.

connection between the 4.

stones at R 5 and R 9.

35. E 2. 36. D 2.

37. G 2. 38. E 5.

39. D 3. 40. D 6.

41. C 3. 42. H 15.

43. Q 7. 44. N 13. This prevents Black

from cutting at N 15 and Q

13.

45. F 14. 46. C 6.

47. G 13.

X

No Handicap

Plate 34

BLACK WHITE

1. C 4. 2. Q 3.

3. D 17. 4. E 3.

5. R 16. 6. C 15.

7. D 5. 8. F 16.

9. D 15. 10. D 16.

11. E 16. 12. C 16.

13. E 17. 14. E 15.

15. D 14. 16. C 17.

17. F 17. 18. G 16.

19. H 18. This move is much 20. C 14.

better than G 17.

21. E 14. 22. F 15.

23. F 14. 24. H 16.

25. J 17. 26. G 18.

27. F 18. 28. G 14.

29. E 12. 30. C 11.

31. G 13. 32. H 13.

33. G 12. H 14 would be bad. 34. J 14.

35. M 17. 36. J 11

37. G 10. 38. Q 5.

39. R 10. 40. R 8.

41. P 16. 42. J 3.

43. P 10. 44. P 12.

45. R 12. 46. R 17. A sacrifice.

47. Q 17. 48. D 8.

49. H 9. 50. N 12.

VII

THE END GAME

A work on the game of Go would not be complete without a chapter

especially devoted to the subject of the end game.

On the average a game of Go consists of about two hundred and fifty

moves, and we might say that about twenty of these moves belong to the

opening, about one hundred and fifty to the main part of the game, and

the remaining eighty to the end game. The moves which may be regarded

as belonging to the end game are those which connect the various groups

of stones with the margin, and which fill up the space between the

opposing groups of stones. Of course, there is no sharp distinction

between the main game and the end game. Long before the main game is

finished moves occur which bear the characteristics of end game play,

and as the game progresses moves of this kind become more and more

frequent, until at last all of the moves are strictly part of the end

game.

Toward the end of the game it becomes possible to calculate the value

of a move with greater accuracy than in the middle of the game, and in

many cases the number of points which may be gained by a certain move

may be ascertained with absolute accuracy. Therefore, when the main

game is nearing completion, the players survey the board in order to

locate the most advantageous end plays; that is to say, positions where

they can gain the greatest number of “Me.” In calculating the value of

an end position, a player must carefully consider whether on its

completion he will retain or lose the “Sente.” It is an advantage to

retain the “Sente,” and it is generally good play to choose an end

position where the “Sente” is retained, in preference to an end

position where it is lost, even if the latter would gain a few more

“Me.”

The player holding the “Sente” would, therefore, complete in rotation

those end positions which allowed him to retain it, commencing, of

course, with those involving the greatest number of “Me.” He would at

last come to a point, however, where it would be more advantageous to

play some end position which gained for him quite a number of points,

although on its completion the “Sente” would be lost. His adversary,

thereupon gaining the “Sente,” would, in turn, play his series of end

positions until it became advantageous for him to relinquish it. By

this process the value of the contested end positions would become

smaller and smaller, until at last there would remain only the filling

of isolated, vacant intersections between the opposing lines, the

occupation of which results in no advantage for either player. These

moves are called “Dame,” as we have already seen.

This is the general scheme of an end game, but, of course, in actual

play there would be many departures therefrom. Sometimes an advantage

can be gained by making an unsound though dangerous move, in the hope

that the adversary may make some error in replying thereto. Then again,

in playing against a player who lacks initiative, it is not so

necessary to consider the certainty of retaining the “Sente” as when

opposed by a more aggressive adversary. Frequently also the players

differ in their estimate of the value of the various end positions, and

do not, therefore, respond to each other’s attacks. In this way the

possession of the “Sente” generally changes more frequently during the

end game than is logically necessary.

The process of connecting the various groups with the edge of the board

gives rise to end positions in which there is more or less similarity

in all games, and most of the illustrations which are now given are

examples of this class. The end positions which occur in the middle of

the board may vary so much in every game that it is practically

impossible to give typical illustrations of them.

Of course, in an introductory work of this character it is not

practicable to give a great many examples of end positions, and I have

prepared only twelve, which are selected from the work of Inouye

Hoshin, and which are annotated so that the reasons for the moves may

be understood by beginners. The number of “Me” gained in each case is

stated, and also whether the “Sente” is lost or retained. To these

twelve examples I have added eight positions from Korschelt’s work.

I

Plate 35 (A)

The following stones are on the board: White, S 15, R 14, P 14, L 17;

Black, R 16, Q 16, N 15, N 17.

If White has the “Sente,” he gains eight “Me,” counting together what

he wins and Black loses.

WHITE BLACK

1. S 17. This is White’s only 2. S 16. If Black had had the

good move; S 16 does not move or “Sente,” he could

take advantage of the have avoided White’s

opportunity, and he cannot invasion by playing here.

risk S 18.

3. T 16. An instance of 4. R 17.

“Watari.”

5. S 18. White cannot venture 6. R 18. If Black neglects

to play at R 18. this, White would jump to

Q 18.

White retains the “Sente.”

