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KATO'S

ATTACK AND KILL


About the Author

Kato Masao was born in Fukuoka on the 15th March,


1947. In 1959 he entered Kitani Minoru's go school and
in 1964 he became sho-dan. In 1973 he was promoted to
8-dan.
In 1967 he scored a magnificent tally of 37 wins and 8
losses and set a record by becoming the first 4-dan to
qualify for the Honinbo league. He also won the 2nd Divi-
sion of the professional grading tournament that year, fol-
lowing up by winning Division 1 in both 1970 and 1971.
In 1969 he was challenger for the Honinbo title and was
awarded the 5th Shusai prize. In 1975 he was second in
the 12th Pro Best Ten tournament. Finally, after eight
unsuccessful title challenges, Kato finally won his first
title by defeating Otake in the first Gosei title in 1976. In
the same year he won the 14th 10-dan title then took the
32nd Honinbo title in 1977. After his second defence of
the 10-dan title, in 1978, he was promoted by recom-
mendation to 9-dan. Kato also defended the Gosei title in
1977 and became the 2nd Kisei title challenger. Though
he lost 3—4 to Fujisawa Shuko, he continues to dominate
the tournament go scene in Japan.
KATO'S

ATTACK AND KILL


by
Kato Masao, Honinbo and 10-dan

translated by
John Fairbairn

THE ISHI PRESS, INC.


Tokyo
Published by
The Ishi Press, Inc.
CPO Box 2126
Tokyo, Japan

© Copyright 1978 in Japan by The Ishi Press, Inc.


ISBN 4-87187-027-2

All rights reserved according to international law. This


book or any parts thereof may not be reproduced in any
form without written permission from the publishers.

U.S. and Canadian orders for this book should be sent to:
THE ISHI PRESS INTERNATIONAL, INC.
1101 San Antonio Road, Suite 302
Mountain View, California
USA 94043

Originally published in Japanese by the Nihon Ki-in as


Ishi no Semekata Koroshikata
(Go Super Books, Vol. 47)

First Printing August 1978


Second Printing February 1987
Printed in Japan
by Sokosha Printing Co., Ltd.
PREFACE

Chasing big groups and killing them — this is one of the


great delights of go. It is the privilege of every amateur
who plays for pleasure, but many people have invented
their own styles of attacking. Accordingly, there are
countless examples of players attacking and capturing
worthless groups only to find that their opponents have
sealed them in behind a wall of thickness, or attacking
impetuously and failing to secure enough territory.
In the recent publishing boom in the go world there
have been many books on josekis or tesujis, but sur-
prisingly few that deal with the crucial principles of
attack. This is a deplorable situation for those players who
care about knowing how to attack, and that is why I
have written this book.
In Chapter 1 we shall study the basic principles of
attacking. Chapter 2, which is in question-and-answer
form, deals with the practical application of these
principles. In Chapter 3 I have introduced several of
my own games. These are all attacking games played most-
ly in the Professional Grading Tournament when I was
4- or 5-dan and all of them end suddenly after hard
fighting. If you play these games over, I think you will
soon appreciate the essence of attacking play.
I have pitched this book at the level of middle-kyu
players and above, but have also tried to make the
explanations readily understandable by beginners. I am
sure that by reading it you can become a "killer" too.

Early summer, 1975 Kato Masao

—v—
TABLE OF CONTENTS

CHAPTER 1: THE FUNDAMENTALS OF ATTACK . .1


1. Targets for attack 2
2. Vital points for attack 10
3. Capping 20
4. The knight's move 34
5. Roundabout and splitting attacks . . 48

CHAPTER 2: TEST YOURSELF 77


First Impression — Where to Approach —
Direct Action — Attack and Defence on
the Right — Enjoy it! — Attacking an
Extension - Two Vital Points - Handicap
Game (1) — Handicap Game (2) — Attack
or Large-scale Territory — Using Thickness
— A Quiet Move — Attacking in the Open-
ing — Splitting Attack

CHAPTER 3: THE BIRTH OF KILLER KATO 137


Game 1: v. Kawamoto Noboru 138
Game 2: v. Sanno Hirotaka 152
Game 3 : v. Miyazaki Hiroshi 162
Game 4: v. Naganuma Shin 172
Game 5: v. Kodama Kunio 183
Game 6: v. Takagi Shoichi 190
Game 7: v. Chino Tadahiko 197
Game 8: v. Magari Reiki 205

— vi —
CHAPTER 1

THE FUNDAMENTALS OF ATTACK

-1 -
1. TARGETS FOR ATTACK
The first thing you must consider is which group to
attack or capture. It is all very well relentlessly attacking
one of your opponent's groups and finally capturing it,
but the fact is there are some groups that are worth
capturing and some that are not. So the first step is to
decide on the target for attack.

Example 1. Black to play


White has just played at A . Black thus has thirteen
stones in atari above and one stone in atari below. Most
people would think straightaway of connecting at 'a', but
you must consider the board as a whole before deciding
whether this is wise or not.

Example 1. Black to play

- 2 -
Dia. 1 Dia. 2

Dia. 1 (Failure)
Black's connection at 1 is without doubt a big move,
worth over 20 points, but it is not the right answer.
This lets White capture at 2, so the large group coming up
from the lower right-hand corner suddenly becomes
completely safe. Mark well that Black 1 is nothing more
than an endgame move.
Dia. 2 (Aiming at the big group)
Black should resolutely extend to 1 and aim at attack-
ing the large white group. This lets White capture at 2,
but then Black 3 is decisive. The deep satisfaction of a
decisive attack at the cost of minor losses — this will
be one of the major themes of this book.

- 3 -
Example 2. Black to play
Restricting yourself just to this part of the board,
decide which target you will attack. You have to choose
one of the three points 'a', 'b' or 'c\ but which one
gives the strongest attack?

Example 2. Black to play

Dia. 1 (Failure)
Let us start by looking at the pincer Black 1. White's
proper response is to stabilise his group on the right
for the time being with 2. Then, although Black can
swallow up A , White has enough room to jump into the
3 - 3 point and get compensation in the corner. The result
after White 12 is that Black has managed to capture A ,
but White has done well on both sides and has reduced
him to an over-concentrated shape. From White's point of
view A is a light stone that he can afford to give up.

Dia. 1

- 4 -
Dia. 2 (Almost correct)
Black 1 is always a vital point in this formation and
is usually the correct answer. However, White can make
a base by slipping away at 2, and so Black's play is lack-
ing in severity. Later if Black plays 'a', White can main-
tain his connection at 'b' and he can also crawl along at
'd' in response to Black 'c'. After the exchange of Black
'c' for White 'd', Black could play elsewhere or continue
to press down at V, which cannot be regarded as un-
satisfactory for him. Yet there is a better way to play.

Dia. 2
Dia. 3 (Correct)
I would prefer to come in low at 1. If White makes
himself safe with 2, Black jumps out to 3, and already
White's three-stone group is an ineffectual liability.
Compare this with Dia. 1. There the pincer left White
enough room to move into the corner on that side.
That is not so here.

Dia. 3

-5 -
Dia. 4 Dia. 5
Dia. 4 (Big profit)
After Black 1 White has no choice but to run away.
Nevertheless, if he pushes out at 2, Black 3 is severe.
White 4 leaves Black with a cut at 5 and White's position
is in ruins. Of course Black now answers White 'a'
with 'b'.
Dia. 5 (Vulgar style)
White's contact play at 2 first still leads to bad shape;
he has done no more that escape the blockade. If White
simply plays 4 at 6, Black's hane at 'a' destroys White's
shape.
Dia. 6 (Two choices)
All things considered, White would probably play at
2 here. However, Black's response, the contact play at 3
followed by the pole connection at 5, is still very strong.
Black has a choice of two cutting points and White has
no suitable continuation. Black 1 in Dias. 4, 5 and 6
is clearly a very strong move in each case.

Dia. 6

- 6 -
The basic approach to attacking is therefore as follows:
1. Select as your target a heavy group that your
opponent cannot afford to trade for something
else;
2. Find the strongest move.

Heavy groups don't grow on trees though. What you


need therefore are some positive techniques for making
light groups into heavy ones.

Example 3 Dia. 1

Example 3 Black to play


White has approached the corner at A and then played
elsewhere. The question now is how to attack this stone,
since in itself it is not heavy.
Dia. 1 (Trade)
If Black pincers at 1, White will swap the corner for his
single stone. Black has thus derived no benefit from his
attack. White could also have dealt with this situation
by playing 2 at 3, as you no doubt know.
The reason Black got nothing out of his attack is that
he was attacking a light stone. Before attacking at 1
Black needs to find some way of making White heavy.

