Copyright © 2010 by Rob van Zeijst and Richard Bozulich

Mastering the Basics, Volume 8

Fight Like a Pro
The Secrets of Kiai

by Rob van Zeijst & Richard Bozulich

Buy the full book at gobooks.com

Kiai is a concept that has received scant systematic attention in the go literature, even though it is often referred to in game commentaries. Most westerners are familiar with kiai mainly in relation to the martial arts where it is translated as fighting spirit, a phrase that conjures up a feeling of aggression. In go, however, kiai means coming up with innovative and creative moves. Such moves not only have a global perspective, they also take into account local situations and they need to be backed up by deep and accurate reading. Ideally, they perfectly meld the tactical and the strategic elements of a position; they are moves that cause other pros sit up and take notice.

Professional games are full of kiai. A top pro tries to avoid the ordinary move. He strives to play the all-out, 100% move (unless he is well ahead). He will not be submissive in his responses; rather, he will meet attack with counterattack. Just because a move is a joseki move, a pro will still ponder it and try to find another move that is more appropriate to the overall position. This is how new josekis are born.

This book contains 16 fighting games, analyzed in depth and played by some of the world’s strongest players from Korea, China, and Japan. However, this book is more than just a game book; it is also a problem book. Throughout each game at crucial points, questions are posed asking the reader what he thinks the next move should be. With this format, the reader becomes fully engaged in the game and the commentary.

This is a book that will change the way you play and think about go. It will also shatter many of the mistaken notions that amateurs have about go strategy.

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

Copyright Page

Mastering the Basics, Volume 8
Fight Like a Pro – The Secrets of Kiai

by Rob van Zeijst & Richard Bozulich

Copyright © 2010 by Rob van Zeijst and Richard Bozulich

All rights reserved according to international law. No part of this book may be reproduced by any mechanical, photographic, or electronic process, nor may it be stored in a retrieval system, transmitted, or otherwise copied for public or private use without the written permission of the publisher.

Published by
Kiseido Publishing Company
Kagawa 4–48–32, Chigasaki-shi
Kanagawa-ken, Japan   253–0082

ISBN of the printed version: 978–4–906574–78–0

Converted for SmartGo Books by John Mifsud.

Contents

Fight Like a Pro – The Secrets of Kiai
Mastering the Basics, Volume 8

Copyright Page

What is kiai?

Kiai and komi

Fear and kiai

Psychological warfare

Players featured in these games

Tournaments in which the games were played

Game One: Wang Yuhui vs. Kim Seong-ryong

Game Two: Yuki Satoshi vs. Takao Shinji

Game Three: Kobayashi Satoru vs. O Meien

Game Four: Yuki Satoshi vs. Hane Naoki

Game Five: Li He vs. Fan Yunruo

Game Six: Takao Shiji vs. Cho U

Game Seven: Iyama Yuta vs. Yoda Norimoto

Game Eight: Chang Hao vs. Yi Se-tol

Game Nine: Gu Li vs. Weon Seong-chin

Game Ten: Gu Li vs. Weon Seong-chin

Game Eleven: Pak Cheong-sang vs. Hane Naoki

Game Twelve: Gu Li vs. Chang Hao

Game Thirteen: Liu Xing vs. Chang Hao

Game Fourteen: Yi Ch’ang-ho vs. Qiu Jun

Game Fifteen: Pak Yeong-hun vs. Kong Jie

Game Sixteen: O Meien vs. Miyazawa Goro

Mastering the Basics

Go Books from Kiseido

About SmartGo Books

What is kiai?

This book contains 16 games. However, it is more than a game book – it is also a problem book. The main theme that runs through this book is kiai, a concept that is usually translated as ‘fighting spirit’. Most westerners are familiar with the word kiai in relation to the martial arts.

In go, however, kiai has a wide range of nuances that the expression ‘fighting spirit’ fails to convey completely.

Fighting spirit conjures up the feeling of aggression. But in go kiai does not necessarily imply aggression.

Moreover, kiai is not wildly firing around randomly and trying to hit anything that moves. Often, it is taking a chance on a move, the outcome of which is not known, and where it is clear that not taking that chance will lead to a loss, either locally or globally.

Dia. 1

As an example of kiai, consider the position in Dia. 1. Each side has the same amount of territory, but it is Black’s turn to play, so he has the initiative.

Dia. 2

＞＜

Black threatens to invade White’s territory with 1 in Dia. 2. If White defends with 2, Black will exchange 3 for 4, then threaten to invade again with 5. White defends again with 6. Black and White continue along the same course – Black attacking, White defending – with the moves to 16. Next –

Dia. 3

＞＜

The moves to Black 81 in Dia. 3 are the natural continuation. The result is:

Black: 65 + 66 = 131 points;

White: 59 + 59 = 118 points.

Black wins by 13 points.

Theoretically, White has a lost game, and, if he submissively answers all of Black’s threats by defending, he has no hope of staging an upset. White must go on the offensive with his own threats if he is to overcome Black’s advantage of having sente.