II

Plate 35 (B)

The following stones are on the board: White, R 9, O 5, O 3; Black, P

7, Q 3, Q 4, R 7.

If White has the first move, it makes a difference of six “Me.”

WHITE BLACK

1. P 2. 2. Q 2.

3. Q 1. 4. R.1

5. P 1. 6. S 2. Black cannot neglect

this move.

White retains the “Sente.”

If Black had had the first move, the play would have been as follows:

BLACK WHITE

1. P 2. 2. O 2.

3. O 1. 4. N 1.

5. P 1. 6. M 2.

And Black has the “Sente.”

III

Plate 35 (C)

The following stones are on the board: White, B 16, C 14, E 15; Black,

C 17, D 16, E 16, G 17.

If White has the move, it makes a difference of seven “Me.”

WHITE BLACK

1. B 17. White dare not go to 2. B 18.

B 18 because he would be

cut off eventually at B

15.

3. A 18. 4. C 18.

White retains the “Sente.”

IV

Plate 35 (D)

The following stones are on the board: White, B 8, C 7, C 8, D 6, E 2,

E 6, F 3, F 5; Black, B 6, B 7, C 6, D 2, 3, 4, 5.

If White has the move, it makes a difference of four “Me.”

WHITE BLACK

1. B 4. This stone is 2. B 3. Black’s best move

sacrificed, but there is because it defends the

no loss because it is so connection at C 5, and

threatening that Black also prevents White from

must play twice in order trying to connect at D 1.

to make his position

secure, meanwhile White

advances on line A.

3. A 7. White gains one “Me” 4. A 6.

by this move.

5. A 8. 6. C 4. Necessary because the

connection at C 5 is now

in immediate danger, but

Black thereby fills up

another of his “Me,” and

White retains the “Sente.”

V

Plate 36 (A)

The following stones are on the board: White, M 16, M 17, M 18, N 16, O

15, P 14, R 14; Black, N 17, N 18, O 16, P 16, Q 16, R 16.

If White has the “Sente,” it makes a difference of six “Me.”

WHITE BLACK

1. N 19. 2. O 18. Black cannot stop

the invasion at O 19, as

White would then play at O

18 and kill the black

stones on line N.

3. O 19. White pushes his 4. P 19. Black can now arrest

invasion farther. the advance.

5. M 19. 6. P 18.

White retains the “Sente.”

VI

Plate 36 (B)

The following stones are on the board: Black, M 2, M 3, N 3, N 4, O 4,

Q 4, R 4, S 4; White, L 3, N 2, O 2, O 3, P 3, R 2, S 3, R 6.

Black has the “Sente” and gains nine “Me.”

BLACK WHITE

1. T 3. 2. Q 2. The obvious answer is

at T 2, but if White plays

there, Black replies at Q

2 and White loses all his

stones unless he can win

by “Ko.” He plays at Q 2

in order to form the

necessary two “Me.”

3. S 2. Black proceeds with 4. P 1. If White tries to

his invasion. save his stone by playing

at R 3, Black replies at P

1, and the white group is

dead.

Black retains the “Sente.”

VII

Plate 36 (C)

The following stones are on the board: Black, B 17, C 17, D 16, G 17;

White, B 16, C 13.

BLACK WHITE

1. B 14. This move is really 2. C 14. C 15 is not so good.

“Go te”; that is to say,

White is not forced to

reply to it, but it is

very advantageous for

Black, as it effectively

separates White’s two

stones.

3. B 15. The white stone at B

16 is now hopeless.

Black has given up the “Sente,” but has gained considerable ground.

VIII

Plate 36 (D)

The following stones are on the board: Black, C 4, D 4, E 4, C 7;

White, C 3, D 3, E 3, F 3.

Black has the move.

BLACK WHITE

1. B 3. 2. B 2.

3. B 4.

These moves seem obvious, but the importance of Black’s opportunity is

likely to be underestimated; Black gains about eleven “Me” by this

play. If the opposing lines extend one space nearer the edge of the

board, the territory gained by a similar attack is not nearly so great.

IX

Plate 37 (A)

The following stones are on the board: White, M 16, N 16, N 18, O 17, P

18, Q 17, 18; Black, N 15, O 15, 16, P 16, 17, Q 16, R 12, R 17.

White has the move.

WHITE BLACK

1. S 17. 2. S 16.

3. R 18. 4. R 16.

5. T 18.

White has given up the “Sente,” but these moves make a difference in

his favor of about fourteen “Me.”

X

Plate 37 (B)

The following stones are on the board: White, M 3, O 3, P 2, Q 3, R 2;

Black, N 4, O 4, Q 5, R 3, R 4.

White has the move.

WHITE BLACK

1. S 2.

This move is really “Go te,” but if Black neglects to answer it, White

can then jump to T 5. This jump is called by a special name “O zaru,”

or the “big monkey,” and would gain about eight “Me” for White.

XI

Plate 37 (C)

The following stones are on the board: White, C 15, D 15, E 15, 16;

Black, C 16, D 16, E 17, 18, F 16, G 17.

White has the move.

WHITE BLACK

1. B 16. 2. B 17.

3. B 15.

White has given up the “Sente” and has gained somewhat, but if Black

now neglects to defend and plays elsewhere, White can jump to B 18, and

gain about seventeen “Me” altogether.

