© 2007 Hinoki Press

Breakthrough Attacking Power Yamashita-Style

Heart of Go Series, Volume 7

Keigo Yamashita 9 dan

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Everybody loves a good fight. There is nothing better to get the adrenalin pumping and the heart racing. While playing go, it is even more enjoyable than capturing the opponent’s stones. In Japan today, perhaps Yamashita Keigo is the most successful attacking player on the go scene. His effectiveness in attacking has brought him to the pinnacle of the go world, winning the Kisei title.

In this book, Yamashita retraces his career, from his first forays as a fledging professional to one of the masterful games that gave him the Kisei title. Over ten chapters, he analyzes these games in detail, starting with Highlight Scenes that he presents of the games to follow and where he challenges the reader to find the best move. Then he explains the essence of his approach to the game and the key to attacking. The next chapter offers problem positions from 12 memorable games that he played, selected by his teacher, Kikuchi Yasuro, who for many years was one of the top amateur players in Japan. The final chapter contains biographical information and an intimate look at Yamashita’s growth and maturity as go player.

Rather than being a brilliant or flashy player, Yamashita has achieved success through tenacious and indomitable play. That characteristic has served him well and is the kind of thing that can be emulated by anyone. This book gives a complete picture of Yamashita’s development and the most notable aspects of his play. Altogether, it is instructive, entertaining, inspiring and informative. It shows how go is currently being played at the highest level and the attacking innovations to be seen there.

This ePub reader does not support full scripting, so diagrams may not be interactive.

Copyright Page

Copyright © 2007 by Hinoki Press

All rights reserved worldwide according to international law. This book and parts thereof may not be reproduced in any form without written permission from the publisher.

ISBN of print edition: 0–9788874–8–4

Translated by Robert J. Terry

Edited by Chris Greene

Proofreading and Editorial Assistance by Lee Huynh

Conversion to SmartGo Books by John Mifsud

Cover Art by Doug Cable

Grateful acknowledgement to David Kudo and the Graphics Department of Sushi and Sake Magazine.

Publisher’s Notes

Please give due recognition to the Nihon Ki-in. They first published this series in Japanese, and then they allowed this English translation to be produced. The Nihon Ki-in has been patient with this publisher’s efforts.

Beyond supporting the needs of professional go in Japan, the Nihon Ki-in is dedicated to promoting the popularity of go throughout the world.

Due to the life story and extensive game record in chapter four, the author’s biography is omitted.

Translator notes are contained within brackets [].

Contents

Breakthrough Attacking Power Yamashita-Style: Heart of Go Series, Volume 7

Copyright Page

Publisher’s Notes

Foreword

Chapter 1:
The Stage of Depending on Power

Game 1: Yamashita Keigo 1 dan – Mizokami Tomochika 1 dan

The chapters in gray are included only in the full book.

Game 2: Miyazawa Goro 9 dan – Yamashita Keigo 2 dan

Game 3: So Yokoku 2 dan – Yamashita Keigo 2 dan

Game 4: Yamashita Keigo 3 dan – Cho U 3 dan

Game 5: Hane Naoki 7 dan – Yamashita Keigo 6 dan

Chapter 2:
The Evolving Yamashita Style

Game 6: Cho Chikun Kisei – Yamashita Keigo 6 dan

Game 7: Yamashita Keigo 7 dan – Kobayashi Koichi Gosei

Game 8: Chang Hao 9 dan – Yamashita Keigo 7 dan

Game 9: Yamashita Keigo 7 dan – Cho Sonjin 9 dan

Game 10: Yamashita Keigo 7 dan – O Rissei Kisei

Chapter 3:
Kikuchi Yasuro: Yamashita Style – The Only Move to Play Next

Model 1: Yamashita Keigo Insei (12 years old) – Ding Wei 1 dan (China)

Model 2: Wang Lei 3 dan (China) – Yamashita Keigo Insei (13 years old)

Model 3: Luo Xihe 4 dan (China) – Yamashita Keigo 1 dan (14 years old)

Model 4: Kenmochi Jo 5 dan – Yamashita Keigo 3 dan (17 years old)

Model 5: Yamashita Keigo 6 dan (20 years old) – Honda Kunihisa 9 dan

Model 6: Yamashita Keigo 6 dan (20 Years old – Kim Myonghwan 4 dan (Korea)