Dia. 4

＞＜

If White ignores Black 1 and goes on the offensive with 2 in Dia. 4 and Black submissively defends with 2, the result will be quite different from Dia. 3 – White will have the advantage.

Dia. 5

＞＜

So Black must not defend against White 2 in Dia. 4. Instead, he must threaten to invade White’s territory with 3 in Dia. 5. After White 4, Black defends with 5. Next, White defends with 6 and 8 and Black defends with 7. Everything is now back in balance.

Dia. 6

＞＜

Instead of 5 in Dia. 5, kiai demands that Black invade with 5 in Dia. 6. The sequence to Black 17 can be expected. In this case, it is easy to understand that White’s territory is damaged on two sides, while Black’s is damaged on only one. Black will easily win.

Dia. 7

＞＜

After Black 5 in Dia. 6, White will resist with 6 in Dia. 7, inflicting the same damage on White’s territory. It now becomes a game in which each side annihilates the territory of the other. In the end, Black will make territory in what was White’s, and vice versa. The game has become unpredictable. This is better than just following your opponent around the board, as that will result in certain defeat. In other words, in order to maintain the balance, each player must resist the other’s efforts. This resistance is called kiai.

The lesson that this example teaches us is:

Don’t play submissively.

This is the hallmark of a professional’s game. Professional refuse to be bullied or forced into submission. Somehow or other they will find a way to fight back. This is not to say that they always attack and never play defensively. Of course they defend when necessary, but there is always a balance between attack and defense.

The above example was artificial, but here is a game between Yi Ch’ang-ho (white) and Takemiya Masaki that illustrates this principle.

Dia. 8

In Dia. 8, Black has built up a vast moyo on the right side. White has to reduce its size, so he plays an erasing move with the marked stone.

Dia. 9

＞＜

Defending against the marked stone with Black 1 in Dia. 9 is exactly how White wants Black to answer. Black 3 is another submissive move. When White follows up with 4, a white moyo that is bigger than Black’s suddenly appears in the upper left part of the board. Next –

Dia. 10

＞＜

Black expands his moyo in the bottom right with 5 and 7 in Dia. 10. The moves continue up to Black 13, after which White reinforces his moyo with 14. White’s moyo on the left side is now bigger than Black’s. In addition, White has the possibility of jumping into Black’s moyo with ‘a’ or invading the corner with ‘b’.

Dia. 11

＞＜

In the game, Takemiya answered the marked stone by attacking it with 1 in Dia. 11. This was kiai because, while attacking, he also eliminated the possibility of White building a moyo in the upper left. At this point it is best for White to jump into Black’s moyo with 2. (In the game White answered Black 1 by playing at 3 followed by Black 2.) Black attacks with 3 and 5 and White reinforces with 6, aiming to make eyes for his group stranded in the center. White will have no problem making life for these stones, but Black is thick, so he can make territory while harassing White’s group.

The result: White has succeeded in invading Black’s moyo while Black has prevented White from making a moyo of his own. This is an even result.

When the proper move doesn’t work

If playing the proper move or the joseki move leads to a disadvantage or even a lost game, kiai demands that you do something extraordinary to steer the game in another direction. Playing this way might make the game so complicated that the outcome is unpredictable, but this is better than ending up with a disadvantage. It then usually becomes a contest of which player can out read the other. Playing this kind of kiai is like taking a calculated risk. Black 21 in Game One is a good example of this kind of kiai.

Kiai and Komi

‘I win with White because I have the first move. I win with Black because I’m Bogoljubov.’
Efim Dmitriyevich Bogoljubov (1889–1952)
Russian Chess Grandmaster

In both chess and go, the player who has the first move has the advantage. Unlike go, chess has no handicap system that can compensate for this advantage. The player with Black must struggle to equalize. He cannot play passively or think only of defending. He must go on the offensive. This, in a nutshell, is kiai.

Go can compensate for the advantage of the first move with the komi system, but up until the late 1930s there was no komi in official games. Players of equal strength would alternate between playing Black and White. But having the first move was a great advantage. A player such as Shusaku was almost invincible when playing with Black.

In match play the no-komi system worked out well. It proved that the player who could overcome the disadvantage of not having the first move was the stronger and the player he vanquished would have to accept a handicap.

The advent of the tournament system made equality among the competitors imperative. In the first Honinbo tournament a komi of 4½ points was introduced, but it was used in only the preliminary rounds. The six-game title match was played without a komi, and, not surprisingly, Black won every game.

In spite of the opposition of some of the old-guard players, such as Kato Shin, a komi of 4½ points became the standard for all the open tournaments that were eventually established. In the mid-1970s, the komi was increased to 5½ points and increased again in 2006 to 6½ points.

Six and a half points is a large komi. Many players feel that it’s a bit too large – although Takemiya Masaki says that he would be willing to give a komi of 8½ points for the right to play Black. Black can no longer play passively. With such a large komi it is Black who must go on the offensive. But White cannot be passive either, because, by having the first move, Black can choose his fuseki strategy and direct the flow of the game. White has to throw a monkey wrench – kiai – into Black’s plans. This means both sides must play with kiai. Some observers feel that games have become more exciting and more hotly contested with the introduction of the 6½-point komi.