XII

Plate 37 (D)

The following stones are on the board: White, B 8, C 7, 11, D 5, 6, 7,

E 6; Black, B 7, C 5, 6, D 3, 4, E 4, 5.

White has the move.

WHITE BLACK

1. B 6. 2. B 5.

3. A 7. Takes.

White has given up the “Sente,” but this method of play gains about

fourteen “Me,” as it is now no longer necessary to protect the

connection at C 8.

We will now insert two plates from Korschelt’s book. The notes at the

foot of the illustrations are his.

VIII

PROBLEMS

After the student has become familiar with the rules and the methods of

play, and perhaps has played a few games either with another beginner

or with a Japanese master, the impression left on the mind is likely to

be that the game is too vague, and that there is too wide a latitude of

choice of positions where stones may be placed. This impression might

be corrected by the study of illustrative games, or of “Joseki” and end

positions, but such a course is rather dry and uninteresting, and, in

the opinion of the author, by far the best way of attaining a correct

idea of the game is by means of problems.

Many of us are familiar with Chess problems, and I think Chess players

will agree that they benefit the student of Chess very little, because

the assumed positions are not such as arise frequently in actual play.

The opposite is the case in regard to Go problems. These are for the

most part taken from actual games, and the typical problem is a

situation that is quite likely to arise in actual play, and some of

them are positions that occur again and again.

If the student of the game will set up these positions from the text

and attempt to solve them, preferably with the aid and encouragement of

some friend, he will find that the task is an interesting one, and he

will be impressed by the great accuracy which is necessary in attacking

and defending difficult positions.

With the knowledge obtained in this way, he will be able to judge with

far greater skill what to do when a position is threatened in actual

play. He will be able to distinguish whether the danger is real, and

whether it is, therefore, necessary to reply to his adversary’s attack,

or whether he can afford to ignore it and assume the “Sente” in some

other part of the board. He will also be able to perceive when an

adversary’s group is vulnerable so that it will be profitable to attack

it.

The collection of problems which I have given in this book are

rearranged from Korschelt’s work, and they were in turn taken by him

from a Japanese treatise called “Go Kiyo Shiyu Miyo.” Necessarily the

collection here given is a very small one, but if any reader of this

book becomes so much interested in the game that he desires to study

other examples, he will doubtless find some Japanese acquaintance who

can supply him with further material, as the Japanese literature of the

game contains large collections.

The most important kind of problems are those in which the question is

how to kill an adversary’s group, or how to save one’s own group when

threatened. It is also often very important to know how a connection

between two groups can be forced.

For greater clearness these problems are arranged under seven heads; to

wit,

1. Saving Threatened Groups.

2. Killing Groups.

3. Playing for “Ko.”

The advantage gained by this operation is not apparent in the group

itself, but depends upon which player has the larger threatened

group elsewhere.

4. Reciprocal Attacks or “Semeai.”

This is a combination of the first two kinds of problems, and it

only differs from them in that both players have comparatively

strong groups which are so intertwined that both cannot live, and

the question is, which can kill the other first.

5. Connecting Groups.

The problem here is to force a connection between a small group

having insufficient “Me” and some larger group.

6. “Oi otoshi.”

This really means a “robber’s attack.” It arises where a group is

apparently engulfed by the opponent, and when, by adding further

stones to it which the opponent must take, the threatened player

can force his opponent to abandon a part of his surrounding chain

in order not to sustain greater losses. The attack is so sudden and

unexpected that the Japanese compare it to the methods of a

highwayman. It is an example of the finest play in the game.

7. Cutting.

This is another method of escape, and the problem is to cut off and

kill part of the adversary’s surrounding chain.

In the following examples the side having the first move is given in

italics.

I. SAVING THREATENED GROUPS

1. (Plate 40, A) White, Q 18, R 18, S 16, 17, 18.

Black, O 17, P 18, Q 17, R 15, 17, S 15.

2. (Plate 40, B) White, O 3, Q 3, 4, R 3, 5, S 5.

Black, R 2, 4, S 3, 4.

3. (Plate 40, C) White, A 14, B 11, 13, C 13, 14, 15, 17, D 17, 18,

E 16, F 17.

Black, A 13, B 14, 15, 17, 18, C 16, 18.

4. (Plate 40, D) White, B 3, C 3, D 2, E 2.

Black, B 4, C 4, D 3, E 3, F 2, G 3.

5. White, B 5, C 4, D 5, E 2, 3, 4, G 2.

Black, B 3, 4, D 2, 3, E 1.

6. White, B 12, 13, 15, 16, C 13, 15, D 13, 14.

Black, A 16, B 11, 17, C 10, 12, 16, D 12, 15, 16, E 13, 14.

7. White, M 16, 17, N 16, O 15, 17, P 14, 17, Q 18, R 14, S 15.

Black, N 17, O 16, P 16, Q 16, R 16, S 16, 18.

8. White, O 1, P 2, Q 2, 3, R 3, S 3, 4.

Black, N 2, O 2, P 1, 3, 4, Q 4, R 4, 6, S 5, T 4.

9. White, A 4, B 5, 6, C 4, D 5, E 2, 3, 4.

Black, A 5, B 3, 4, C 3, D 2, 3.