- 7 -
Dia. 2
Dia. 2 (The usual way to attack)
It is better for Black to pincer after making the Black 1
— White 2 exchange. This is the usual way to attack.
Once White adds a stone at 2 this group becomes heavy
and not only does it become a target for attack, but
there is also no room to trade or to make eyes. Never-
theless, for White to ignore Black 1 and to allow a hane at
2 would be insufferable.
Example 4 Black to play
This is a continuation of Example 2. You are going
to attack the lone white stone on the left, but first you
have to make it heavy.

Example 4
Dia. 1 (Live shape)
Black can approach as far as 1. This looks severe,
but there is something unsatisfactory about it. White is
able to move into the 3-3 point and swap the corner

- 8 -
for his single stone, or he can cope quite easily by attach-
ing at 2. After the sequence up to White 6 the white
group has a live shape and Black's thickness is not work-
ing properly.

Dia. 1
Dia. 2 (Spoils of the attack)
No doubt you have got the message by now. Black 1,
nudging White into adding a stone at 2, and then Black 3
are the right answer. Black 1 serves to prevent the trade
in the corner at the 3-3 point and Black 3 blocks White's
path to the centre, with the result that White has no
choice but to seek life on the edge. Black 5 is adequate,
defending and making thickness at the same time, and
although after 10 White is almost alive, Black can still
tease him with the placement at 'a', whilst the cut at 'b'
has become possible. The spoils of the attack are clear
for all to see.

Dia. 2
Latching onto heavy groups, or making light groups
heavy — these are the first steps in attacking.

- 9 -
2. VITAL POINTS FOR ATTACK
There are certain vital points that can put the wind
up your opponent straightaway. It is important, once
you have decided on your target for attack, to seek out
and to hit its vital points. Very often the target will have
a definite shape as, for instance, in Example 1.
Everyone knows that Black 1 is the vital point. With this
single blow White's group is forced to run for its life,
and even if it does manage to escape the effect on other
parts of the board will be incalculable.
In this position the best White can do to make eyes
is to play 'b' and 'c', but closer inspection reveals that
Black 1 makes an eye here into a false one, which is
why Black 1 is called the "eye-stealing tesuji". This tesuji
has an extremely wide range of application and must
come first in our list of vital points.

Example 1

Example 2 Black to play


This position is frequently seen in games with six or
more handicap stones. With 1 and 3 White is attempt-
ing to reinforce his group and the question is how should
Black continue his attack. A great deal will depend on
whether or not he finds the vital point.

-10-
Dia. 1

Example 2

Dia. 2
Dia. 1 (White is spared)
The simple connection at Black 1 allows White to patch
up his position at 2 and Black's attack has fizzled out.
White 2 is just the right move to make a live shape and,
in addition, White can aim at attacking A or invading at
'a'. This is failure for Black.
Dia. 2 (Another failure)
This Black 1 looks more severe than the previous
diagram, but again White defends at 2 and the attack
fizzles out. If Black pushes through at 'a', White can
calmly block him at 'b'.
It should now be clear from Dias. 1 and 2 that White
2 is the vital point. The enemy's vital point is your own.

-11 -
Dia. 3 (Bad shape for White)
Peeping at Black 1 is the right answer. It is insufferably
bad shape for White to connect at 2; all Black has to do
then is to connect at 3. The eyeless white group will have
a rough journey on its way out to the centre.
Dia. 4 (Good for Black)
Perhaps White might force at 2 before connecting at 4.
After this Black will attack at either 'a' or 'b', depending
on the surrounding situation, but even in isolation this
position is good for Black.
Examples 1 and 2 showed the vital point for playing
the eye-stealing tesuji. There is another vital point that
you probably know already: "the centre of three stones".

Dia. 3

Dia. 4
Example 3
Black 1 is a case in point. The position has become
a little complicated but close examination shows that

-12-
Black 1 is working with A to make
White's eyes false. This is another
very important vital point that often
appears in actual games. You should
check for yourself that no matter
where White plays 2 his shape is
ruined, forcing him to run away
Example 3 into the centre.
Example 4 Black to play
You don't see too many examples of attacking at the
vital point in professional games. This is because the
opponent defends them in good time. This example is
not from one of my own games but is one that I
remember.
You are to attack the white group in the lower left-
hand corner. Of course playing at 'a' would be useless.

Example 4

- 13-
Dia. 1

Dia. 2 Dia. 3
Dia. 1 (Making shape)
If Black plays at a big point instead, White can make
shape with 1, which would lead to a rather slow game.
White 1 is vital point.
Dia. 2 [Insufficient preparation)
Consider, however, what happens if Black takes this
vital point straightaway. After White 2 to 6, far from
Black being on the attack, his two-stone group has
become a heavy liability. If Black 3 cuts at 'a'. White can
hane at 'b', and the attack will have lost all its sting.
Dia. 3 (The actual game)
The proper order is to exchange 1 for 2 before taking
the vital point at 3. Black 1 smacks of vulgar style but
it plainly creates the right conditions for playing in the
centre of three stones, forcing White to connect at 4 and
allowing Black to attack the whole group with 5.

-14-
Black 7 foils White's attempt to get out into the centre
and the rest of the sequence up to 13 is taking full ad-
vantage of the thickness in the top half of the board.
If White next plays at 'a', Black will continue the attack
with 'b'. Considering that Black has in reserve the cut at
'c' to stir up trouble for the top group, White must be
resigned to a hard struggle.
Exmple 5 Black to play
Let us look now at a couple of examples of vital points
for attack in my own games. In this instance Black has his
eyes on the invasion at 'a' and the jump to 'b'. If he
plays 'a', however, after White 'c' the prospects are not
very clear, and if he plays 'b', White can play 'd', making
the game too slow. Therefore, turn your attention to the
lower right.

Example 5

- 15-
Dia. 1 Dia. 2 Dia. 3

Dia. 1 (Inadequate)
The jump to 1 is without doubt a good point for Black,
but it allows White to stabilise himself with 2. Black's
attack will be gone.
Dia. 2 (Difficult)
Those of you who thought of the capping play at 1 must
have a fair amount of skill. It blocks White's route to
the centre and is a common way of attacking on a large
scale, but it also lets White poke his head out at 2. The
future prospects are then uncertain; Black might end
up driving White into Black's own territorial framework.
(Note: capping plays are dealt with in the next section.)
Dia. 3 (Neat)
This Black 1 is another vital point, this time taking
White's base away. However, White can let his two lower
stones go and make a neat, light, active shape with the
sequence up to 6.

-16-
Dia. 4 (Large-scale attack)
I felt that Black 1 was the best vital point. White will
answer around 2 and then Black can nudge in to 3,
making the peep at 5 a forcing move, before jumping
out to 7. White will also jump out to 8 and there matters
will stand for the time being, but Black can feel satisfied
that he has spoilt White's eye shape in sente and has
occupied the good point 7.
Later Black can aim at the large-scale attack beginning
with 'a', which means that he can now play 9 with this
in mind.
Compare this with Dia. 1. Notice how effective the forc-
ing moves Black 1 and 3 are. Above all try to appreciate
the concept of large-scale attack.
The subsequent attack will be dealt with in the section
on roundabout and splitting attacks.

Dia. 4

-17-
Example 6
Example 6 Black to play
Looking over the board as a whole it is clear that the
white groups on the lower edge can live easily. For the
moment there does not seem to be any immediate value in
attacking the two-space extension on the right-hand side
either. That leaves the four-stone group at the top. This
group has rather a silly shape, but where is its vital point?
You won't necessarily be able to capture the whole group,
but depending on how White responds you should be able
to pick up some local profit.
Wedging in at 'a' and connecting at 'c' after White 'b' lets
White make a more or less live shape with 'd\
Dia. 1 (Forcing White into bad shape)
Black 1 is the vital point. If White connects at 2, Black
blocks at 3. This White 2 is very bad shape, it serves no
other purpose than connection, and it does not relieve

-18-
the attack. No matter how White runs away now, Black 'a'
will catch this group and the two-space extension below
in a splitting attack.

Dia. 1
Dia. 2. (Sufficient spoils)
In the actual game White answered the peep by pushing
out at 2. He really had no option, but Black 3 was then
quite adequate. White's line of three stones is not yet
out of danger, so that Black can be satisfied with what he
has got out of the attack already.
White next tried for complications with 4, but the stolid
Black 5 keeps the pressure on by aiming at a three-way
splitting attack against the two two-stone groups on the
right and the three stones on the left.

Dia. 2

19
3. CAPPING
Capping moves are used for two purposes: 1. To erase
an opponent's territorial framework; 2. To attack by
blocking the path to the centre. Obviously it is the latter
use that we are concerned with here.
Cappping is a very popular technique for attacking
because it puts severe pressure on a weak group by cutting
off its avenue of retreat, and also because it is applicable
to the majority of cases.
Take for instance Example 1. Most people would think
of attacking the three white stones by cutting off then-
route to the centre with Black 1. With this one move
Black can seize the initiative, leaving White with no
choice but to run away with a hard fight ahead of him.
Since escape straight into the centre is now impossible,
White has to seek safety with either 'a' or 'b'. Naturally
you should consider the consequences of these moves.

