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© 2009 by Yuan Zhou

Master Play: The Fighting Styles of Kato Masao and Seo Bong Soo

Yuan Zhou

Buy the full book at gobooks.com

This book is one of a series about the specific playing styles of some of the most famous go professionals. Though most Western players have heard of such famous players as Kato Masao, few have any real understanding or appreciation of each professional’s individual playing style. This series is an effort to remedy that situation. In each volume, Yuan Zhou, one of the top US amateurs and a popular go teacher, author, and lecturer, presents two games of a particular player with a very detailed analysis that focuses on clarifying what is distinctive about their style of play. Readers will find that this is not only illuminating for understanding what it means to speak of a playing style, it also leads to an enhanced appreciation and understanding of the game itself and provides a guide for developing their own style.

The game analyses in these books began as informal presentations at Zhou’s home to a high kyu player: Bill Cobb 4 kyu. He occasionally contributes comments and responses to questions from Zhou. The books were prepared from video tapes of these sessions.

Zhou has a particular talent for helping weaker players understand what is going on in pro games and guiding them to become stronger players by studying pro games. He intentionally includes kyu players in his intended audience, not just stronger players.

Yuan Zhou (American Go Association 7 dan) was born in Tianjin, China. Tianjin is a major city in the northern part of China, near Beijing. His father taught him to play go at the age of six, and a year later he won the Tanggu District Junior Championship. After this auspicious beginning, Zhou began professional go training while he was still seven years old. He was twice invited to represent Tianjin in the All China Go Prodigy Cup.

In 1989 Zhou immigrated to the USA, became a US citizen, and joined the American Go Association (AGA). Zhou was the president of the go club at the University of Maryland, from which he earned a BS in Electrical Engineering, and became increasingly involved in AGA events, winning many go tournaments. See the list below for Yuan Zhou’s thirty US go titles. Zhou was also elected to the AGA board of directors in 2005.

Zhou is one of the top competitors on the American go scene, winning the Eastern US Open, one of the biggest US tournaments, in 1992. He also won the New Jersey Open, another of the biggest US tournaments, four times. Twice he has won the Maryland Open, another major tournament that attracts strong players. Zhou placed in the top ten many times in the US Open, North American Masters Cup, and the North American Fujitsu Qualifying Tournament. These tournaments involve the strongest North American go players and include pros. In Zhou’s go career, he has defeated pros many times, including four times in even tournament games: Hak Soo Kim 6p in the 1996 Fujitsu, Xuefen Lin 1p in the 2001 Eastern Oza, Huiren Yang 1p in the 2009 North American Masters, and Feng Yun 9p in the 2011 SAMG World Team Go US team Qualifier. Zhou has also won the US Pair Go Championship four times, and he has represented the USA in international tournaments many times (World Amateur Go Championship, Korea Prime Minister Cup, World Pair Go Championship, etc). In 2009, Zhou represented the USA in the 4th Korea Prime Minister Cup World Go championship in Jeonju, Korea, and finished in 5th place.

In addition to his competitive successes, Zhou has become a popular teacher and lecturer, frequently giving lectures and teaching lessons at various go clubs in the eastern US region. He has also published many go books at Slate & Shell (www.slateandshell.com). Zhou resides in Germantown, Maryland, and can be contacted through his web site at www.zhouyuan.com.

Yuan Zhou’s Thirty US Go Tournament Victories:

Mid Atlantic Open 1990
Eastern US Open 1992
NoVa Cherry Blossom 1992
NoVa Cherry Blossom 1993
NoVa Pumpkin Classic 1993
University of Maryland Open 1993
Maryland Open 1994
New Jersey Open 1995
University of Maryland Open 1995
New Jersey Open 1996
New Jersey Open 1997
Philadelphia Open 1998
NoVa Congress Tune Up 1999
Mid Atlantic Open 2000
Pennsylvania Open 2000
Korean Baduk Eastern US Open 2001
New Jersey Open 2001
Maryland Open 2002
Pennsylvania Open 2002
Virginia Open 2003
US Ing Redmond Cup 2004
US Pair Go Championship 2004
Virginia Open 2004
Philadelphia Open 2007
Mid Atlantic Open 2007
US Pair Go Championship 2009
North American Ing Masters Qualifier 2009
North American Ing Masters Qualifier 2011
US Pair Go Championship 2011
US Pair Go Championship 2012

William Cobb, July 2013

Copyright Page

© 2009 Yuan Zhou

All rights reserved. Reproduction in whole or in part is prohibited.

Slate & Shell
1425 Westshire Lane
Richmond, VA 23238
www.slateandshell.com

Edited by William Cobb

Cover design by Laurie M. Crammond

Conversion to SmartGo Books by William Cobb

ISBN of print edition:
1–932001–45-X

Table of Contents

Master Play: The Fighting Styles of Kato Masao and Seo Bong Soo

Introduction

Copyright Page

A Brief Biography of Kato Masao

Kato’s Big Breakthrough

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

Kato at Full Strength

A Brief Biography of Seo Bong Soo

Seo Becomes a World Champion

Seo Stops Another Top Japanese Pro

Buy This Book

About SmartGo Books

A Brief Biography of Kato Masao

Let’s begin as usual by having you tell me what you know about Kato Masao.