10. White, B 15, 16, C 17, 18, D 18.

Black, A 15, B 14, C 14, 15, 16, D 17, E 17, 18.

11. White, L 18, M 16, 17, N 14, 18, O 13, 19, P 18, Q 12, 13, 17, 18,

R 12, 14, 18, S 14, 17, 19.

Black, N 17, O 15, 17, 18, P 14, 17, Q 14, 15, 16, R 13, 16, 17,

S 13, 18.

12. White, Q 3, R 2, 3, S 3.

Black, P 2, 3, 5, Q 2, 4, R 5, 7.

13. White, B 2, C 3, D 1, 3, E 2.

Black, B 4, C 5, D 4, E 3, 4, F 1, 2, G 3.

14. White, A 16, B 15, C 15, 16, D 17, E 17, F 18, G 18.

Black, B 16, 17, C 17, D 18, E 18, F 19.

15. White, Q 15, R 14, 15, 16, S 17.

Black, P 15, 17, Q 13, 14, 16, R 11, 12, 17, 18.

16. White, R 3, 4, 5, S 2.

Black, O 3, P 3, Q 4, 6, R 6, S 6, T 3.

17. White, B 4, C 3, 4, 5, E 4, F 2, 3, H 2.

Black, B 3, C 2, D 3, E 2, F 1.

18. White, C 13, 15, 16, 17, E 14, 15, 16.

Black, B 14, 15, C 12, 14, D 13, 17, E 12, 17, F 15, 16, G 13.

19. White, M 17, N 18, O 17, 19, P 15, 17, R 14, 16, S 16.

Black, O 18, P 18, Q 16, 17, R 17, S 17.

20. White, P 2, 3, 6, Q 2, 4, R 2, 4, 6, 7.

Black, Q 3, R 1, 3, 9, S 2, 4, 5.

21. White, B 13, 14, 16, C 13, D 13, 14, 15, 18, E 16, 17.

Black, B 15, C 14, 15, 17, 18, D 16.

22. White, C 7, D 3, 5, 6, E 2, 3, 7, F 5.

Black, C 2, 4, 5, 6, 9, 10, D 2, E 8, F 2, 8, G 3, 5, 6, J 3.

23. White, O 2, 3, 4, 6, Q 4, R 4, 6, S 5, T 4.

Black, P 2, 3, R 3, S 3, 4.

24. White, Q 17, R 16, 17, S 18.

Black, N 17, O 17, P 16, Q 16, R 15, S 16, 17.

II. KILLING GROUPS

1. (Plate 41, A) White, O 17, P 18, Q 14, 15, 16, 17, R 13, S 13,

14, 15.

Black, Q 18, R 14, 15, 16, 17, 18, S 16, T 15.

2. (Plate 41, B) White, P 5, Q 3, R 2, 5, S 5, 6.

Black, O 2, P 3, 4, 6, Q 2, 5, R 6, 7, S 8.

3. (Plate 41, C) White, B 15, 18, C 16, 17.

Black, B 14, C 14, D 15, 16, 17, 18.

4. (Plate 41, D) White, B 4, C 3, 4, E 1, 3, F 2, 4, G 2.

Black, A 3, B 2, 3, C 2, D 2, E 2, F 1.

5. White, B 4, C 4, D 3, E 3, F 2, G 3.

Black, A 3, B 3, C 2, D 2, E 2.

6. White, B 16, C 10, D 13, 15, 16, 17.

Black, B 14, C 12, 15, D 18, E 12, F 14, 15, 17, G 17.

7. White, P 17, 18, Q 15, 16, R 13, 15.

Black, Q 17, 18, R 16, S 16.

8. White, Q 1, R 2, 3, 5, S 5.

Black, O 2, Q 2, 3, 4, 5, 6, R 7, S 7.

9. White, B 5, C 5, 8, D 5, E 2, 4, F 2, 3, 4.

Black, B 4, C 4, D 2, 3, E 3.

10. White, B 15, C 15, 17, 18.

Black, B 14, C 12, 14, D 15, 16, 17, F 17.

11. White, M 16, O 15, 16, 18, P 18, Q 14, R 12, 15, 18, S 16.

Black, L 16, P 16, 17, Q 16, 18, S 17, 18.

12. White, Q 2, R 2, S 3, 4, 5.

Black, P 2, 3, Q 3, R 4, 5, 7, S 6.

13. White, B 4, C 4, 6, D 4, E 3, F 3, G 2, H 3.

Black, B 3, C 3, D 3, E 2, F 2.

14. White, C 17, 18, E 16, 17, F 15, G 16, H 16, 17, K 16.

Black, B 17, 18, C 16, D 14, 16, 17, E 13, 15, G 14, 15, 17, J 14,

15, K 17, L 16.

15. White, N 17, P 16, 17, 18, Q 15, R 13, 15, S 14.

Black, Q 16, 17, 18, R 16, S 15.

16. White, P 2, Q 2, R 3.

Black, N 3, O 3, Q 3, 4, R 5.

17. White, B 16, 17, C 17, D 18, 19.

Black, C 12, 14, 16, D 16, 17, E 18, F 17.