Example 1

-20-
Dia. 1 (The knight's move after a cap)
Imagine White tries to escape with 1. Black 2 continues
the chase with a knight's move. This sequence of a cap
followed by a knight's move is one of the basic patterns of
attack. White is forced to push along at 3 and 5, and Black
6 keeps the pressure on. While becoming thick in the
centre Black is also solidifying the upper right comer,
which shows clearly the effect of the capping move.
Dia. 2 (Sealed in)
What about White 1 on the other side? Black 2, testing
White's response, is the skilful way to play. If White
defends at 3 Black will revert to the knight's move follow-
up at 4. If White then jumps to 5, Black will seal him
in with 6, and even though White may not die, he is
clearly going to suffer.
This particular diagram may have been a little difficult,
but you should try to get the feel of attacking with
moves like 2,4 and 6 after a cap.

Dia. 1 Dia. 2

-21-
Example 2 Black to play
From one of my own games.
It will be obvious at first glance that the focal point for
attack and defence is the lower edge. If Black neglects
this area and lets White jump out to 'a', it will be Black
who will be on the defensive as his three stone group
comes under attack. Having said that, I would imagine
the next move is easy to find.

Example 2
Dia. 1 (Capping is correct)
The cap at Black 1 is the only move. This, in effect, is a
vital point which suddenly deprives White of his freedom
of movement.
White 2, etc. is what followed in the game, the point
being that White could not escape to the centre and
had to seek life on the edge. Answering White 4 by simply

-22-
^ Dia. 1
capturing at 5 is quite adequate for Black. With 6 and
so on White is wriggling around in an intolerable situation.
Although White manages to live on the edge with 14,
the fact that Black has played at 9 has weakened the
white group in the lower left corner.
Dia. 2. (The attack bears fruit)
Black follows up his attack with 1 and 3 against this
other group. The sequence up to 30 brings White life
somehow, but only at the expense of being sealed in.
With such outside influence it is clear that Black will win.
It is no exaggeration to say that this is all the result
of Black 1 in Dia. 1.

Dia. 2

-23-
Example 3
Example 3 Black to play
Various good points spring to mind. Among them is
Black 'a', an extension which forestalls White's aim of
making a large territorial framework and which is there-
fore a highly desirable move. However, playing there lets
White play at 'b' and for this reason is questionable
(Black's three-stone group would be under attack). So
where should Black play?
Dia. 1 (A head start)
Yes, of course, Black's cap at 1 is the right answer.
It prevents White from jumping out to 1 and gives Black
a head start in the attack. It is true that Black's three-
stone group on the left of the cap looks thin, but he has
the peeps at 'a' and 'b' as forcing moves to reinforce
himself, so there is nothing to worry about.
Now since White cannot get out into the centre, he
has to attack at 2 to see how Black will respond, but
Black 3 is a resolute counter.

-24-
Dia. 1
Dia. 2 (Too negative)
This Black 1 instead, defending the corner but allowing
White to draw back to 2, just gives White a live shape.
The cap at Ahas now become a rather pointless move.
Returning to Dia. 1, note the order of playing Black 5
before going back to defend at 7. The forcing move
Black 11 is a useful reply to White 10, being the vital
point to destroy White's eye shape, but instead of this
11 there is another powerful way for Black to play:
Black 14, White V, Black 13. This puts more emphasis
on territory.
Black 13 pulls back at just the right time, and after
White 14 Black is able to continue his attack. At the risk
of digressing somewhat, before you turn the page consider
how he might do this.

Dia. 2

-25-
Dia. 3 (Possible, but ...J
Settling the position with
Black 1, sealing White in
with 3 and going for a large
territory on the right was
one of the ways I consider-
ed. Perhaps this represents
an adequate gain from the
attack, but it cannot be
good to let White live
so easily.
Dia. 4 (The actual game)
I played the forcing move
at 1 and then 3 to under-
line the attack. After Black
17 White is in an awful
mess. The attack has well
Dia. 3 and truly paid off.
White in this game was Takagawa Kaku, whose pre-
dilection for capping plays is well known. Here, however,
he was hoist with his own petard.

Dia. 4

-26-
Example 4
Example 4 Black to play
This is from one of my own games; my opponent was
Fujisawa Hosai, 9-dan. After a few moves of mimic go
the game has settled down to a battle of large territorial
frameworks. White has just played at A to see how Black
will respond. How should
he play?

Dia. 1 (Feeble)
Worrying about territory
and answering at Black 1
is a feeble attitude. After 2
and 4 White has joined his
upper and lower stones and
Dia. 1 the game is as good as over.

-27-
Dia. 2
Dia. 2 (Virtual connection)
How about chasing White with the knight's move 1?
I considered this but rejected it. White can force with 2
and 4, and then no doubt he will play 6 and 8. Since
White 'a', Black 'b', White 'c', Black 'd' remains as a
forcing sequence, White can virtually guarantee connec-
tion to the stones below and the attack will have failed.
Dia. 3 (Cap)
I felt Black 1, restricting White's access to the centre,
was the right move. If White 2 is at 10, then Black 'a',
White 'b', Black 'c' leaves White still without a base. More-
over the white stone A would be on the brink of capture.
White therefore changed his approach and played 2 to
6, at which point Black 7 was a nice move to get in.

Dia. 3

-28-
After White comes out at 10 it looks as if the attack
has spent its force. But wait!

Dia. 4
Dia. 4 (Splitting attack)
The hane of Black 11 sets up a diversion. Since White
cannot afford to give up his two stones, he has to help
them with 12 and so on. You might wonder what Black
is doing, letting White come out 18: Black 'a', White 'b'
is a huge loss.
Dia. 5 (Captures)
But what I had in mind was Black 19. If White comes
out at 21, Black 20 captures the five white stones.
The move White actually played, 20, lets Black seal
him in with 21. After Black captures the white group with
23 and 25 the attack can be regarded as a great success.

Dia. 5

-29-
Example 5
Examples Black to play
This is from a game between two other professionals.
The left side is obviously the centre of attention. The
question is how to attack White's three stones.
In a similar position on page 17 Black 'a' was the vital
point for attack, but in this case White would not answer
and would instead jump out to ' b \ Black V is too plain;
again White would jump to 'b'. In both cases White would
have been let off the hook.
Dia. 1 (The actual game)
See the next page. Black 1 is the same old cap. With
his path to the centre obstructed White is in an intolerable
situation.
Dia. 2 (Dangerous)
If White chooses to run away at 1, Black uses the
knight's move follow-up to place White in a position
of virtual capture.
-30-
Dia. 1

Returning to Dia. 1, White


is forced to opt for a quick
life, even though this means
reinforcing Black's territory
at 7. In addition Black
obtains a solid wall, on the
basis of which he can make
a large framework with 9.
From now on this game
will be easy for Black.
This example illustrates a
common facet of the attack-
ing cap, namely its use
in buiding up a territorial
Dia. 2 framework.

-31-
Example 6
Example 6 Black to play
This last example is an easy one. White has just played
a cap at A in order to erase Black's framework. This looks
like a good move, but whether it is or not depends on
how Black answers.
Should he do what the proverb tells him and answer a
cap with a knight's move? Or should he counterattack,
and if so, how? Naturally you must take Black's thickness
roundabout into account.
Dia. 1 (Feeble)
Answering with the knight's move 1 is too feeble.
After going to the trouble of playing • Black makes
no use of it and lets White escape with 2. Black 1 at 'a'
is the same.
After the moves in the diagram White can peep at 'b'
or attack at 'c' to torment Black to his heart's content.

-32-
Dia. 2 (Blocking the escape path)
The large-scale attack with Black 1 is the right approach.
No matter how White plays he will have to squirm and a
hard fight awaits him. Black 1 just looks right, doesn't it?

Dia. 1 Dia. 2

You have seen above some typical uses of the cap as


an attacking move. The important thing is to spot this
move straightaway and then to follow up with a large-
scale attack. Do that and there is no doubt that you will
become a strong attacking player.

-33-
4. THE KNIGHT'S MOVE
"Chase with the knight's move, but jump straight
out to escape." So runs the proverb, and in fact like the
cap, the knight's move is one of the most widely used
attacking techniques.
Whereas the purpose of the cap is primarily to prevent
the opponent from getting out to the centre, the sub-
sequent moves depending on whether (and how) the
opponent runs away or whether he chooses some other
way, the main purpose of the knight's move is to drive the
opponent in a certain direction.
Take for instance Example 1. Black 1 is a cap. By
playing this way Black gives
White the choice of coming
out at 'a' or 'b' and will
decide his next move only
when he sees which course
White adopts. Black 1 is the
best move in this case.

Example 2
How about the knight's
move, Black 1? White
attaches at 2 and escapes
easily. Herein lies the dif-
ference between the cap
and the knight's move.
Well then, you may ask,
in what sort of position
does the knight's move
Example 1 work?