Model 7: Yamashita Keigo 6 dan (21 years old) – Ishida Yoshio 9 dan

Model 8: Otake Hideo 9 dan – Yamashita Keigo 6 dan (21 years old)

Model 9: Cho Chikun Kisei – Yamashita Keigo 6 dan (21 years old)

Model 10: Yamashita Keigo 7 dan (22 years old) – Suh Bongsu 9 dan

Model 11: Yamashiro Hiroshi 9 dan – Yamashita Keigo 7 dan (23 years old)

Model 12: O Rissei Kisei – Yamashita Keigo 7 dan (24 years old)

Chapter 4:
Life Story and Record of Play

Life Story

Record of Play

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About SmartGo Books

Foreword

From the time when I was little, no, from when I first became a professional player, for a while capturing my opponent’s stones gave me the most pleasure of everything. To the extent that when I replay those games now I start breaking out in a cold sweat.

And yet, there came a point at last when playing “only a power game” no longer worked. From “attacking to capture stones” I progressed to “attacking to gain an advantage.” That change of direction was forced upon me during that time. Still, that is an interesting thing, is it not? From that time on, I came to enjoy attacking more.

Since the time that I became a professional player, almost 11 years have passed. From the games that I played during that period, I have selected ten of the most memorable for me and recorded my impressions as best I can. Naturally, the theme is “attacking.”

There are many moves that I scoff at as being ones that I would never play as I am today, but on the other hand, I also have to admire the deep and clear reading that I did. The charm of the attack bewitched me and I would be gratified if I can convey the essence of that enjoyment of the attack to the reader. My thought was to weave that kind of idea throughout the text.

It would make me happy if the reader were to follow me in the footprints I left over those 11 years by playing out the moves on a go board.

In addition, in Chapter 3 Kikuchi Yasuro Sensei of Ryokusei Gakuen has been kind enough to analyze my play under the title of “Yamashita Style • The Only Move to Play Next.” It is like meeting a “Yamashita Keigo” whom I myself have never been aware of, but I hope that the reader finds it interesting. Please accept my salutation here.

It is my desire that all readers hereby make progress in developing their strength at go.

Yamashita Keigo, February 2004

Chapter 1: The Stage of Depending on Power

Game 1

White: Yamashita Keigo 1 dan
Black: Mizokami Tomochika 1 dan
Komi: none
Date: 1993–08–18
Event: Oteai Ranking Tournament
Commentary: Yamashita Keigo

120% Effectiveness in Using Thickness

Highlight Scene 1
White to play

Already early in the opening, the game has developed with Black going for profit and white making thickness. The thickness that white gained as compensation for having the upper side gouged out has greater power than is apparent to the eye.

What is the best way to play in order to use this thickness effectively?

With this powerful influence as a back-up, this is the place where one wants to put pressure on Black.

The Rule of Attacking

Highlight Scene 2
White to play

This is the board position from the previous page after a dozen or so moves have been played.

Stating the matter in no uncertain terms, the target is Black’s group of four stones on the lower side. At present, Black has a lead in regards to the territorial balance, so if white does not aggressively attack Black here, there will be no way to seize a chance. At this kind of time, what must not be forgotten is the rule of attacking, that one must “drive the opponent towards one’s solid positions.”

From where is it best to attack?

When one is perplexed as to how to answer this question, please remember this rule without fail.

An Opponent to Whom I Did Not Want to Lose

Moves 1–12

＞＜

Mizokami studied at the same Ryokusei Gakuen school that I did and we became professional players at the same time, so I was conscious of him as a rival. At the same time, during those days at the Ryokusei Gakuen, when we played go, I would always take “black.” That was because in terms of strength, Mizokami was still above me.

This was the first formal game I played with Mizokami, five months after becoming professional, in the Oteai Ranking Tournament. At this time, Mizokami had won six straight games in the Oteai and his advancement to 2 dan was in the balance. For my part, my record was 3 wins and 3 losses.

I remember sitting down to play this game filled with fighting spirit.

Maintaining Balance?

Moves 13–14

＞＜

The two space pincer of white 14 is unusual. Perhaps I was intending to maintain balance with it?