18. White, H 3, K 3, 4, M 3, N 4, O 2, P 3, 4, Q 6, R 5, S 1, 4.

Black, P 1, 2, Q 3, R 2, 3, S 3.

19. White, M 17, O 16, 17, P 15, R 13, 15, S 15, 16.

Black, P 16, Q 16, 18, R 16, S 17.

III. PLAYING FOR “KO”

1. (Plate 42, A) White, O 16, P 17, 18, Q 16, R 14, 16, S 15.

Black, Q 17, 18, R 17, S 16.

2. (Plate 42, B) White, O 4, 5, P 2, 3, 6, R 2, 6, 7, S 3, 5.

Black, L 3, N 3, O 3, P 4, Q 4, R 4, 9, S 4, 7, T 4.

3. (Plate 42, C) White, B 16, 17, C 18.

Black, C 13, 15, 16, 17, D 18, E 17.

4. (Plate 42, D) White, B 4, C 4, D 4, E 3, 4, F 2, G 4.

Black, C 2, 3, D 3, E 2.

5. White, B 4, C 4, D 3, E 3, F 2, 3.

Black, B 3, C 1, 3, D 2, E 2.

6. White, C 15, 16, 17, D 18.

Black, B 14, C 12, 14, D 15, 16, 17, E 18, F 17.

7. White, P 17, 18, Q 17, R 15, 16, S 15.

Black, Q 18, R 17, 19, S 16, 17.

8. White, Q 3, R 3, S 4.

Black, O 3, P 3, Q 4, R 4, 6, S 5.

9. White, B 5, C 4, 5, E 4, F 4, H 2, 4, 5, J 3.

Black, B 3, 4, D 3, E 3, F 3, G 3.

10. White, B 15, 16, C 17, 18, D 19.

Black, B 14, 18, C 14, 15, D 16, 18, E 18, F 16.

11. White, N 17, O 18, P 16, 17, Q 16, R 16, S 16.

Black, P 18, Q 17, R 17, S 17.

12. White, P 2, Q 2, R 3, 4, S 2.

Black, M 3, O 3, P 3, Q 5, R 5, S 3, 4, T 2.

13. White, A 2, B 3, 4, C 5, D 4, 5, F 4, G 2, 3.

Black, B 2, C 3, 4, D 3, E 3, F 2.

14. White, C 15, 16, 17, D 16.

Black, C 14, D 14, 15, 17, 18, E 16, F 17.

15. White, N 17, O 18, P 16, 17, Q 15, R 15, S 16.

Black, P 18, Q 16, 17, S 17.

16. White, R 2, 4, S 3.

Black, O 3, P 4, Q 2, 4, R 5, 6, S 4.

IV. RECIPROCAL ATTACKS (“SEMEAI”)

1. (Plate 43, A) White, N 17, P 17, Q 17, R 17, S 18.

Black, Q 18, R 14, 16, 18, S 16, 17.

2. (Plate 43, B) White, O 3, P 2, Q 2, R 3, S 3, 5.

Black, Q 3, 4, R 2, 6, S 2, 7.

3. (Plate 43, C) White, B 15, 16, C 15, 17, 18, D 17, E 18.

Black, B 17, C 16, D 16, 18, E 16, 17, F 18.

4. (Plate 43, D) White, B 2, 3, 4, C 5, D 3, 4, 6, F 3, G 2, 3.

Black, B 5, 6, C 2, 3, 4, 7, D 2, E 2, F 2.

5. White, B 3, C 2, 3, 4, D 4, E 3, F 3, G 2, 3.

Black, A 3, 5, B 4, 6, C 5, D 2, 3, 5, E 2, 4, 5, F 2.

6. White, B 14, 15, 16, 19, C 15, 17, 18, D 18, E 17, F 17.

Black, B 13, 17, 18, C 13, 14, 16, D 15, 16, 17, E 14.

7. White, N 17, O 17, Q 16, 17, R 18, S 18.

Black, P 18, Q 15, 18, R 15, 17, S 17.

8. White, P 2, 4, Q 2, 6, R 3, 7, S 3, 6.

Black, N 3, O 2, 3, P 3, Q 3, R 4, 5, S 4.

9. White, A 4, B 5, C 5, 7, D 2, 3, 5, E 3, 4.

Black, B 3, 4, C 2, 4, D 4, 6, E 5, 6, F 2, 4, G 3.

10. White, B 13, 14, 15, C 15, 18, D 16, 17, 18.

Black, B 12, 16, C 12, 13, 14, 16, 17, D 15, E 15.

11. White, O 2, 4, P 2, 4, Q 2, 3, 5, R 5, 7, S 4.

Black, M 3, N 2, 3, O 3, P 3, Q 4, R 3, 4.

12. White, Q 11, 12, 13, R 11, 14, 15, S 16, T 14.

Black, Q 14, 15, R 12, 13, 16, 17, 18, S 11, 13.

V. CONNECTING GROUPS

1. (Plate 44, A) White, K 14, 16, 18, L 18, M 13, N 13, 15, O 16,

P 14, 17.

Black, M 16, 18, N 14, 17, Q 14, 15, 16, R 17.

2. (Plate 44, B) White, N 5, O 4, 6, P 4, Q 3, 8, R 3, 8, S 3, 4, 7,

9.