-34-
Example 2 Example 3
First of all you must have some supporting thickness
in the direction in which your knight's move is chasing
the opponent (on the lower edge in Example 2). It is
obviously going to be unpleasant for someone to run
straight into a brick wall.
Secondly the knight's move itself should help to expand
a territorial framework. In Example 2 Black has no room
to make a framework on the upper edge because of the
white stones A . If these white stones were not there and
Black had a stone at 'a', Black 1 would be a good move.
You do not need to satisfy both these conditions in
order to attack with the knight's move, but you must
satisfy at least one.
Example 3 Black to play
White has just invaded at A . How do you attack this
stone?

-35-
Dia. 1 Dia. 2
Dia. 1 (Towards thickness)
First Black interposes the forcing moves 1 and 3 (White
has to answer) and then chases White with the knight's
move 5. This is the right answer. Black 1 and 3 seal off
the escape route at the top and the white stone is virtually
captured. The important point to grasp is that, with the
knight's move 5, Black is chasing White toward his thick-
ness.
Dia. 2 (No attack)
Black 1 occupies a good point, but it does not attack
White. White can jump out in step with 2 and 4, and far
from attacking White, Black has to play at 'a' to make
his own group safe. Even though Black can expect some-
thing from his framework at the bottom, this sequence
is clearly inferior to that of Dia. 1.

-36-
Example 4 Dia. 1

Example 4 Black to play


The knight's move is of wide application and works in
many kinds of positions. The position here occurs
frequently and if you know how to attack the two white
stones you are probably around 1 to 3-kyu at least. The
problem is, do you attack from above or from the side?
Dia. 1 (No follow-up)
The first thing most people would think of would be
to block White's route to the centre with Black 1. This,
however, lets White make good shape with 2, leaving
Black with no follow up. A more severe attack is
required.

-37-
Dia. 2 Dia. 3
Dia. 2 (Attacking from the side)
The knight's move from the side, Black 1, is the most
severe attack. It is just the right move.
Dia. 3 (Early profit)
White may jump out to 2, but then Black can cut at the
waist with 3 and White has no reply. Black can also keep
3 in reserve and attack on a larger scale with 'a'.

Dia. 4 Dia. 5

Dia. 4 (A fight)
White therefore would resist by defending at 2 before
jumping out to 4. This is his strongest reply and a fight
begins.

-38-
Dia. 5 (White destroyed)
Pushing on at Black 5 is the right continuation. After
White 6 Black can push on even further to 9 before
pressing at 11. White has no route to the centre and
no room to squirm around on the edge;he is destroyed.
Depending on the position over the rest of the board,
Black might also be able to push on yet further by play-
ing 11 at 'a'. At any rate the effect of the knight's move
Black 1 in Dia. 2 is quite evident.

Example 5

Example 5 Black to play


How should you attack White's two-stone group on the
right? If you have followed the explanations up to now,
you will find this easy. You should start by forcing
White up against the thickness • .

-39-
Dia. 1 Dia. 2
Dia. 1 (Two knight's moves)
Of course. The knight's move is the right answer.
Even if White runs away to 2, Black can press nicely
with another knight's move, Black 3.
Dia. 2 (White just helps Black)
If White answers by pushing out with 2 and so on, Black
can simply extend with 3 and 5. Black is always one step
ahead and his thickness is becoming imposing, which
means he can expect a large framework on the lower
right-hand side. Black 7 could also be at 'a' to start a fight.
Dia. 3 (The cap fails)
The cap at Black 1 fails because it lets White escape in
good shape with 2 and 4. Even if Black attacks at 5, White

Dia. 3

-40-
makes a bamboo joint with 6, which does not do the
capping stone any good. Moreover, the thickness stones A
are not being used and Black cannot expect much of a
framework in the lower right-hand corner either.
Lots of players get confused about whether to attack
with a cap or with a knight's move. You will not go far
wrong if you just remember that two conditions are
necessary for attacking with the knight's move: 1. You
must be able to drive your opponent toward your own
thickness; 2. You must be able to expect a territorial
framework behind the knight's move. And in many cases
the knight's move is effective when just one of these
conditions is fulfilled.

Example 6

Example 6 Black to play


How to attack A ? Knight's move or cap?

-41 -
Dia. 1 (The cap fails)
Let us try attacking with the cap Black 1. White will
push through the gap at 2. Black's next move, chasing
with the knight's move 3, looks good, but when White
pushes along at 4 it is the stone • that is actually under
attack. This is obviously a failure for Black. Black 3 at 'a'
instead is met by White 'b', again causing the attack to
run out of steam.

Dia. 1
Dia. 2 (Correct)
The knight's move. This move fulfils one of the con-
ditions mentioned on the previous page, namely driving
toward thickness. If White tries to escape with 2 and 4,
Black will play the hane and connection 3 and 5 and con-
tinue to attack by driving White up against his thickness.

Dia. 2

-42-
In this position Black has no prospects of a territorial
framework behind the knight's move 1, but it is still a
good illustration of the effective use of this technique
of attacking.

Example 7
Example 7 Black to play
Where is the strategic point that controls the entire
board?
If you consider the two conditions necessary for a
knight's move, the one about driving towards thickness
does not seem to apply here. This example is all about
expanding your own territorial framework by attacking
with the knight's move.
The centre of attention is clearly the bottom right-hand
corner. You have virtually been given the answer.

-43-
Dia. 1
Dia. 1 (Missing the vital point)
A move by Black at a big point, say 1, is good in itself,
but it cedes the initiative to White. By playing 2 and 4,
White not only makes his group safe but also makes severe
inroads into Black's framework.
Dia. 2 (Strategic point)
Black 1, attacking with the knight's move, is the
strategic point controlling the whole board. If White opts
for safety with 2, Black can continue the chase with
another knight's move 3. With this the whole of the lower
left quarter of the board suddenly looks like Black terri-
tory and White seems to have been playing on neutral
points. The difference from Dia. 1 is enormous.
This Black 1 is a good example of the knight's move
being used not as a severe, killing-type move, but as a
means of establishing a superior position while attacking.

-44-
Example 8 Black to play
This is again taken from
one of my games. You are
asked to attack the white
two-space extension on the
left, but you must also take
into account the framework
at the bottom and the shape
of the black stones at the
top.

Dia. 2

Example 8

-45-
Dia.l
Dia. 1 (The actual game)
I felt that attacking gently with Black 1 was the right
move, aiming naturally both at attacking and at expanding
my framework. White has to defend with 2. Black 3 and
5 are then timely forcing moves preventing White from
making good shape with 'a'.
Black 7 and so on settle the situation in sente before
returning to 13 to complete the attack. White has no way
into the centre and is forced to live on the left side.
The cap at 'b' instead of Black 13 allows White to play 'c'
and does not stop him from getting into the centre;
this is a failure.
White later attached at 'd' and eked out a small life,
but at the inevitable expense of strengthening Black on the
outside. The attack with Black 1 proved to be a great
success.

-46-
Dia. 2(80%)
The cap at Black 1 is another move that will occur
immediately to strong players. However, it has the draw-
back that after 2 and 4 White has not been properly
stopped. Even though White will still answer at 6, this
is not as good as Dia. 1.

Dia. 3 (The route to the centre is still open)


Black may strike at White's shoulder with 1 and then
attach at 3. To be sure this is a standard technique for
sealing a group in, but after White connects at 6 a
weakness remains at 'a', so that White can easily get out
into the centre.

Dia. 2 Dia. 3

-47-
5. ROUNDABOUT AND SPLITTING ATTACKS

No matter how much you attack a lone weak group


it may still live — recall the proverb: 'Big groups never die'
— and you may even overstretch yourself and find one
of your own groups in danger, an experience shared by
all of us. But when your opponent has two or more weak
groups, an attack will most certainly pay off.
There are two ways of attacking two or more weak
groups: the roundabout attack and the splitting attack.
There is not much difference between them but, if a
distinction has to be made, it can be said that the round-
about manoeuvre is used not only for attacking, but also
for securing life and to form territorial frameworks. In
addition, whereas the splitting manoeuvre is used to keep
two weak groups under simultaneous attack, the aim of
the roundabout manoeuvre,
when used for attack, is to
create a diversion against
one group in order to be
able to attack another. This
can best be explained by an
example.
Example 1 Black to play
This is a pattern that
occurs frequently in handi-
cap games. White has just
invaded at 1, Black has
attacked with 2 and 4 and
White has come out at 5.
What is the best way to
attack the three white
Example 1 stones?

-48-
Dia. 1 Dia. 2
Dia. 1 (The diversion)
The essential point is for Black to set up a diversion
at 1. If White plays hane at 2, Black extends to 3.
Dia. 2 (The attack pays off)
If White next pushes out to 4, Black also pushes at 5
and if then White chooses to escape with 6, Black will be
happy to play 9 in compensation. If White plays 6 at 9,
Black will push at 'a' and then 6 and 'b' are excellent
alternatives for him.
Dia. 3 (Roundabout manoeuvre I)
If White, in place of the last diagram, first exchanges
1 for 2 and then turns at 3, Black 4 is the vital point to
set up a roundabout attack.