Fear and Kiai

‘There is nothing to fear but fear itself.’
Franklin Delano Roosevelt
32nd president of the United States

Fear is the bane of the human race. Although necessary for our survival in a hostile world, it inhibits risk-taking and prevents us from succeeding even in pursuits whose consequences for failing will not lead to our demise. We can see its effect on almost all human activity.

In sports, boxing offers a good example. The fear of being injured or even killed causes boxers to be cautious. In the first round of many matches it becomes clear that the fighters have tacitly negotiated a peace treaty which can lead to a rather boring encounter. Occasionally, a fighter appears who seems totally devoid of fear, throws caution to the wind, and attacks with unbridled aggression, often demolishing his opponents in the first round.

In the performing arts, fear of making a mistake or having a memory lapse can influence a pianist’s performance. It may cause him to take a more conservative tempo or even to have the score in front of him, necessitating the services of a page turner.

Fear for a go player is losing the territory he has staked out. Fear also prevents him from engaging the opponent in a fight. When attacked, he will simply retreat with a defensive move. Such a player never plays bold strategic moves. Instead, his attacks are lukewarm and his games are overly defensive. Fear inhibits his ability to play kiai. Here is an example.

Dia. 1

＞＜

Dia. 1 shows the opening of a game between two amateurs.

Dia. 2

＞＜

In Dia. 2, White makes a second approach with 11; Black moves out into the center with 12. Next, White invades the corner with 13. Black blocks with 14 and White secures territory at the top with 15. So far so good, but Black’s next move was not good. Where should Black play next?

Dia. 3

＞＜

In the game, Black played 16 in Dia. 3, eliminating any chance of the marked stone escaping or living, so this move pretty much secures the territory on the upper left side. However, it is inefficient because it will lead to Black’s stones becoming over-concentrated – too many stones invested for the amount of territory gained.

Dia. 4

＞＜

Later in the game, White can play 1 in Dia. 4, forcing Black to connect at 4. The moves 5 and 7 are now White’s privilege. Black must defend his territory with 6 and 8 in gote. Black’s stones are over-concentrated – he has used too many stones for the amount of territory he has surrounded. In addition, the two marked stones are not surrounding any territory at all, so they are wasted moves.

Dia. 5

＞＜

Black 16 in Dia. 5 is the move that Black should play (Black A is also good and more forceful, but 16 is sufficient).

Although Black 16 is a joseki move, it is also the kind of positive move that can be equated with kiai. Many kyu-level players are afraid to make this move because it does not secure the left-side territory nor does it quell the marked stone. However, Black 16 occupies a strategic point in the center and takes the initiative there. It limits the extent to which White can expand his territory at the top and it also indirectly weakens the marked stone, which is now isolated inside a huge black moyo.

Psychological Warfare

World championship chess matches are famous for the psychological maneuvers that go on between games and even during them. Two very famous ones were the Fischer–Spassky and the Karpov–Korchnoi matches.

Such overt confrontations rarely happen in go matches. They are usually more subtle and manifest themselves in the kind of moves the players make or the way they attempt to exploit certain shortcomings in the conditions of a match. Players often try to intimidate their opponents by the forcefulness with which they place their stones on the board. Strictly speaking, such behavior, whose aim is to fluster one’s opponent, cannot be called kiai, but it does demonstrate an attitude that can be equated with ‘fighting spirit’.

One interesting example occurred in the second Meijin title match between Fujisawa Shuko and Sakata Eio. It was not the moves that were played; rather, it was the struggle in which each player tried to force the other to make the sealed move. This episode is recounted in Kiseido’s publication Modern Master Games, Volume 1 on page 136.

Of all contemporary go players, Yoda Norimoto 9-dan probably has the fiercest demeanor. He radiates hostility throughout the playing room. He often shows his determination and defiance from the very first moves of the game and the confident way he strikes the board with a stone when he makes a move. Any player who sits down across from him knows instantly that this is an opponent that has to be taken seriously.

Dia. 1

＞＜

There are many examples of Yoda playing unconventional moves in the opening. One was in the third game of the 24th Meijin title match against Cho Chikun on September 29 & 30, 1999 (see Go World #87). Convention calls for Black to play his first move in his upper right corner, and, if he is going to play on the 3–4 point, he should play on the one facing away from his opponent, namely at A in Dia. 1. The root of this convention probably stems from the ancient Chinese art of geomancy in which this placement is supposed to optimize the flow of energy (qi 気 in Chinese and ki in Japanese; note that this is the same character used in kiai 気合) over the board. However, Yoda played his first move on the 3–4 point in the upper left corner facing into his opponent. Some more conventional players might have taken offense and considered it impolite to have played on this point, but Cho recognized it for what it was, namely, a way of throwing down the gauntlet and remarked that he ‘enjoyed the change of scenery’.