Moves 15–24

＞＜

Mizokami is the type who plays a territorially tight game, and, in particular when he played me, he was especially tight. In this game, when Black invaded at the 3—3 point with 15, already early in the game Black has ended up taking three corners.

In those days, I would make the utmost efforts to build thickness and felt great joy in going after the opponent’s stones in order to capture them. Therefore, whenever the two of us played, no matter what was played, the game developed along these lines.

Too Tight Territorially?

Move 25

＞＜

The invasion of black 25 was territorially tight. But after white has made the checking extension with , there is a feeling that this is a step late.

Diagram 1

＞＜

I had envisioned Black attacking the corner with 1 in Diagram 1.

White would presumably think about the moves of 2 and 4, followed by the knight’s move of 6. This is a very common progression of moves.

In the upper left, white A becomes a good point, but at the present time wedging into the lower side seems bigger.

Moves 26–36

＞＜

In the actual game, Black was allowed to gouge out the upper side easily, but when white gets stones in place at 34 and 36, Black’s corners become thin, so there is not a sense of that much of a territorial loss.

Moves 37–39

＞＜

When Black develops at 39, a lull has come in the action.

This is the position of Highlight Scene 1. How can the thickness on the upper side be made to work effectively? Perhaps it would be best to give a hint.

Diagram 2
7 at 1

＞＜

On the upper side, white is left with the playing method of white 1 and the atari of 3 in Diagram 2.

The point is that after white 5, the capture of white 7 is a forcing move, so white has thicker and stronger shape than is apparent to the eye. With such powerful thickness to back one up, there is no need to play in a restrained manner.

Pressing All the Way In With a Checking Extension

Move 40

＞＜

With three corners taken at such an early point in the game (and with the last corner about to be taken as well), looking across the board one sees only Black territory. It seems to me that there are many who would worry whether this game is winnable, but first and foremost, one must believe in one’s thickness.

The correct solution is the checking extension of white 40.

On the same right side, playing in a more restrained way with something like A, or else B or a similar move would be no good. White presses in all the way with the checking extension of 40, to put pressure on the corner, which is best.

The key to using thickness in go is not for making “territory,” but for playing a “power” game.

Move 41

＞＜

Here, what is one to make of black 41?

Diagram 3

＞＜

Moving out into the open with black 1 in Diagram 3 is usual. In the Oteai Ranking Tournament there was no komi, so perhaps Black played solidly out of consciousness of that fact.

Move 42

＞＜

On the other hand, white 42 was slack.

Diagram 4

＞＜

Here, white 1 in Diagram 4 is an ideal point. Once there is a stone on this point, absolutely shines, and it may be anticipated that a substantial territorial framework will develop centered around the lower right corner.

The cut of black A was perhaps a concern, but by playing white B, black C and white D, white can make sabaki shape to deal with the situation.

Move 43

＞＜

Allowing Black to attack the corner with 43 was a failure.

An Ideal Shoulder Hit

Move 44

＞＜

Laying out these moves again, it is clear that, as usual, my play in the fuseki was slack.

Was my purpose in making the pincer of white 44 to concentrate power on the right side?

Diagram 5

＞＜

As I am now, I would surely play white 1 and 3 in Diagram 5. In response to black 4, White jumps to 5, attacking at a leisurely pace.

If, all the same, playing a pincer here, making the high pincer of white A should be considered.

Should play proceed as in the actual game with black B at the 3—3 point, after white C, black D, white E and black 1, then white 2 would block Black precisely. But at that time, the one space high pincer was practically not played at all, you know.

For someone like me, who finds joseki an ordeal, it is natural that I would not be aware of that, but…

Moves 45–50

＞＜

Entering the 3–3 point with black 45 is a simple and clear strategy.

Diagram 6

＞＜

It seems that going for a variation with black 1 in Diagram 6 was also possible.

When White plays 2 (if Black’s stone were at A, presumably White would answer at B), Black plays 3, 5 and 7, satisfied with making a base.

Move 51

＞＜

However, even in the actual game, Black has no cause for dissatisfaction. That is because after taking profit in the corner, Black’s shoulder hit of 51 is altogether perfect.

Practically all professional players would prefer Black’s position. Today, I would also rather be playing black here.

Moves 52–57

＞＜

Move 57 brings us to Highlight Scene 2.