Dia. 3

-49-
Dia. 4 (Roundabout manoeuvre II)
Since the atari at 6 is no good for White, 5 is his only
move. In line with the advice of the proverb never to
sacrifice a stone by itself, Black adds a stone at 6 and then
with 8 develops his roundabout attack. After Black 12
the four white stones are well and truly captured.
There is a distinctive flexibility about roundabout
attacks; if the opponent answers the diversion directly
you can make a great profit against the main force, but
if he leads his main force away, as in Dia. 2, sufficient
compensation can be gained at the point of the diversion.
In contrast the splitting attack has a more positive
approach than the roundabout attack. Since the actual
moves that separate the opponent's weak groups usually
join in the attack, they pile on the agony for the player
defending.

Dia. 4
Example 2
This example will show how severe a splitting attack
can be. White has several thin groups: one in the top
right corner, the three stones on the top edge, and the
two-space extension on the right. He has just played A
to save his weakest group. A large-scale splitting attack
by Black will now begin.

-50-
Example 2

Dia. 1 (The actual game I)


Pushing up at Black 1, 3
and 5 is good. After White 6
Black 7 is the vital point,
catching White in a three-
way splitting attack.
White 8 defends the cut-
ting point, and with 10
White manages to get out
into the centre. However...

Dia. 1

-51 -
Dia. 2 (The actual game II)
Black jumps to 11, now
attacking the two-space ex-
tension on the right. White
12 is inevitable; White
would like to reinforce
his groups at the top,
but if he lets Black play
around 'a', the two-stone
group on the right will
be doomed. Black 13 and
so on pick up profit on the
way, and then Black
continues the attack with
19.

Dia. 2

Dia. 3

-52-
Dia. 4
Dia. 3 (The actual game III)
After White 20 Black attacks the three-stone group
with 21, continuing the chase with 23 and 25. The white
groups in the centre are thin and so White reinforces
one in sente with 26 and 28 before helping the other
with 30. Nevertheless, Black still has designs on the large
centre group.
Dia. 4 (The actual game IVj
Black's peep at 33 is the vital point. If White 34 con-
nects at 38- instead, Black can still force at 35 before
pushing to 41. Even so, White 34 does not relieve the
pressure and as the encircling net draws tighter with
Black 35 and 37, the white group is only thrashing about.
After Black 45 White resigned.
This is a good example of a case when an attack on
just one weak group would not have been very effective,
but because there were two or more weak groups one
could be captured. Let us look at some more examples.

-53-
Example 3

Example 3 Black to play


If a group can be captured it is obviously sensible to
set out and capture it, but if you rush into this without
thinking of the consequences you can become unstuck.
Never forget the other player — he has his own ideas too.
Here you will notice immediately that the white group
at the top is not alive. Consider first of all whether it is
wise to try to capture this group directly. If
you can see that it cannot in fact be captured by simple
means, try a roundabout manoeuvre.

-54-
Dia. 1
Dia. 1 (Not captured)
If Black 1 and 3 could capture this group the matter
would be over. However, there is danger from White's
counterattack with 4 and 6 if Black continues in his bid
to capture by connecting at 7. This lets White play at 8,
which cuts Black in two, leaving him no way to save the
situation.
Black's connection at 8 instead of 7 is better but still
a failure because White can cut at 7 and live.
Returning to Black 1, it should be noted that if this
move is withheld as a threat, plays around 'a' will be forc-
ing moves for Black. It should be possible to exploit this
fact.

Dia. 2
Dia. 2 (80%)
What about Black 1? It aims at the contact play 5,
but it lacks something. After White lives with 2 and 4,
Black 5 does not suppress the vitality of A completely.
For a roundabout attack this is not good enough.

-55-
Dia. 3 (Correct)
Going one point further to Black 1 is correct. If White
resists with 2 and 4, Black replies at 3 and 5 and after
White 6 Black can capture with 7. Black can now connect
at 13 without worrying about White's cut at 'a'. This is
all because of the roundabout attack at 1.
If White plays 12 at 'b', then Black 'c' and White 'd'
give a ko, but Black gets first chance to take the ko at
12; White has no ko threats and so loses.

Dia. 3
Dia. 4 (Trade)
Consequently White has to make the best of a bad job
by trading life with 2 and 4 for Black 5, which strangles
the lone white stone. The roundabout attack has been
a great success. If you compare this with Dia. 2 I am
sure you will agree Black is better off here.

Dia. 4

-56-
Example 4

Example 4 Black to play


This is the continuation of the position on page 19.
The problem is, how do you start a splitting attack against
the single white stone and the group above it on the
right? You have to separate White and keep him from
connecting, but remember that his shape has a certain
amount of flexibility. You should also try to make thick-
ness while attacking.

-57-
Dia. 1 (Failure)
Simple separation at 1 is the usual idea, but White can
defend at 2 and not much more can be done. After this,
even if Black attacks at 'a', White can jump to 'b' and the
attack seems mild. In addition, even though Black V
instead of 1 looks severe, it too is dubious; White 'd',
Black 'e', White 2 again and White gets a comfortable
position on the lower edge. Let us try some other move.

Dia. 1
Dia. 2 (The shoulder)
It is correct to start with the shoulder attack Black 1.
It gives A no scope and is therefore very severe. If White
pushes up at 2 and answers Black's block at 3 with the cut
at 4 to start a fight, Black blocks again at 5, and then
with 7 and 9 leaves himself with the splendid alternatives
'a' and 'b'. White is destroyed.

Dia. 2

-58-
Dia. 3
Dia. 3 (The actual game I)
In the game White answered Black 1 at 2. The aim of
this move is to avoid giving Black extra strength.
It is the best reply, but Black 3 keeps up the attack.
It should be clear that because of the forcing move 1,
White is unable to connect his groups.

Dia. 4
Dia. 4 (The actual game II)
If White plays 1 at 2, Black will extend to 'a', which
will affect the large group above. Consequently White
played 1 to sound out Black's response, which was a deci-
sive one at 2 and 4. Black 6 takes away White's eye
shape and Black's peep at 8 makes the attack very one-
sided.

-59-
Example 5
Example 5 Black to play
The game shown in Dia. 4 on the previous page develop-
ed like this. Black's one-sided attack is just about to sound
the death knell for White.
You are to win the game with one decisive blow.
Obviously you will be aiming at the large white group
extending from bottom right to the centre, but depending
on White's answer, you should also be prepared to accept
profit on the upper side instead.
Moves such as Black 'a', emphasising territory, are no
good. White will defend at 'b', making the large group
safe and tilting the game his way.
Dia. 1 (Breaking into the upper side)
In the game Black separated White with 1. White unfor-
tunately could not resist by attaching at 'a', lest Black
should answer at 2. The big group in the centre would
then not be able to hold out.

-60-
Dia. 1
White has little choice but to run away at 2, so Black
creates a diversion with the crosscut 3 and 5 to set up a
roundabout attack. If White 6 at 9, Black plunges into
the top area with the atari at 'b', while White 6 at 'b'
creates problems for White, as Black gives atari at 9.
Black 9 leaves White no escape. The attack has been a
great success.

Dia. 2
Dia. 2 (Another way)
Black 1 in Dia. 1 was not the only correct answer;
this Black 1 is possible too. Again White cannot resist
with 'a' (for fear of Black 'b') and since he has to run
away at, say, 2, Black 3 and 5 set up the roundabout
attack once more. Note that if White 2 is at 'c', Black's
peep at 'd' will work.

-61-
Dia. 3
Dia. 3 (Other possibilities)
Apart from the moves in Dias. 1 and 2, moves such as
'a' or 'b' can also be considered, because White, lumbered
with a weak group, cannot resist very strongly. If he
defends his centre group, Black can play against A more
directly than in Dias. 1 and 2 and perhaps more severely.
This is a good example of a roundabout attack.

Dia. 4
Dia. 4 (Dubious)
Black 1, however, though it may be a roundabout at-
tack, is dubious, because it invites White 2. The drawback
is that this reinforces White. It should go without saying
that even with a roundabout attack you have to find a
move appropriate to the situation.

-62-
Dia. 6
Example Black to play
This is a fairly difficult example, but try at least to
grasp the way such problems are approached.
Clearly the target is the group on the lower edge.
Inasmuch as it has a connection above and the contact
play at 'a' to aim at, this group is not very attackable.
Yet by initiating a roundabout attack against the group
at the top to determine White's response, a means may
be found to attack the lower edge.