Dia. 2

＞＜

Diagram 2 shows the beginning of another game by Yoda, this time against one of Korea’s top players Mok Chin-seok (see Go World #116). After Mok played Black 1, Yoda played an unorthodox move on the 6–4 point with White 2. Moves such as this could be interpreted as a kind of kiai whose aim might be to fluster one’s opponent or perhaps simply to lead the game down an unfamiliar path. Mok obviously interpreted it as the former, so he also played on the 6–4 point in the lower left corner with Black 3. Not to be outdone, Yoda makes an unconventional enclosure with White 6, whereupon Mok makes the same kind of enclosure with Black 7. Clearly, Mok is in no way intimidated by Yoda’s antics.

Players featured in these games

Chang Hao 9-dan

Born on January 26, 1976 in Shanghai, China. Won the World Amateur Go Championship in 1990 at the age of 13. Became 9-dan in 1999. One of the top Chinese players. Won the 2005 NEC Cup and the 2007 Samsung Cup and runner-up for the Toyota Denso Cup in 2005 and 2007. Like his compatriot Gu Li, he often comes up with unexpected and innovative moves that are backed up by deep and accurate reading, coupled with superb positional judgment.

Cho U 9-dan

Born on January 20, 1980 in Taipei, Taiwan. Disciple of Rin Kaiho. Member of the Japan Go Association. Became 1-dan in 1994 and 9-dan in 2003. Currently (2012) holds the Japanese Kisei (held for the last three terms) and Oza titles (held for the last four terms). Has won the Meijin title four times and the Honinbo title twice.

Fan Yunruo 3-dan

Born on January 7, 1996 in Shanghai. She became 1-dan in 2009 and 2-dan in 2010. Played in the 6th Queen of the New Stars (Xinren Wang tournament) title match.

Gu Li 9-dan

Born on February 3, 1983 in China. Became 1-dan in 1995 and 9-dan in 2006. One of the world’s top players. Has won six international tournaments, including the Fujitsu Cup, the LG Cup (twice), the Toyota Denso Cup, and the Samsung Cup. Like his compatriot Chang Hao, he often comes up with unexpected and innovative moves that are backed up by deep and accurate reading, coupled with superb positional judgment.

Hane Naoki 9-dan

Born on August 14, 1976 in Mie prefecture, Japan. Became 1-dan in 1991 and 9-dan in 2002. A former Kisei (two consecutive terms) and Honinbo (two consecutive terms) title holder. Has played in three Meijin leagues.

Iyama Yuta 9-dan

Born on May 24, 1989. Disciple of Ishii Kunio 9-dan. Became 1-dan in 2002. Promoted to 9-dan in 2009 upon winning the Meijin title (held for two terms), the youngest player in Japan to achieve this rank. Currently holds five of the top seven Japanese titles: the Honinbo, Tengen, Oza, Gosei, and Judan titles. Iyama is known for his kiai. His games are often quite complicated, featuring large-scale sacrifices and opposing groups on the verge of living or dying.

Kim Seong-ryong 9-dan

Born on August 12, 1976 in Korea. Became 1-dan in 1991 and 9-dan in 2004. Reached the quarterfinals of the first Samsung Cup and the second round of the LG Cup.

Kobayashi Satoru 9-dan

Born on April 5, 1959. Disciple of Kitani Minoru. Became 1-dan in 1974 and 9-dan in 1987. Took the Kisei title from Cho Chikun in 1995. Failed to defend it against Cho the following year. Unsuccessfully challenged Cho for the title again in 1997. Won the Gosei title and the NHK Cup in 1995.

Kong Jie 9-dan

Born on November 25, 1982 in Beijing. Became 1-dan in 1994 and 9-dan in 2009. One of the world’s top players. Has won five international titles, namely the LG Cup (2010), the Fujitsu Cup (2010), and the TV Asia tournament three times from 2009 to 2011.

Li He 5-dan

Born on January 1, 1992 in Heilongjiang province, China. Became 1-dan in 2005 and 3-dan in 2010. Won the 2nd, 4th, and 5th Queen of the New Stars title match. She also won the 2nd Women’s Mingren title in March 2011. In November 2012, she defeated Rui Naiwei 9-dan, recognized as the world’s strongest women’s player, to win the Bingsheng Cup. For this victory, she was promoted from 3-dan to 5-dan.

Liu Xing 7-dan

Born on December 10, 1984 in Tianjin, China. Became 1-dan in 1995 and 7-dan in 2004. Plays an interesting game with a lot of innovative moves.

Miyazawa Goro 9-dan

Born on November 29, 1949 in Hokkaido, Japan. Disciple of Kitani Minoru. Became 1-dan in 1966 and 9-dan in 1992.

Kitani recruited about 70 disciples throughout Japan and Korea, but at his dojo he was careful not to favor one pupil over another. On occasion, however, he would lavishly praise Miyazawa Goro for his ability, his inventiveness, and his resourcefulness in finding moves that could change the course of the game.