4 kyu: Kato is quite well known. He’s famous for his aggressive, attacking style and had the nickname of “killer”. His book Attack and Kill is very highly regarded and he wrote a book on The Chinese Opening as well. He was the first pro to become head of the Nihon Ki-in, but he died unexpectedly shortly after taking that position. Tragically, he was only in his fifties. He also won a number of major titles.

Good, you know a lot about him, then. Kato was born in 1947 and died in 2004. He was a member of the Kitani school and very good at attacking. He wrote a lot of go books, two of which were translated into English: Attack and Kill and The Chinese Opening.

Kato’s first memorable achievement was setting the record as the lowest ranked player to enter the Honinbo League when he was 4 dan. He became the challenger for the Honinbo title as a 5 dan in 1969, which was another record. Kato took the Honinbo title at the age of thirty, which is a little later than most of the famous players, who usually get their first major titles in their twenties, if not when they were teenagers. Before his first success, winning the Gosei in 1976, he was the runner-up in major title matches eight times, which was a little frustrating for him. Younger members of the Kitani school such as Takemiya and Ishida were winning titles and other younger players like Kobayashi Koichi and Cho Chikun were also having successes. Partly, this reflects the fact that his attacking style is not that easy, as we will see.

Once Kato started winning, he went on a rampage, winning fourteen titles in a period of five years. Overall, with regard to the top seven Japanese titles, he won the Meijin twice, the Honinbo four times, the Judan seven times, the Tengen four times, the Oza eleven times, and the Gosei three times. Only the Kisei eluded him, although he was the runner-up four times. He also set a record as the oldest player to win a major title when he took the Honinbo at the age of fifty-five in 2002.

While he was Chief Director of the Nihon Ki-in he brought about many important reforms, including raising komi to 6.5 points, eliminating the Oteai (the professional rating tournaments), and getting the Nihon Ki-in back on a solid financial footing.

Kato was particularly fond of the high Chinese opening, which he often played. This version of the Chinese opening with the middle stone on the fourth line was popularized by the Japanese.

Kato’s Big Breakthrough

The first game we will examine was between Kato and Takemiya Masaki. It is from the 32nd Honinbo title match in 1977 when Kato won his first big three title. He had won the 1st Gosei title the previous year but was still suffering from the sense of not being one of the very best players. His opponent is Takemiya Masaki, who is defending the title he had won for the first time the previous year, defeating Ishida Yoshio. This is Game 1. Kato is Black and Takemiya is White. Komi is five and a half points.

Moves 1–6

Kato begins with the high Chinese opening, even though it allows Takemiya to get what in traditional theory is considered the ideal formation for White against the Chinese opening. White’s corner enclosure in the lower left limits the potential of the stronger, lower right side of the Chinese formation so this was seen as good for White. However, Kato shows that go is not that simple and plays this way despite the traditional theory.

Moves 7–8

Kato makes a normal approach with Black 7 and Takemiya chooses this common response. White has many choices here, of course.

Not Good for White

White does not choose this joseki, playing White 8 in the game at 1, because he is afraid Black will respond by taking the outside and building an excellent moyo. Like the sanrensei, the Chinese opening lends itself to the creation of a moyo.

The attacking style aims at building a moyo or large framework such that the opponent must come in. Attacking the invader then yields profit. Takemiya wants to avoid making this easy for Black to do.

Moves 9–13

Black chooses a normal joseki here, and White has succeeded in ruining Black’s potential to develop at the top.

Move 14

White has many choices for 14. This choice is a big move in a good direction for the white corner enclosure below and aims at the invasion at A.

In the early stages of the game, the attacking style emphasizes fast play to gain thickness for attacking rather than solid plays to make territory. If Black were concerned about territory, he would respond to White 14 at B to prevent White from destroying the territory here with the invasion at A. However, then White would have an important sente and could develop at C, for example, and you can see that the framework of the Chinese opening pattern would be diminished by that. So Kato is not going to play Black 15 at B.

Move 15

Black 15 expands Black’s framework and prevents White also getting a large extension on this side of his corner enclosure.

Move 16

White has choices for 16. For example, Lee Changho has often played at A in this situation. At any rate, White cannot let Black play at 16 and finish the position, making it difficult for White to come in.

Moves 17–21

The continuation is a classic pattern. Kato does not play Black 21 at A because he wants to keep White’s group unstable. The attacking style wants the opponent’s groups to be vulnerable. If Black makes the less aggressive and more solid play of 21 at A, it would leave White the option of making eye space by playing at 21. After 21 at A, White would be virtually alive with an extension to B because of the more open corner.

Black’s more aggressive play does leave a weakness in his position at C, as we will see. Black 21 at A would eliminate this weakness. Every position involves trade-offs. The attacker intentionally leaves his own groups vulnerable to take sente. This is a risk the attacking style accepts.

Move 22

Since White cannot expect to make life on the right edge as a result of Black 21 (), Takemiya plays high with White 22, making it easier to gain access to the center.