-63-
Dia. 1 (Roundabout attack)
Black should start at 1. It may be hard to see how this
will have any effect on the white group below, but this
is a characteristic roundabout attack. Playing elsewhere
and letting Black strike at 'a' is bad for White, so he
must answer. How he should answer is a difficult matter.
If his reply is White 'b', Black 'a' makes good shape,
and if it is White V, Black has been given a free forcing
move. If it is White 'a', Black has various potentially
useful threats such as the block at 'd'.

Dia. 1

Dia. 2
Dia. 2 (Connection ?)
In the actual game, reluctant to let Black 1 become
a forcing move, White counterattacked with 2. The se-
quence from Black 3 to 9 then went as might be expected.

-64-
It looks as if White is going to connect in the centre but,
because of the next move by Black, this is not so.

Dia. 3

Dia. 3 (Decisive move)


Black 1 is a thunderbolt. If White now plays 'a', Black
cuts at 5 and, because of the unfavourable ladder, White
is scuppered. If White plays at 5 a similar result is obtain-
ed when Black answers at 'a'.
Given that he has no move around here, White has to
think of making two eyes for his group below with 2,
but Black 3 is a forcing move, 5 blocks, and the round-
about attack has paid off. White 6 to Black 9 did not
secure life, so White then resigned.

-65-
Example 7
Example 7 Black to play
One of the most important things in the middle game is
to know what you can aim at. Where, for instance, are
the weak points of White's group on the centre right
here? One powerful way of playing would be to chase
this group at 'a', forcing White 'b', in order to trap the
single white stone in the corner in a roundabout attack.
However, I chose to play against this single stone first
and to aim at the large group later.
Dia. 1 (Aiming at Black 7)
I started with the shoulder attack Black 1. After Black
3, if White plays 'a' Black naturally cuts at 'b'. Also, if
White cuts at 5, Black 'a' is sufficient. That leaves White 4.
Then when White peeped at 6, I was able to defend
the cutting point with 7. This move is also a vigorous

-66-
attack on the large group. That was what I had secretly
been hoping for.

Dia. 1
It might as well as be said straightaway that White 8
was the losing move; it completely justified Black 7.
Dia. 2 (Separation and capture)
White 10 is probably an unavoidable answer to Black's
peep 9, but then Black 11 is a killer blow, separating
White's stones and capturing the seven on the right. No
matter whether White plays atari from above or below,
he cannot connect both sides at once. Clearly Black's
attack has been a great success.

Dia. 2

-67-
Example 8
Example 8 Black to play
This game is approaching its climax. What is the decisive
play to tackle the handful of white stones on the right?
There are two or three possibilities for the next move,
yet it is really a question of deciding intuitively whether
it is better to capture the two white stones or the three-
stone group. Your reading ability will obviously be im-
portant too.
The extension to 'a' or the hane at 'b' are by no means
bad, but there is a way of capturing the three-stone group
through a roundabout attack starting with a diversion
against the two stones A.

-68-
Dia. 1 (Decisive move)
Black 1 is the nose tesuji. It is a decisive move. If White
plays hane inside at 2, Black can cut at 3. This is a great
success for Black, because White dares not try anything
with his two stones in the centre.
Dia. 2 (Second decisive move)
In the game White played hane on the outside at 2.
Of course there was a reply to this — Black 3, the second
decisive move.

Dia. 1 Dia. 2

-69-
Dia. 3
Dia. 3 (One way street)
Even though White resists with 8, the rest of the se-
quence starting with Black 9 is a one way street leading
to White's ruin as shown in Dia. 4, where Black captures
at 17 after cutting at 15. This 17 forces White to connect
at 18, Black 19 is another forcing move, and with Black
21 the white group on the right is successfully captured
at the cost of the few stones in the centre. No other
moves are as brilliantly decisive as Black 1 in Dias. 1 and
2.

Dia. 4

70
Example 9
Example 9 Black to play
This is not from one of my own games; it is taken from
a game between two high-ranking professionals.
The centre of attention is the attack on the two stones A
at the top. Most people would think straightaway of
attacking with the knight's move 'a', and without doubt
this is a very good move. However, will the white stones
actually run away?
As mentioned at the very beginning of this chapter,
you can improve your attack by making the opponent's
stones heavy (i.e. too valuable to give up). Try therefore
to attack the stones Aon a large scale.

-71-
Dia. 1
Dia. 1 (Too small)
If White does answer Black's attack at 1 by running
away at 2, Black 3 will be a good roundabout attack
against the three fleeing stones.
However, White might not play at 2; he might dodge
away lightly to 'a'. His two stones may then be captured,
but the loss will be very small.

Dia. 2
Dia. 2 (Attack from afar)
Black 1, attacking the two white stones from a distance,
is the most severe method. If White hanes at 2, Black
blocks at 3 to make good shape. When White connects
at 4, Black 5 casts a shadow over the two stones in the
centre. If White precedes 4 with the atari at 5, Black
connecting at 'a', Black can happily cut at 'b' to start
a fight. If White 2 is at 'a', it is good for Black to cut at 3.

-72-
Dia. 3 (Hard fight)
White played at 2 in the game. The sequence from Black
3 to 13 then ends in gote for Black, but he is able to
build up a very thick wall and thus put the two white
stones in severe jeopardy. White has to run away with 14,
but Black 15 keeps up the attack on a large scale, the play
being dictated by the wall on the right. White faces an
uphill fight.

Dia. 4
Dia. 4 (Holding too far back)
This Black 1 is the same kind of idea as in the previous
diagram, but it is not as effective. The thickness Black gets
up to 7 is inferior to that of Dias. 2 and 3, and when
White runs out to 8 it is no longer possible to anticipate
such a good attack.

-73-
Example 10
Example 10 Black to play
This is a really good example of a splitting attack. We
turn our attention first to the white group at the top.
It can be attacked but should not find it too hard to
make two eyes. More careful scrutiny then reveals a cut-
ting point at 'a'. We shall therefore use this to the full,
although cutting straightaway at 'a' fails because of White
'b'. Of course, peeping at the cutting point and letting
White connect would be a complete waste of time.
What you now have to think about is how to attack
the white group at the top so that the cut at 'a' will
work. The first move is the vital point of White's eye
shape.

-74-
Dia. 1
Dia. 1 (The eye-stealing tesuji)
Black should peep at 1. This is the standard eye-steal-
ing tesuji. Even when White returns to 4 after exchang-
ing 2 for 3, the eye on the left is false. The pressing move
Black 5 then is not necessarily intended to capture this
white group; rather, it is related to the cutting point at
'a', though this may be a little hard to understand.

Dia. 2
Dia. 2 (Grand strategy)
White 6 and 8 are the only moves. Black plays a forcing
move at 9, and then with 13 his grand strategy unfolds.
It seems like folly to let White cut at 14, but...

-75-
Dia. 3 (The squeeze)
As Black plays 15 and 17 it all becomes clear; the
cutting point is in grave danger. Since White 18 is forced,
Black can hane at 19 and follow up with the squeeze at
Black 21 and 23, finally cutting at 25 - an attack with
a fairy-tale ending. This was one of my own games.

Dia. 3
Dia. 4 (Wrong way)
Going back to the beginning, the peep at Black 1 is
the wrong way. It lets White cut at the waist with 6,
as a result of which he can ensure connection with the
group on the left side.

Dia. 4

-76-
CHAPTER 2

TEST YOURSELF

-77-
In Chapter 1 we studied the fundamentals of attack
and I imagine you have already grasped the basic patterns.
Now I would like to test your attacking skill with a few
problems.
Virtually all of these problems have been taken from
my own games and could prove a little difficult for
beginners. Even so, they can still benefit from them by
looking at the answers. If you feel up to it, however,
you should try to work out not only the first move
but the follow-up moves as well.
Understand only half of all this and you too will enter
the ranks of the killers. So let's fight!

-78-
Problem 1

Problem 1 Black to play

First Impression
Black has just peeped at • and White connected at A.
That should give you a clue. What is your first impression
as to where Black should play next to attack the three
white stones?
Limit yourself to the lower half of the board. There is
no need to consider the upper half, but you must take
account of the white group on the right.

-79-
Blocking The Route To The Centre
Dia. 1 (Splitting attack)
Black 1, first stopping White from getting into the
centre, is the right answer.
Various White responses can be considered but if White
comes out at 2, Black chases him with the knight's move
and jumps to 5 to attack the group on the right
simultaneously.

Dia. 1
Dia. 2 (The vital point)
Since it would be insufferable for White to let Black
play 6 next, he must go there himself. Then Black grabs
another vital point with 7. White will not find it easy
to live here.
Try to appreciate what lies behind the concept of chas-

Dia. 2

80-
-ing with Black 1, 3 and 5 in the previous diagram. Black 3
at 'a' instead would also have been powerful, but not so
cunning as the move in the diagram.
Dia. 3 (Adequate)
Since the previous two diagrams were awful for White,
he must consider coming out at 2 on the other side.
It is sufficient for Black to defend at, say, 3, thus avoid-
ing a frantic chase. Then if White 4, Black jumps to 5 and
can still aim at the vital point 'a' on the edge.