Miyazawa is known for his extremely aggressive style, and his games are full of kiai. He has never won a top title, but he has played in the Kisei league four times, the Honinbo league twice, and the Meijin league once. Perhaps the reason for his failure to take or even challenge for one of the big titles is his penchant for never compromising and always playing the all-out move (an overabundance of kiai?). Be that as it may, whether he wins or loses, his games are always exciting and entertaining.

O Meien 9-dan

Born on November 22, 1961 in Taipei, Taiwan. He came to Japan and became a professional 1-dan in 1977 at the age of 16 and reached 9-dan in 1992. In 2000 he won Honinbo title and defended it the following year against Cho U. In 2002 he won the Oza title. With many go books to his name highlighting lateral thinking, he is well-known for his creativity, his grand strategic insights, and the eloquence in expressing his ideas.

Pak Cheong-sang 9-dan

Born on August 23, 1984 in Seoul Korea. Became 1-dan in 2000 and 9-dan in 2006. Won the Fujitsu Cup in 2006 and promoted from 6-dan to 9-dan.

Pak Yeong-hun 9-dan

Born on April 1, 1985 in Korea. Became 1-dan in 1999 and 9-dan in 2004. Fastest promotion to 9-dan in the world. Won three international titles: the Fujitsu Cup (in 2004 and 2007) and the Zhonghuan Cup in 2005.

Qiu Jun 9-dan

Born on August 27, 1982 in Shanghai. Became 1-dan in 1995 and 9-dan in 2011. In 2003, aged 21, he was the youngest player to win the Chinese Meijin title. Was the runner-up in the 2009 Samsung cup and in the 2011 Fujitsu Cup; his two second places earned him promotion to 9-dan. Qiu Jun is well-known for his flexibility and ability to look at the whole board. His style cannot be described as glamorous, but it does have power.

Takao Shinji 9-dan

Born on October 26, 1976 in Chiba prefecture, Japan. Became 1-dan in 1991 and 9-dan in 2005. Takao is one of the five top players in Japan. He won the Honinbo title in 2005 and held it for three consecutive terms. He also won the Meijin title in 2006, becoming the sixth player to hold these two titles at the same time. Challenged Cho U for the Kisei title in 2012, but lost 3–4. Author of The 21st Century Dictionary of Basic Josekis, published by Kiseido.

Wang Yuhui 7-dan

Born on June 14, 1976 in Beijing. Became 1-dan in 1990 and 7-dan in 2000. Played in the 2000 Samsung Cup.

Weon Seong-chin 9-dan (Korea)

Born on July 15, 1985 in Seoul. Became 1-dan in 1998 and 9-dan in 2007. Won the Samsung Cup in 2011.

Yi Ch’ang-ho 9-dan

Born on July 29, 1975. Disciple of Cho Hun-hyeon 9-dan. Became 1-dan in 1985 and 9-dan in 1996. Has won 21 international titles, including the Fujitsu Cup (twice in 1996 and 1998), the Samsung Cup three times (1997–99), the LG Cup (four times in 1997, 1999, 2001, and 2004). His success in both Korean and international tournaments establishes him as one of the greatest players of all time. He has a reputation for shying away from fights in the early stages of the game.

At the go board, he has been described as emotionless and his poker face is proverbial. Away from the go board, however, I (van Zeijst) can testify that he is quite different. On one of my trips to Korea I had the privilege of watching him interact among his friends; he was quite outgoing, having fun, and sharing a few laughs.

Yi Se-tol 9-dan

Born on March 2, 1983. Became 1-dan in 1995 and 9-dan in 2003. In 2000 he had 32 straight wins. Has won a total of 15 international tournaments, including the Fujitsu Cup (2002 and 2003), the LG Cup (2003 and 2008), the Samsung Cup (2004 and 2008) and the Toyota Denso Cup (2005 and 2007). Ranked number one in Korea for a long period.

Yoda Norimoto 9-dan

Born on February 11, 1966 in Hokkaido, Japan. Became 1-dan in 1980 and 9-dan in 1993. At 18, he became the youngest player ever to win a place in the Meijin League. Held the Meijin title for four terms, from 2000 to 2003. Yoda usually relies on his experience and superior overall judgment.

Yuki Satoshi 9-dan

Born on February 11, 1972 in Hyogo prefecture, Japan. Became 1-dan in 1984 and 9-dan in 2007. Currently the top player in the Kansai Ki-in (Western Japan Go Association). Won the 2010 Tengen title. Has won the NHK Cup three times in 2009, 2010, and 2012, establishing him as one of the best lightning-go players in Japan.

Note: Japanese, Chinese, and Korean names are given with the family name first. The pinyin romanization is used for Chinese names. The McCune-Reischauer romanization system is used for Korean names.

Tournaments in which the games were played

The Fujitsu Cup

Japanese tournament sponsored by Fujitsu Corporation.

Knockout tournament. One-game final.

Winner’s prize money: ¥15,000,000 yen = $187,500.

Tournament discontinued in 2012.

The Honinbo Title

Japanese tournament sponsored by the Mainichi Newspaper.

Contenders meet in an eight-player league.

Winner of the league becomes the challenger to the title holder.