Black, N 6, P 5, 6, 8, 9, R 4, 6, 7, 10, 11, S 5.

3. (Plate 44, C) White, C 11, 12, 13, 14, 18, D 14, 17, E 18, G 17.

Black, B 10, C 9, 16, 17, D 10, 13, 15, E 11, 14, F 13, 16.

4. (Plate 44, D) White, C 2, 3, 5, 6, E 7, G 3, 5, H 3, 5.

Black, D 3, 5, E 5, F 3, 6, G 6, J 4, 7, K 3, 6.

5. White, A 2, B 2, 5, C 6, D 3, E 5, 7, F 5, G 2, 3.

Black, C 1, 2, 3, 4, D 4, G 5, H 2, 3, 4.

6. White, B 13, 17, C 13, 17, D 13, 16, 17, E 17, F 17.

Black, B 15, C 10, 14, 16, D 11, E 14, 16, F 12, 14.

7. White, M 2, 3, P 2, 3, R 2, 3, 4, S 5, 6.

Black, N 4, P 4, Q 2, 3, 4, 6, R 5, S 2, 3.

8. White, M 13, 15, N 11, O 10, 15, P 13, Q 9, 14, R 10, 15, S 12, 16.

Black, O 12, 17, P 12, Q 16, R 11, 12, 13, 17, S 13, 17.

9. White, B 2, 3, C 2, 4, D 6, F 4, 7, G 3, 5, H 3, 5, J 6, K 5, L 4.

Black, C 3, D 2, 3, E 3, 5, F 3, G 4, J 4, 5, K 4, L 3, M 3.

10. White, C 12, 17, D 9, 14, 18, E 10, 12, 13, 17, F 17, G 15, H 12,

14.

Black, C 8, 9, 14, 15, 16, D 10, E 15, 16, F 13, 14.

11. White, H 17, J 17, K 17, N 15, O 15, 17, P 17.

Black, J 16, K 14, 16, M 14, 16, N 16, O 13, Q 14, 17, R 16.

12. White, Q 8, 9, R 3, 4, 5, 10, 11, 12, S 2.

Black, P 3, 5, 7, 8, 9, Q 2, 5, 10, R 2, 7, S 1.

VI. “OI OTOSHI”

1. (Plate 45, A) White, P 18, Q 15, 16, 17, R 17, 18, S 17.

Black, O 17, 18, P 14, 16, Q 14, R 14, 16, S 16, 18, T 17.

2. (Plate 45, B) White, N 5, O 4, P 3, 4, 6, Q 2, R 2, 7, S 3, 4, 6,

T 5.

Black, M 4, N 2, 4, O 3, P 1, 2, Q 3, 5, R 3, 5, S 5.

3. (Plate 45, C) White, A 16, B 13, 15, 17, 18, C 14, 19, D 16, 17,

18, E 13, 16, F 16, G 14, 15.

Black, B 16, C 15, 16, 17, 18, D 15, E 15, F 15, 17, G 16, 17.

4. (Plate 45, D) White, B 3, C 1, 3, 4, 5, 6, D 2, E 3, F 2.

Black, A 3, B 2, 4, 5, 6, C 2, 7, D 7, E 4, 6, F 4, G 2, 3.

5. White, A 3, B 4, C 4, D 3, 4, F 2, 3, 4.

Black, B 3, C 3, 5, 6, D 2, E 2, 6, F 1, G 2, 4, 5, H 3.

6. White, A 18, B 15, 17, C 14, 18, D 14, 19, E 14, 18, F 15, 18,

G 19, H 16, 17, 18.

Black, A 16, B 16, 18, C 16, D 15, 17, 18, E 17, F 17, G 17, 18.

7. White, P 5, 6, Q 3, 4, 9, R 3, 9, S 4, 5, 7, 8, T 6.

Black, N 4, P 2, 3, 4, Q 5, R 4, 5, 6, 7, 8, S 6.

8. White, Q 16, 17, 18, R 13, 14, 15, 16, 18, S 16.

Black, O 17, P 12, 15, 18, Q 13, 15, R 12, 17, S 13, 14, 15, 17,

18, T 16.

9. White, A 3, 4, B 4, 6, C 2, 3, 5, D 1, 3, E 3, F 3, G 3, H 3,

J 2, 3.

Black, B 1, 2, 3, C 1, 4, D 2, 4, E 2, 4, F 2, 5, G 2, H 2, 5,

J 1, K 2, 3, 4.

10. White, A 9, 12, B 8, 10, 11, 13, 14, 16, 17, C 8, 15, D 9, 15,

E 11, 13, 14.

Black, A 18, B 9, 12, 18, C 9, 10, 11, 12, 13, 14, 17, D 14, 17,

E 15, 16.

11. White, H 17, J 15, 18, L 14, 15, M 14, N 15, 16, 17, O 17, 18,

P 17, Q 17.

Black, K 17, L 16, M 15, 16, 18, N 14, 18, O 14, 19, P 18, Q 15,

18, R 16, 17.

12. White, O 4, 6, P 2, 3, 8, Q 9, R 4, 5, 6, 9, S 3, 4, 7, 9, T 7, 8.

Black, Q 3, 4, 5, 6, 7, R 3, 7, 8, S 2, 6, 8, T 2.