Black doesn’t have a good follow-up in this area now—he can’t seal White in. Since he also is not going to fix his own weakness here, he will play elsewhere.

Move 23

Black 23 supports and also develops potential at the top. Black also has a follow-up at A to attack White’s unsettled group.

Move 24

White meanwhile does not want to just run his weak group out into the center since it is hard to see points for White there. He would rather investigate the weakness of Black’s group, which is the point of 24. White is looking at A next.

In this situation Kato’s style shows itself. If you were Black now, where would you play?

Bad Play for Black

4 kyu: I would attach to make White heavy and then extend to Black 3.

Ah, yes, but when White extends to 2, he has the attachment at A to seal Black in. Actually, this helps White and is a common sort of bad play for Black.

White Fights Back

Moreover, Black cannot kill . If Black contains White with 25 at 1, this sequence allows White to start a fight in which he is clearly better off than Black.

Move 25

Black 25 is the proper move. It seems slow and the shape is a little strange. However, Black fixes his weakness—and without helping White to become stronger. In an attacking game it is important not to help your opponent become stronger. After later study, the players agreed that White 24 () is a mistake.

What White Should Have Played
2: elsewhere

Before White 24, White 1 would be sente. If Black plays elsewhere, White would capture the two stones and live. Also, White A would be sente. Black would have to prevent a hane at B and White would get eye potential in the center. However, after the White 24–Black 25 exchange, White’s group to the right is much more vulnerable because neither White 1 in this diagram nor A is now sente and White 24 becomes another weak stone. So White must defend his weak group on the right edge immediately after Black 25. He does not have time to run out 24.

Move 26

White must protect his group with the jump to 26. That gives Black sente, which is a very significant development.

Before the White 24–Black 25 exchange, White had sente and could have made a big play, such as A or B. Now, however, White has made a bad play and Black has sente.

Move 27

When Kato gets the big point of Black 27, he starts to take the lead in the opening. White’s invasion with 24 lacked significant negative impact on Black so 27 is a huge gain for Black in the game.

Move 28

White gets a little impatient as a result of this development and invades at 28. This is another mistake. After study, it is clear that White should play at A, allowing Black to jump to White 28, and then pull out at B. After that it would be a long game and White would have chances. In the game, the white group below is not strong enough for White to start the fight with 28.

Moves 29–31

Black 29 and 31 are Kato’s style, the sort of moves he makes a lot—simple jumps. Some players would attack with 29 at A, but that would help White, who would extend at B, and slow down Black’s progress into the center. After the two jumps, Black can attack White on either side, putting White in an uncomfortable position.

Which direction is more urgent for White, to jump out above or below Black 31?

4 kyu: White has more investment in the lower area, so I suppose he should jump out below 31.

Right. If Black can separate White’s right side group from the single invasion stone at the bottom by capping below 31, White will suffer a big loss.

Moves 32–33

So White jumps to 32 and Black caps this way with 33. Black does not cap at A since that would give White a double peep at B.

Kato is a patient attacker. He wants the opponent’s group to grow to the point that the opponent cannot try to make an exchange. Only when the group becomes a large dragon does Kato attack. He wants his opponent to be forced to defend his group. White is now under severe attack, but there is a lot of room to maneuver here yet.

Move 34

It’s enjoyable to attack; it feels good to take the initiative. However, you must play correctly and you must be patient. So, how does Black continue after White 34? There is a lot of openness toward the left and the top and there is also some aji for White at A. What do you think?

4 kyu: Capping at B keeps the pressure on and builds territory at the top for Black.

That would be a classic way of continuing. When attacking, you need to pay attention to where you can get benefits. However, here again we see Kato’s own style. Remember this next move.

Move 35

Kato makes sure this white group stays vulnerable. If Black caps at A, White would be virtually alive if he gets to attach at Black 35. That would still be playable for Black, but the top area would not yet be finished territory: After Black A, the corner would be open and the top area would be open toward the left and not completely closed off in the center.

As in the case of making the iron post with the stones at the bottom, Black 35 may seem slow, but Black becomes very powerful while White remains weak. If White gets to settle by playing at 35, Black’s string of four stones in the center right would become weak. 35 gives Black the possibility of a double peep and removes any hope for White of making eyes on the side. This solid extension may seem like the sort of slow move a beginner would make, but it is in fact a very good move.

Moves 36–37

White has to run with 36. Since this threatens an attack on the isolated black stone on the star point above, Black protects with 37. Now White is clearly behind. Black has a large amount of territory on the right half of the board where White has almost no points. White does not have time to protect his weak running groups. He must expand his territorial potential on the left half of the board.

Bad for Black

Some players might be tempted to use the forcing moves of Black 1 and 3 instead of 37, thinking this would give Black more potential territory at the top. However, this would be bad: it would make White thick and the top area would still be very open.

Move 38

White 38 makes territory and aims at A next, which would be a big gain. However, White has been forced to walk away from his weak running groups. Naturally, we expect Black to take advantage of this, although it is not easy to see how to do so. However, if you play the attacking style you must be able to show the value of your attacks.

Let’s see how Black handles this situation.

The full book continues this game to the end, followed by a thorough analysis of three more games.