The title is decided by a best-of-seven match.

Winner’s prize money: ¥30,200,000 = $377,500.

The Judan Title

Challenger to the title holder was decided by a double knockout tournament, but that changed to a regular knockout tournament in the 50th tournament.

Title decided by a best-of-five match.

Winner’s prize money: ¥7,500,000 = $93,750.

The Kisei Title

Contenders meet in two five-player leagues.

The winners of these leagues meet in a play-off.

The winner of the play-off becomes the challenger to the title holder.

The title is decided by a best-of-seven match.

Winner’s prize money: ¥45,000,000 = $562,500.

The LG Cup

Korean tournament sponsored by the LG Oil Corporation.

Knockout tournament: Best-of-three final.

Winner’s prize money: 250,000,000 won = $233,863.

The NHK Cup

Sponsored by the Japan Broadcasting Corporation (NHK).

Knockout tournament.

Games are broadcast every Sunday afternoon on NHK’s educational channel.

Winner’s prize money: ¥5,000,000 yen = $62,500.

The Nongshim Cup

A team tournament among China, Korea, and Japan sponsored by the Korean company Nong Shim Spicy Noodles.

Queen of the New Stars (Woman’s Xinren Wang tournament)

Chinese tournament founded in 2007. Open to young Chinese women players.

Knockout tournament. Best-of-three final.

Winner’s prize money: 20,000 yuan = $3,150.

The Samsung Cup

Korean tournament sponsored by the Samsung Fire Insurance Company.

Knockout tournament: Best-of-three final.

Winner’s prize money: 200,000,000 won = $187,090.

Game One
Wang Yuhui vs. Kim Seong-ryong

White: Wang Yuhui 7-dan (China)
Black: Kim Seong-ryong 9-dan (Korea)
Komi: 6½ points; time: 3 hours each
Played in the second round of the 10th LG Cup on May 18, 2005.

This was an interesting game because of the situation in the lower right corner. Black could have easily lived, but he would have ended up with an unfavorable position. Kiai demanded that Black find another way. As a result, both the black and white groups were left in a precarious position, making it impossible to predict the outcome. Neither player wanted to kill the other, but neither wanted his own stones to die.

Figure 1. An unusual move (1–20)

＞＜

White 8 was an unusual move. Black responded with a pincer at 9 and the joseki to White 20 followed. Commonsense seemed to dictate that Black secure life for his stones in the lower right corner, but Black didn’t do that. Instead, he played a kiai move.

Question: Where do you think Black played?

Dia. 1. The commonsense move

＞＜

Black can easily secure life in the corner with 1 to 5 in Dia. 1. Most players would probably follow this course. However, after 6, White’s marked stone is in a reasonably good position while Black’s marked stones are rather weak. Furthermore, his stones in the corner haven’t secured much territory. This is a good result for White.

Figure 2. The kiai move (21–30)

＞＜

Since living in the corner in Dia. 1 doesn’t give Black a good result, he decides to sacrifice these stones by playing 21. This is kiai.

After White 22 and 24, Black still refuses to link up and bumps against the white stone with 25. White blocks with 26. After the moves to 28, Black needs two moves to live in the corner.

Dia. 2. Black lives in the corner, but –

＞＜

After White 24, Black can still live in the corner, by playing the sequence to 7 in Dia. 2, but this is even worse than Dia. 1. White has created a thicker position on the left, so, after White slides to 8, Black’s three stones in the center are weaker than before.

Dia. 3. Black gets a big advantage.

＞＜

If White plays 26 at 1 in Dia. 3, Black will link up with 2. Black is now alive and there is no longer any need for him to rescue his marked stone. Even if White plays at ‘a’ next, compared to Dia. 2, Black has not spent a move at ‘b’ but has connected towards the left, which gives him a big advantage.

Figure 3. Black starts a capturing race. (31–41)

＞＜

It takes two moves for Black to make two eyes for his group in the corner, so, if he wants to live, his only option is to put pressure on the white stones by starting a capturing race with 31.

Dia. 4. Black’s failure

＞＜

In response to White 32 in Figure 3, Black must connect with 33. If he descends to 1 in Dia. 6, he loses the capturing race, as the sequence to White 8 shows.

Dia. 5. A seki is good for Black.

＞＜

Instead of White 34 in Figure 3, if White tries to kill the corner by capturing a stone with 1, it becomes a seki after the sequence to Black 12. This is a good result for Black.

White to play

＞＜

Question: Can you read out the capturing race in the corner and determine the status of the black and white groups there? What is their status if Black plays first? After Black plays the marked stone (Black 41 in Figure 3), how should White answer?

Dia. 6. White can’t make an eye.

＞＜

If White exchanges 1 for Black 2 in Dia. 6, then plays 3, Black plays 4, preventing White from making an eye. Black wins the capturing race by one move.

Dia. 7. White’s failure

＞＜

After Black 2, White might connect with 3 in Dia. 7, then cut through with 5 and 7. The sequence to Black 14, resulting in a ko, can be expected. Black has captured first and White needs to play at ‘a’ to make it a direct ko, but he has no ko threats.