VII. CUTTING

1. (Plate 46, A) White, C 15, D 17, 18, E 15, 17, G 18, H 18, J 13,

K 13, 14, 15, 16, 17, 18.

Black, E 18, F 12, 17, 18, G 13, 15, 17, H 12, J 11, 14, L 12, 16,

18, M 14, 16, N 18.

2. (Plate 46, B) White, J 3, K 5, 6, L 3, 4, 7, P 3, 5, 7, Q 2, 3, 9,

R 6.

Black, L 5, 8, M 3, 8, N 3, 5, 7, O 3, 8, P 2.

3. White, C 15, D 18, E 13, 15, 16, 17, H 18, J 12, 15, 17, K 13, 14,

15, 17.

Black, E 18, F 12, 13, 17, 18, G 15, 17, H 12, 13, J 11, 14, L 12,

16, 17, M 14.

4. White, H 5, 7, 9, 10, J 3, K 3, 5, 7, 9, L 2, 3, M 2, 9, O 4, 6,

7, 8, Q 3, R 3.

Black, G 5, 6, 7, 9, H 3, 4, 8, J 2, M 3, 5, 7, N 2, 3, 5, 7, P 2,

Q 2.

SOLUTIONS TO PROBLEMS

I. SAVING THREATENED GROUPS

1. T 19.

2. T 2, S 1, T 4, Q 2, R 1.

3. A 18, A 16, B 16.

4. B 2, C 1, B 1, D 1, C 2.

5. A 2, B 1, A 4 or A 2, A 4, B 1.

6. C 17, C 18, D 17, E 17, B 18, D 18, A 18, B 19, A 12, A 14, B 14.

7. O 18, N 18, Q 17, R 18, P 18, N 17, R 17, O 19, R 19, P 19, T 17

or O 18, P 18, R 18, or O 18, R 18, P 18.

8. S 2, R 1, S 1.

9. B 1, A 2, B 2.

10. A 17, B 19, B 18, A 14, C 19, A 16, A 19, B 17, B 16.

11. T 16, T 18, T 14 or T 16, S 12, T 18.

12. S 5, S 6, T 5.

13. C 1.

14. B 19.

15. S 18, S 19, S 13, T 18, S 15, T 17, T 14 or S 18, S 13, T 16.

16. S 5, T 5, T 4, S 4, T 2, T 6, Q 2, or S 5, T 5, T 4, S 4, T 2, Q 2,

S 3, T 4, T 6, T 4, T 5, S 1, S 8.

17. A 3, B 1, B 2, E 3, A 1, A 2, C 1.

18. F 17, G 17, F 18, G 18, D 18, E 18, D 19, E 19, D 16, F 19, B 19, A

18, B 18, A 17, D 14, C 18, B 17, C 19, B 16, or F 17, G 17, F 18,

G 18, D 18, E 18, D 19, E 19, D 16, F 19, B 19, C 18, B 18.

19. Q 15, Q 14, R 15, S 15, T 16, S 14, Q 19, T 17, S 18, N 19, R 19.

20. T 3, S 6, T 5, S 3, R 3.

21. A 16, A 17, A 15, B 18, B 19, B 17, A 18, A 19, C 19.

22. C 3, B 3, B 2, B 1, A 2, A 3, B 6, B 5, A 5, A 1, D 4, B 4, B 8,

E 1, B 9.

23. S 1, T 2, T 3, P 1, Q 1, Q 2, Q 3, R 1, R 2.

24. T 17, S 15, R 19.

II. KILLING GROUPS

1. Q 19, S 18, T 17, T 16, R 19, S 19, T 18, P 19, Q 19.

2. S 2, Q 4, O 5, R 3, R 1, S 1, T 1, S 3, T 4, T 3, S 4, or S 2, R 1,

R 4, R 3, Q 4, S 4, S 3.

3. B 19, C 19, C 18, A 19, A 17.

4. A 1, D 1, B 1.

5. B 1, B 2, A 1, E 1, C 1.

6. C 14, E 18, C 18, E 17, B 17, C 16, A 17, A 16, B 19 or C 14, C 18,

E 18, B 18, C 16, C 17, A 16, A 15, A 17, B 15, C 19, B 19, A 18 or

C 14, C 18, E 18, C 16, B 19, C 19, B 18, B 15, A 15.

7. S 18, R 18, S 19, R 19, S 17, R 17, S 15.

8. T 5, T 4, R 4, S 4, S 2, S 3, T 2.

9. B 2, A 2, C 2, D 1, A 4, A 3, A 5, B 3, B 1, D 4, C 1 or B 2, B 3,

C 2, D 1, A 2, B 1, A 4, A 3, D 4.

10. A 15, A 17, D 18, C 16, A 16, B 16, B 18 or A 15, B 16, D 18.

11. R 19, P 14, O 13, O 17, N 18, R 17, P 19.

12. T 2, T 5, T 3, Q 1, S 2, R 3, S 1, or T 2, T 5, T 3, S 2, Q 1, R 1,

T 1.

13. F 1, D 1, A 3, A 2, B 1, C 1, G 1, B 2, D 2, C 2, E 1.

14. L 18, G 18, H 19, D 18, E 19 or L 18, D 18, F 18, G 18, F 17, E 18,

H 18.