Dia. 3
Dia. 4 (80%)
Chasing White with Black 1 is also a good idea, but
once White comes out at 2 and 4, White 6 suddenly
reverses the roles of attacker and defender. However,
since Black is now thick towards the centre Black 'a'
has become a very severe threat.

Dia. 4

-81 -
Dia. 5
Dia. 5 (The actual game)
White actually responded to Black 1 by peeping at 2.
Black calmly connected at 3 to build up thickness.
Since White has to run away at 6, Black can force White
to seek a small life with 7 before splitting him at 11 and
13. The white group looks safe, but Black has the cuts
resulting from 'a' to look forward to later.
First, though, Black takes the vital point 15. White
has no alternative to coping as best he can with 16, seek-
ing a light, flexible shape. White 'b' instead is scuppered
by Black 'c'. In addition, White 17 fails because of Black
'd', which leaves the white group floating completely
without a base.
Black's capture at 17 is a good reply. Even though
White gets the hane at 18, Black can still aim at the whole
group with 19. In short, Black's attack has been a re-
sounding success.

-82-
Problem 2
Problem 2 Black to play

Where to Approach
The middle game is just beginning. It is not absolute-
ly clear which group you should attack, but if you attack
anyway in such positions you will always be able to
grasp the initiative.
Assuming you approach the lower left corner, would
you play A, B or C? Or perhaps D to drive White out into
the centre?

-83-
Separation
Dia. 1 (The high approach)
Black's high approach at 1, separating White's two
groups, is extraordinarily severe. If White plays 2 and
4, Black chases him with the large knight's move 5, and
then settles the shapes with 7 before answering White 6
at 9. The big white group is thus surrounded and is
obviously in a predicament. As will be mentioned later,
Black has nothing to fear from the fight beginning with
White 'a', Black 'b', White 'c'.

Dia. 1
Dia. 2 (Unreasonable)
If White, instead of 4 in the last diagram, follows Black
up at 1, Black 2 is sufficient. Extending to 3 in place of
Black 2 might let White make use of 'a'.

Dia. 2

-84-
In answer to White's cut 3 and 5, Black interposes the
forcing move 6 before the tesuji 8. White has to capture
at 9, but after Black 10 White's predicament is again clear.
Dia. 3 (Large territory)
If White opts for safety with 2 he can avoid a fight,
but the profit Black gets by sliding into the 3-3 point
is very big. With 5 Black is still aiming at exploiting
White's thinness with moves such as 'a'.

Dia. 3
Dia. 4 (The actual game)
White actually answered by holding back at 2, hoping
thus to reduce as far as possible the effect on his group
to the right. Black 3 is a useful forcing move, and then
Black surrounds the big group at 5 again.

Dia. 4

-85
Dia. 5 (Unnecessary loss)
Black 1 would be skilful if only White would answer at
'a'. White, however, would probably counterattack with 2
and 4. This is bad for Black. Although he can seal White
in with 5 and 7, the contact play at 'b' remains potential-
ly useful for White and with 8 and 10 he is virtually alive.
The loss that Black has already incurred on the left
therefore has no compensation, and so this diagram re-
presents failure for Black.

Dia. 5
Dia. 6 (Continuation of the game)
Continuing on from Dia. 4, when White seeks an escape
route with 6, Black settles the shapes with 7 before
jumping out to 9. Black then follows up by cutting
White 10 and 12 at 13. White's answer at 14 is correct.

Dia. 6

86
Dia. 7 (Iron wall)
To cut at White 1 to secure the safety of the large
group is a feeble posture. Black can build an iron wall
in the centre.

Dia. 7
Dia. 8 (Continuing with the game)
Following on from Dia. 6, Black develops his weak
group with 15. Black has nothing to fear from a cut at
21, because he will play 'a', making White's two stones
easy prey.
White 20 is a vital point, but after Black 21 the chase
continues elsewhere with 23 and 25. Another strong
way to play is to switch Black 19 to 20 and then to con-
nect at 21 again after White ' b \ Even though White could
seal him in with 'c', Black could live at 'd', and then
the large white group would look rather sickly.

Dia. 8

87
Dia. 9 (Solid wall)
Returing now to the beginning, I should imagine many
of you chose the approach at 1. However, this lets White
press at 2 to ensure his connection. Where there was
once a thin line of white stones there is now a solid wall.
Allowing White to get thickness like this is failure for
Black.
Playing Black 1 at 'a', the 3-3 point, is again met by
White 2, Black 3, White 4 and so gives the same result.

Dia. 9
Dia. 10 (Roles reversed)
If Black separates White at 1, White 2 and 4 have a
powerful effect on the centre so that it is now Black who
is under attack. His positions have become thin.

Dia. 10

-88-
Problem 3

Problem 3 Black to play

Direct Action
White has just jumped out to A in an effort to make
his group safe. However, he is not out of danger yet.
You should attack as severely as possible, but that is
eaiser said than done.
Be resolute and try direct action to exploit the thinness
of White's one-space jumps.

-89-
Dia. 1 (Live shape)
First a wrong answer. Even though Black 1 blocks
White's path to the centre, White can make shape at 2
and he is virtually alive. On top of that Black 1 has a
weak point in that White can aim at cutting at its waist
with 'a'. This attack is no good.
Dia. 2 (80%)
The roundabout attack at Black 1 is much better than
the previous diagram. Black 3 makes good shape in answer
to White 2, but again White can reinforce himself at 4
and the attack peters out. I would mark this around 80%.

Dia. 1 Dia. 2
Dia. 3 (Open skirt)
Trying to make territory with Black 1 is not very good.
Once White gets out to 4 he is out of reach and the
slide at 'a' remains as a source of dissatisfaction for Black.
Since the various methods of attack described above
do not work, you have to think of something special.

-90-
Dia. 3
Strong Move
Dia. 4 (Thickness)
Did you see the wedge-in move at 1? This is the
right answer. If White ataris at 2, Black pulls back to 3,
then cuts at 5. The sequence up to 9 leaves White with
a live shape but gives Black ample thickness.

Dia. 4

-91 -
Dia. 5 Dia. 6
Dia. 5 (The actual moves)
In the game White actually answered the wedge with
this 2. The connection at 4 is inevitable, after which
Black 5 to 9 force White into a low posture; this is more
than satisfactory for Black. Now Black can even expect
a considerable territory in the centre.
Dia. 6 (Forcing move in the centre)
Note that in this position A is a forcing move against
the large white group. If White does not answer, Black
can cut with 1 to 5. If A is not there, White can play 2
at 5 to prevent the cut. In short, Black has an extremely
thick position in the centre.

-92-
Problem 4

Problem 4 White to play

Attack and Defence on the Right


As in the previous problem you are asked to find a
special way of attacking.
The centre of attention is the right-hand side. White
ignores this area at his peril, since Black can block at A,
leaving White with a weak group that will have to run
out into the centre.
Even so, simply connecting along the edge is too insipid.
Look instead for a chink in Black's armour, then attack.

-93-
Dia. 1 (Weak)
White connects at 1 — obviously not the right answer.
Black plays 4 and White can forget all about attacking.
Black can also play 4 on the lower edge; either way,
White 1 looks feeble.

Dia. 1 Dia. 2

Dia. 2 (Ineffectual attack)


Pushing out at White 1 looks sensible, but this attack
has no effect. With 6 Black is virtually alive and if White
uses 5 to connect to the lower group instead, Black can
still live easily.

94-
Dia. 3 (Good move by White)
The correct answer is to push through at 1 and then to
make a clamp at 3. This is a special attacking technique.
If Black comes out at 4, White will cut at 5. Black in turn
can cut at 6, but to no avail since the ladder starting
with 'a' does not work.

Dia. 3 Dia. 4

Dia. 4 (Ladders)
If Black replaces 6 in the previous diagram with 1 here,
White simple connects at 2. Neither of the ladders start-
ing with 'a' or 'b' works for Black, who is now helpless.

-95-
Dia. 5 (Another ladder)
If, in place of 3 in the last diagram, Black makes the
hanging connection at 1, White 2 sets up another ladder,
but this one works.

Dia. 5 Dia. 6

Dia. 6 (The actual game)


Against White's strong plays 1 and 3, Black 4 is un-
avoidable. This is what was actually played in the game.
The sequence up to White 11 leaves the black group on the
lower edge insecure and because of this the group in the
centre will live only with the greatest difficulty.
White 1 and 3 were decisive moves enabling White to
switch from a defensive posture to an attacking one.

96
Problem 5

Problem 5 Black to play

Enjoy it!
Turn your attention to the large white group strag-
gling across the centre of the board and the white group
on the right.
You are going to attack these groups by separating
them from each other, but how do you start?
There is no need to rack your brains on this one.
Normal methods will do, so lie back and enjoy it!