Dia. 8. A seki is good for Black.

＞＜

If White omits the exchange of 1 for Black 2 in Dia. 6 and starts filling liberties with 1 in Dia. 8, Black’s group in the corner lives, albeit in a seki. In the meantime, Black’s group on the right has become thick while White’s group at the bottom still doesn’t have two eyes. This is a good result for Black.

Figure 4. White should jump out into the center. (42)

＞＜

Dias. 6 to 8 show that White can’t win the capturing race, but Black has to spend a move to make sure that White’s group dies. Therefore, White should simply jump out into the center with 42 to contain the black group on the left.

Question: How should Black respond to White 42?

Figure 5. Black jumps into the center. (43–47)

＞＜

Black should jump into the center with 43 to avoid being forced to actually capture the white group.

Question: After Black turns with 47, what should White do and why?

Figure 6. Forcing Black to take the white stones off the board (48–52)

＞＜

White must separate Black’s groups with 48 and 50 in order to force Black to take the white stones in the corner off the board.

Figure 7. Winning the capturing race (53–60)

＞＜

Black is now forced to play 53 to 59 to make sure he wins the capturing race, but this allows White to reinforce his stones in the center and take the initiative there with 60.

Figure 8. Attacking Black’s center group (61–68)

＞＜

White attacks Black’s group in the center with 62 and 64. Black exchanges 65 for White 66, leaving Black with the option of linking up to his stones on the right or escaping into the center.

Question: After White 68, how should Black play?

Figure 9. Black attacks white’s group at the bottom. (69–81)

＞＜

Black should attack the white group at the bottom with 69. White counterattacks with 72 to 76, threatening the black group in the center, so Black links up with 77.

Dia. 9. White can get a seki.
12: ko

＞＜

If Black responds to White 68 in Figure 8 by trapping the squared stones with 1 in Dia. 9, White will force a capturing race with 6 and 8. After 12, White can get at least a seki.

Dia. 10. Black runs out of ko threats.
18: ko

＞＜

If Black omits playing 7 in Dia. 9 and takes the ko with 7 in Dia. 10, White can force another capturing race by first increasing the number of liberties of his squared stones in sente with the sequence from 8 to 14. After Black 15, White connects with 16, so Black must fill a liberty with 17 and fight a ko. White captures the ko with 18. Both of Black’s groups on the bottom right and on the right side are in danger and Black doesn’t have a good ko threat.

Figure 10 (82–100)
88: ko

＞＜

Black eventually lived in the lower right corner and captured the white stones there, but he was still about six points behind, so he resigned.

Figure 11 (101–212)
ko: 148, 151; 177: connects ko; 189 at 183; ko: 192, 195, 198

＞＜

212 moves. White wins by resignation.

Go Books Published by Kiseido

➤ Books available in SmartGo Books.

Introductory and General

➤ K39: How to Play Go: A Concise Introduction by Richard Bozulich and James Davies

➤ K50: Go – A Complete Introduction to the Game by Cho Chikun

➤ K31: The Second Book of Go by Richard Bozulich

K40: The Go Player’s Almanac 2001 edited by Richard Bozulich

K30: Japanese Prints and the World of Go by William Pinckard and Kitagawa Akiko

Problem Books for Beginners

Graded Go Problems for Beginners by Kano Yoshinori

➤ K46: Volume 1, Introductory Problems (35-kyu to 25-kyu)

➤ K47: Volume 2, Elementary Problems (25-kyu to 20-kyu)

➤ K48: Volume 3, Intermediate Problems (20-kyu to 15-kyu)

➤ K49: Volume 4, Advanced Problems (15-kyu to 1-kyu)

Elementary Go Series

For more than 30 years, the Elementary Go Series has been the standard texts for go players who want to get a firm grasp of the fundamentals of go. Not only is the theory of go elaborated on, the reader is also given problems to show how these theoretical concepts are applied in actual games.

➤ K10: Volume 1: In the Beginning – The Opening in the Game of Go by Ishigure Ikuro

➤ K11: Volume 2: 38 Basic Joseki by Kosugi Kiyoshi and James Davies

➤ K12: Volume 3: Tesuji by James Davies

➤ K13: Volume 4: Life and Death by James Davies

➤ K14: Volume 5: Attack and Defense by Ishida Akira and James Davies

➤ K15: Volume 6: The Endgame by Ogawa Tomoko and James Davies

➤ K16: Volume 7: Handicap Go by Yoshiaki Nagahara and Richard Bozulich

Get Strong at Go Series

A series of problem books covering every phase of the game from the opening to the endgame. Each book contains 170 or more problems ranging in difficulty from elementary to advanced. Thus, they can be used by players ranging in strength from 20-kyu to dan-level. By studying go in this problem format, you will not only learn basic principles as to why moves are made but also train yourself in thinking through and analyzing positions. You will encounter a great many of the same or similar patterns that will arise in your own games. We guarantee that diligent study of this entire series will lay the foundation for becoming a truly strong player.