Towards the Solid Position

In attacking, the important thing is the direction of the stones. From which direction does one pursue them and in which direction are they driven? Should one make a mistake in those judgments, the opponent will be allowed to live easily and even if the attack continues, nothing of merit is obtained.

Fundamentally, please remember that, “the opponent is to be driven towards one’s own solid position.” It may be expected that it is possible to put a considerable amount of trust in this rule of attacking.

Diagram 7

＞＜

What about the direction of the capping move of white 1 in Diagram 7?

In response to black 2, even though white can give chase with A, white’s territorial framework is not consolidated. Most importantly, it would be a waste to have the thickness on the upper side restricted to operating to the extent of this scale.

Move 58

＞＜

Here, I thought that this was the place to strike at the vital point with white 58.

Moves 59–61

＞＜

Black 59 (feels heavy and ponderous; black A or B would be usual) followed by 61 fall in line with white’s strategy of driving Black towards white’s thickness.

Moves 62–66

＞＜

White 62 through the poke of 66 take away the eye shape, a conventional attacking method.

Diagram 8

＞＜

In response to white 62, if Black plays 1 in Diagram 8, White intends to press the chase with 2 and 4.

With that in mind, when White plays , stone it was perhaps best to play sabaki to deal with the situation by attaching at A.

Moves 67–70

＞＜

With 70, white had gotten into a rhythm with the attack.

White Takes Profit

Moves 71–79

＞＜

If Black runs out just like this, the group will only end by banging its head against White’s thickness. As far as possible, Black wants to get settled without affecting any other position elsewhere. In doing just that Black is hard pressed.

Black 71 and 73 were questionable. That is because being forcibly captured by white 74 and 76 was a big loss here.

Diagram 9

＞＜

For 71, black 1 and 3 in Diagram 9, fixing the shape, followed by 5 would be a mild way of playing. Black does not get settled with this, but Black can still look forward to sticking it out territorially.

In a game where the aim is to sprint ahead in taking profit and tiding over any crisis to win, more than anything, Black must tenaciously depend on the territory. It is just there that this game becomes painful and difficult.

But for White to take profit to this extent still may not be said to give White the advantage. As might be expected, playing without a komi is big.

Moves 80–83

＞＜

With the capture of 80, White made a fair amount of territory. And then, playing at 82 was part of White’s plan.

Here, it is sadly unfortunate for Black that connecting with 1 in Diagram 10 is impossible.

Diagram 10

＞＜

White easily cuts Black with 2 and 4 and Black’s ability to secure this big group of stones is suspect.

Side Benefits to Attacking

Moves 84–89

＞＜

After probing with 84, White exercised the prerogative to hane at 86 and connect at 88.

Move 90

＞＜

And then, White once again went into action with 90.

Moves 91–95

＞＜

When White played 92 and 94, it was painful for Black to have to answer at 95, but there was no choice about it in order to connect.

Move 96

＞＜

By capturing with 96, White enlarged the right side by a little bit more.

In this way, here and there, White’s territory was increasing, another enjoyable aspect to attacking.

Moves 97–100

＞＜

A Close Game

Moves 101–110

＞＜

The attachment at 108 was a move that White had been aiming at, and Black 109 was unavoidable.

Here, one assesses the board position. Despite depending on power in those days, as one might expect, at this point I tallied up the score.

Black territory = 13 points in the upper right corner, 7 points in the lower right corner, 10 points in the lower left corner, 5 points in the upper left corner and 5 points on the upper side. Total, a good 40 points.

White territory = 15+ points on the right side, 15 points on the lower side, 5 points in the upper left corner and 5 points due to the thickness in the upper center. Total, 40+ points.

In short, the calculation is that the game is close.

Not a Flower-Viewing Ko

Moves 111–112

＞＜

Since the outlook was unclear, it was natural for both players to dig in and fight tenaciously. From this point on, the game became complicated.

In response to the capping move of black 111, is the attachment of white 112 the move?

It seems a little strange, doesn’t it? At the very least, it is a move that would not occur to me as I am today.

Diagram 11

＞＜

Supposing that Black replies in the normal way with 1 and 3 in Diagram 11, Black gets thick and strong, making White’s play questionable.

Moves 112–116

＞＜

In the actual game, Black obligingly played 113 and 115, so White got an acceptable result after playing the thick atari at 116.