15. S 17, S 16, S 19, R 18, S 18, T 18, T 17, T 16, Q 19, R 19, P 19.

16. S 3, S 2, S 4, T 2, O 2, P 1, R 1, R 2, S 1.

17. B 19, B 18, E 19, C 18, B 15.

18. R 1, N 2, O 3, O 1, M 1, M 2, Q 1, L 2, N 1, L 1, N 1, M 1, T 3,

T 2, T 4.

19. S 18, T 17, R 17, R 18, T 18, Q 17, T 16, R 17, P 18.

III. PLAYING FOR “KO”

1. S 18, T 16, T 17.

2. P 1, O 2, T 2, T 3, Q 2, Q 3, R 3, S 2, R 1, T 1, N 2 or P 1, Q 1,

Q 3, Q 2, S 2, T 2, S 1, R 3, O 2 or P 1, S 2, O 2, Q 1, S 6, S 8,

R 5, R 8, Q 3, Q 2, T 3, T 2, S 1.

3. A 18, C 19, B 19.

4. D 1, B 2, B 3, A 3, A 2, A 1, B 1.

5. A 2, B 2, A 3, E 1, B 1.

6. B 18, D 19, C 19.

7. T 18, S 18, P 19, T 19, Q 19.

8. S 2, T 4, T 3.

9. C 3, C 2, B 1, A 2, E 1, F 1, F 2, E 2, G 1, A 4, C 1, D 1.

10. A 18, A 17, B 19.

11. P 19, T 17, T 18, S 19, R 19, R 18, Q 18 or P 19, R 19, S 19, S 18,

T 19 or P 19, S 18, T 18, R 18, Q 18, R 19, S 19.

12. R 1, S 3, T 1.

13. C 1, D 2, A 1.

14. B 14, B 13, B 18, A 14, A 17, C 18, A 15, B 15, B 16.

15. R 18, R 16, S 19, T 18, T 17, P 19, Q 19.

16. Q 3, P 2, S 5.

IV. RECIPROCAL ATTACKS (“SEMEAI”)

1. S 19.

2. S 4, R 4, R 5, T 4, T 2, T 3, T 6.

3. B 18, D 19, B 19, C 19, F 19.

4. B 1.

5. B 1, A 2, F 1.

6. A 18.

7. T 18, R 19, R 16, S 16, S 15, S 14, P 17.

8. S 2, R 2, T 3.

9. B 2, A 2, B 1, C 1, C 3, A 1, B 2, B 1, B 5.

10. A 16, A 17, B 18.

11. S 2, S 3, R 2, T 2, S 1.

12. T 12, T 11, S 10.

V. CONNECTING GROUPS

1. O 15, N 16, M 15, O 14, O 17 or O 15, P 15, P 18, Q 18, P 16, O 17,

O 18, Q 17, O 14.

2. T 5, T 6, S 6, T 4, Q 5, Q 6, P 7, O 7, O 5, Q 7, R 5, Q 4, R 5,

Q 5, T 3.

3. E 15, E 16, B 17, B 16, D 16, C 15, A 16.

4. F 5, E 6, E 2, F 2, E 4, D 4, E 3, D 2, D 1.

5. F 4, E 4, F 3, E 3, F 2.

6. A 15, A 16, B 16, A 14, C 15.

7. Q 1, S 4, R 1, O 3, N 1, O 2, O 1.

8. S 15, T 15, S 14, R 16, Q 15, R 14, P 14.

9. J 2, H 2, H 1, J 3, K 3, H 4, G 1, F 2, F 1.

10. F 12, F 11, D 11, E 11, B 17, B 18, B 11, B 12, A 12, B 13, B 14,

A 13, D 12.

11. L 16, M 15, M 18, L 18, M 17, L 17, L 19.

12. S 8, S 7, T 7, R 8, Q 7, S 9, R 9, R 6, T 8, Q 6, T 5 or S 8, S 7,

T 7, R 8, Q 7, R 9, S 9, T 6, Q 6.

VI. “OI OTOSHI”

1. T 18, T 19, R 19.

2. S 2, S 1, T 2, T 3, Q 1, T 1, S 2.

3. B 19, A 19, A 17, A 15, E 18.

4. A 2, A 1, A 4, A 5, D 1.

5. C 2, B 2, B 1, C 1, A 2.

6. B 19, C 19, C 17, A 19, B 18, B 19, A 17.

7. S 3, S 2, R 2, T 3, Q 2, S 3, T 5, Q 8, T 7, S 9, S 1, Q 7, T 2.

8. T 15, T 14, T 18, S 19, T 17, T 19, T 17, T 18, R 19, S 11, T 17,

S 17.

9. H 1, G 7, E 1, F 1, D 1.

10. B 15, A 15, A 13, A 14, A 17.

11. M 17, L 17, N 19, M 19, L 18, K 18, K 19, L 19, J 19.

12. T 3, S 5, T 4.

VII. CUTTING

1. G 16, F 16, G 14, F 14, F 15.

2. N 6, M 6, O 6, M 7, M 4.

3. G 16, F 16, G 14, H 15, F 15.

4. K 6, J 6, L 6, J 8, F 4.

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