K51: Volume 1: Get Strong at the Opening

K52-K54: Volumes 2–4: Get Strong at Joseki I, II, III

➤ K55: Volume 5: Get Strong at Invading

K56: Volume 6: Get Strong at Tesuji

➤ K57: Volume 7: Get Strong at the Endgame

➤ K58: Volume 8: Get Strong at Life and Death

K59: Volume 9: Get Strong at Handicap Go

➤ K60: Volume 10: Get Strong at Attacking

Mastering the Basics

A series of books, especially written for high-kyu players, for mastering the basic techniques of Go. Each book in this series consists of hundreds of problems designed to hammer home the fundamental concepts of go theory and technique. A thorough and patient study of this series is the fastest way to go through the kyu ranks.

➤ K71: Volume 1: 501 Opening Problems by Richard Bozulich and Rob van Zeijst

K72: Volume 2: 1001 Life-and-Death Problems by Richard Bozulich

➤ K73: Volume 3: Making Good Shape by van Zeijst and Bozulich

➤ K74: Volume 4: 501 Tesuji Problems by Richard Bozulich

➤ K75: Volume 5: The Basics of Go Strategy by Richard Bozulich

➤ K76: Volume 6: All About Ko by van Zeijst and Bozulich

➤ K77: Volume 7: Attacking and Defending Moyos by van Zeijst and Bozulich

➤ K78: Volume 8: Fight Like a Pro – The Secrets of Kiai by van Zeijst and Bozulich

➤ K79: Volume 9: An Encyclopedia of Go Principles by Richard Bozulich

K80: Volume 10: Close Encounters with the Middle Game by Michiel Eijkhout

➤ K87: Volume 11: Sabaki – The Art of Settling Stones by Richard Bozulich

➤ K88: Volume 12: Attacking and Defending Weak Groups by Richard Bozulich

Elementary Books

➤ K02: Basic Techniques of Go by Nagahara Yoshiaki and Haruyama Isamu

K28: Lessons in the Fundamentals of Go by Kageyama Toshiro

K36: Opening Theory Made Easy by Otake Hideo

➤ K82: Handicap Go Strategy and the Sanrensei Opening by van Zeijst and Bozulich

K83: The Basic Principles of the Opening and Middle Game by van Zeijst and Bozulich

➤ K84: The Basics of Life and Death by van Zeijst and Bozulich

K85: A Survey of Basic Tesujis by Richard Bozulich

Advanced Books

Graded Go Problems for Dan Players

K61: Volume 1: 300 Life-and-Death Problems (5-kyu to 3-dan)

K62: Volume 2: 300 Tesuji Problems (5-kyu to 3-dan)

K63: Volume 3: 300 Joseki Problems (1-dan to 3-dan)

K64: Volume 4: 300 Life-and-Death Problems (4-dan to 7-dan)

K65: Volume 5: 300 Tesuji Problems (4-dan to 7-dan)

K66: Volume 6: 300 Joseki Problems (4-dan to 7-dan)

K67: Volume 7: 256 Opening and Middle Game Problems (1-dan to 7-dan)

K81: A Dictionary of Modern Fuseki: The Korean Style

K29: Reducing Territorial Frameworks by Fujisawa Shuko

Game Collections

➤ K01: Invincible: The Games of Shusaku edited and compiled by John Power

K07: The 1971 Honinbo Tournament by Iwamoto Kaoru

➤ K91: Modern Master Games, Vol. 1: The Dawn of Tournament Go by Rob van Zeijst and Richard Bozulich, with historical notes by John Power

K92: Modern Master Games, Vol. 2: The 2014 Ten-Game Match between Gu Li and Lee Sedol, Part One: Games One to Five by Rob van Zeijst

K93: Modern Master Games, Vol. 3: The 2014 Ten-Game Match between Gu Li and Lee Sedol, Part Two: Games Six to Eight by Michael Redmond 9-dan and Rob van Zeijst

PP01: Tournament Go 1992 edited and compiled by John Power

Refining Your Go Technique

K69: Cosmic Go – A Guide to Four-Stone Handicap Games by Sangit Chatterjee and Yang Huiren

K26: The Direction of Play by Kajiwara Takeo

K33: The Chinese Opening – The Sure-Win Strategy by Kato Masao

K45: Positional Judgment – High-Speed Game Analysis by Cho Chikun

Dictionary of Basic Joseki by Ishida Yoshio

K21: Volume 1: 3–4 Point Josekis

K22: Volume 2: 3–5 Point Josekis

K23: Volume 3: 5–4 and 4–4 Point Josekis

The 21st Century Dictionary of Basic Joseki by Takao Shinji

K41: Volume One

K42: Volume Two

Go World

Go World was a quarterly magazine that covered the Japanese and international tournament scene. Analysis of games from tournaments and instructional articles for players of all levels.

A complete set of Go World from the first issue to issue #129 is available on three DVDs from Kiseido Digital. To order, go to www.kiseidodigital.com.

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Copyright © 2010 by Rob van Zeijst and Richard Bozulich

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