Instead of 112, white A would have been a commonsense type of move.

Moves 117–127

＞＜

More than that, it was problematical for White to answer black 117 with 118. Black instantly responded with 119, doggedly dealing with the situation from this direction, to the degree that White started a ko with 124.

But it was not a ko for White to swagger over. The loss in the corner was terrible, so it could not be called a flower-viewing ko for White.

Diagram 12

＞＜

For white 118, the hane of white 1 and connection of 3 in Diagram 12 would be normal. If black 4, naturally white 5 is big.

Should Black play 4 at 5, white 4, black A and white B kills Black instantly.

Consecutive Questionable Moves

Moves 128–130

＞＜

One way or another, White will win this ko fight, but the question for both sides is to what length they will go with their moves.

Moves 131–133

＞＜

What about the consecutive moves of black 131 and 133?

In circumstances where White connects at A (which happens later in the game), the shape adopted to capture White’s five stones is thin.

Diagram 13

＞＜

Using the same pass to play consecutive moves here, black 1 and 3 in Diagram 13 would have been superior.

But the swap in itself, as a result of the ko, compared to the original position, cannot be said to have profited White. The same as before, the board position was difficult.

Moves 134–140

＞＜

After White pushed at 138, the hane of 140 was the line of play that White had been aiming at.

Move 141

＞＜

Here, the attachment of black 141 was a mistake.

Diagram 14

＞＜

Blocking with black 1 in Diagram 14 was possible. If white 2, black 3. Next, the cut of white 4 is handled by Black running the stone down with 5 through 9, leaving Black well off.

After white 10 and black 11, a ko is left with white A, black B and white C, but the damage White sustained with 4 and the rest is much too great.

Diagram 15

＞＜

In the end, black 1 and 3 in Diagram 15 followed by white 4 and 6 is standard. This would have been sufficient for Black.

Special Skill in Localized Fighting

Move 142

＞＜

Taking advantage of Black’s mistake, White jumped out with the attachment at 142.

Diagram 16

＞＜

In reply, should Black play 1 in Diagram 16, white 2 and then 4 and 6 are possible.

If Black obligingly hangs tough with 7, White plays the forcing moves of the two hanes at 8 and 10, then wins the race to capture with 12.

Using black 7 to go back to play at 12 would let White live in the corner, a great success for White.

Diagram 17

＞＜

In addition, compromising with black 1 in Diagram 17 and after white 2, black 3, would be met by White moving out with 4 and 6, a good result.

Moves 143–152

＞＜

After black 143, white 144 through the block of 148 and then the jump of white 152 is the proper technique. I had thoroughly read out the situation with the ko on the left side.

Around this time, I had quite a bit of confidence in my ability to read out localized positions. Perhaps for that reason, I was more inclined to fight.

Just in terms of speed in reading, in the days when I was 1 dan, or at any rate, around the time when I was twenty years old, it seems to me that my skill in reading was greater than it is now.

Moves 153–158

＞＜

Moves 159–164

＞＜

But that pride of mine was meaningless, since playing the moves of white 162 and 164 was inexplicable.

Diagram 18

＞＜

It seems like White could play 1 and 3 in Diagram 18. Had this transpired, it may be expected that White would clearly have the better position.

White Heads Toward a Winning Position

Moves 165–172

＞＜

White made a mistake regarding the ko threat, but after the hane between Black’s stones with white 168, capturing with 172 made the position thick and strong here.

Moves 173–182

＞＜

Then by going back to connect at 182, White established the win.

Moves 183–200

＞＜

A Win That Built Confidence

Moves 201–214

＞＜

Moves 215–223

＞＜

In the end, Black precipitated a ko in the upper right with Black’s big group of stones, looking for a place to resign.

Moves 224–239
234: ko; 238: connects ko

＞＜

Moves 240–242

＞＜

Mizokami was an opponent I could hardly win against during our days at the Ryokusei Gakuen school, but by taking control during this melee, I built up a great deal of confidence in myself.

Although Mizokami lost this game, he won his next game and advanced to 2 dan. And then, 20 days after that, I also secured my advancement in the ranks. I remember feeling relieved that I had achieved my first goal after becoming a professional player.

242 moves. Yamashita Keigo wins by resignation.

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