-97-
Shoulder Attack
Dia. 1 (Catastrophe for the large group)
The right answer is to attack at the shoulder. If White
creates confusion with something like 2 and 4, Black
can simply separate him with 5 and 7. White V , Black 'b'
next would leave White's centre group virtually without
hope.

Dia. 1 Dia. 2
Dia. 2 (Attacking in good style)
White might perhaps stick his head out at 2 on this
side. Black will separate him with 3 and 5, keeping up the
attack in good style, and White again looks to be in
trouble. For White to crawl at 'a' would inevitably mean
hurting the group in the centre, but to let Black block at
'a' would thoroughly blight the prospects of the group on
the right.

-98-
Dia. 3 (Asking too much)
I played at 1. Should White answer at 2 the result up
to Black 7 would be the same as in Dia. 1, but this was
too much to expect.

Dia. 3 Dia. 4

Dia. 4 (The game)


Of course White deftly dodged away to 2. The slack-
ness of Black 1 now became evident, because Black 3
and 5 allowed White to resist with 4 and 6, and the
attack on the white group in the centre did not go as I
had hoped. Black 7 is the best move to sever White's
connection, but it is still not enough.

-99-
Dia. 5 (The attack falters)
White 1 was the next
move, skilfully seeking out
Black's reaction. Even
though Black could play the
forcing moves 2 and 4
and cut with 6 and 8,
White had no difficulty in
securing life with 11 and 13
and the attack ended in
failure.

Dia. 6
Dia. 6 (Battle over territory)
Black 1, letting White connect at 2, is no good at all.
Though Black 3 stakes out a large territory, White will
invade at 4 and a fight over territory will ensue. This
would be too close for comfort. Black 3 would be better
at 'a', but this is still inferior to Dias. 1 and 2.

-100-
Problem 6

Problem 6 Black to play

Attacking an Extension
This is a difficult problem.
Your aim is to seize the initiative by attacking White's
two-space extension on the right. You can attempt one
of two things: to press White down from above, or to
flush him out into the centre from below. Which method
is appropriate in this case?

-101-
Dia. 1
Dia. 1 (Promising)
Let us look first at this Black 1. If White obliges by
answering at 2, Black 3 to 11 looks promising for Black.
Dia. 2 (Unsatisfactory)
However, White would probably handle his group more
flexibly with 2. If Black blocks at 3, he next has to
answer White 4 at 5 because of the threat at 'a', but then
White completes his defence with 6 to 10. This is poor
for Black.
Dia. 3. (Trade)
If Black answers White 2 by pushing in at 3, White can
cope easily by trading the corner for the side.

Dia. 2 Dia. 3

102
Dia. 4 (Good shape of White)
Chasing with Black 1 is no good. If Black
could build a framework behind the knight's move it
would be alright, but here it offers nothing. White
makes good shape with 2 and 4 and the attack is already
over.

Dia. 4 Dia. 5

Dia. 5 (Good idea, but ...J


Aiming to ruin White's base with Black 1 is a good
idea, but in this case White has a countermeasure by
seeking out Black's response to 2. If it is Black 3, White 4
forces Black 5 because of the defect at 'a', after which
White blocks at 6.

-103-
Combination
Dia. 6 (Correct)
The cap at Black 1 is the right answer. If White comes
out at 2, Black 3 now works excellently in combination
with 1. White will be stuck for an answer.

Dia. 6 Dia. 7

Dia. 7 (Squeeze)
If White blocks at 4, Black cuts with 5 and 7 and uses
his two stones for a standard squeeze sequence. After
White 14, Black can keep up the attack with 'a', or he can
make thickness by blockading at 'b'. So what else can
White do?

-104-
Problem 7

Problem 7 Black to play

Two Vital Points


This is a continuation of the previous problem. White,
in desperation, answered Black's cap at 1 with 2 and 4
in the corner. Black could not afford to omit 5 and then
White came out at 6.
Now how do you attack? Which is the real vital point,
A or B? You will have to use your reading ability for
this one.

- 105-
Dia. 1 (Skilful)
Let us look first of all at this Black 1. If White blocks
at 2, Black will push up at 3, answering White 4 with the
cut at 5. Black 7 then initiates a squeeze sequence
culminating in the cut at 15. This is a great success. How-
ever, it is far too much for Black to expect.

Dia. 1 Dia. 2
14: connects at 7
Dia. 2 (Poor resistance by White)
White 2 is a good answer to Black 1, but connecting
at 4 is not the way to answer Black's further encroach-
ment at 3. It lets Black crawl at 5, depriving the white
group of its base.

-106-
Dia. 3 (White is safe)
Instead of 4 in the previous diagram White can block
at 3 after first exchanging 1 for 2. After this all the
effort Black has put into attacking White will come to
naught. Observe that blocking at 3 without first cutting
at 1 is ruinous for White: Black 'a', White 'b', Black 'c',
White 'd\ Black 'e', White 1, Black T, White 'g\ Black 'h',
White'!', Black'j'.

Dia. 3 Dia. 4
Dia. 4 (Favourable to White)
This Black 3 will be met by White 4, 6 and 8. A trade
ensues but one that is clearly favourable to White.
The conclusion is that Black 1 is not quite the vital
point.

- 107-
Dia. 5 (White's ruin)
This Black 1 is the vital point. Even though White
resists with 2 and 4, Black can push out and cut with 5
and 7. If White connects at 8 he is doomed by the se-
quence up to 17. If this 8 is at 17 instead to fill in Black's
liberties, Black squeezes with 9 to 15 and then cuts at 8,
producing the same result as in Dia. 1.

Dia. 5 Dia. 6
16: connects
Dia. 6 (Drifting seaweed)
Since White has to answer Black 1 and 3 with something
like the connection at 4, Black can crawl at 5, ready to
chase the white group which is now drifting like seaweed.
This is a good example of how much difference one
line can make.

-108-
Problem 8

Problem 8 Black to play

Handicap Game (1)


Since you have just had some rather difficult problems,
give your brain a rest and try this handicap game.
White has just invaded at A . What should Black do?
Hem White in and make thickness; drive him out to the
centre; attack the large group below; or what ?

-109-
Chasing Out Into the Centre
Dia. 1 (Correct)
Black 1, the iron pillar move, is correct. If White
runs out into the centre with 2 and 4, Black 3 and 5 are
good moves. If White then defends at 6, Black 7 is the
vital point to set up a splitting attack against two white
groups. Black's response to White 'a' now would be 'b'.

Dia. 1 Dia.

Dia. 2 (Invasion)
If White defends at 1 instead of at 6 in the previous
diagram, Black's invasion 2 is extremely powerful. White
'a' is answered by Black 'b'.

-110-
Dia. 3 (In a fix)
If White answers the iron pillar move with 2, Black can
connect at 3. After White 4, Black 5 is a vital point
and then after the sequence up to 9 Black has the choice
of either cutting at 'a' or invading at 'b'. White is in a fix.

Dia. 3 Dia. 4

Dia. 4 (Failure)
Black will fail, however, if he blocks at 1 instead of
connecting at 3 in the previous diagram. After the se-
quence up to White 8 Black has to worry about the cut-
ting points above and below 7. It would be far better
to play 3 at 6 while there is still time.

- Ill-
Dia. 5 (Ineffectual thickness)
The idea behind Black 1 and the rest is to seal White
in behind a wall of thickness, but White 10 makes this
thickness ineffectual. The splitting attack in Dia. 1 is
definitely the way to move against the white group on the
lower edge.

Dia. 5 Dia. 6
Dia. 6 (Feeble)
Thinking first about securing his own base by defending
at Black 1 is a feeble attitude for Black in this position.
White can jump out to 'a' to get out of trouble, or he
can attach at 'b' to make eye shape. Either way he will
be happy.

-112-
Problem 9

Problem 9 Black to play

Handicap Game (2)


This is a four-stone game. Assuming Black decides to
attack White, there doesn't seem to be anything promis-
ing on the right or left side.
The problem centres on the upper side. By exploit-
ing the power of A you can cut White in two, but you have
to find the right point to invade.

- 113-
Dia. 1 (Inadequate)
In the actual game Black played 1. White then grabbed
the good point 2 to defend his position, and with this
the balance of territories had become almost even. The
game was then close; White could play it at his own pace.
There is a feeling of indecisiveness about Black's play.
He should really be thinking about an invasion.

Dia. 1
The Vital Point
Dia. 2 (Correct)
Black 1 is the vital point. It spotlights the defect in
White's shape. White will play something like the contact
play 2, but Black can force with 3 and 5, then imprison

Dia. 2

-114-
the single white stone with 7 — a successful invasion.
If White cuts at 'a' Black simply ataris at 'b'.
Dia. 3 (No profit)
Black must not play his 3 of the previous diagram at
1 here. If he does, White connects with 2 to 6 and Black
gains nothing from his occupation of the vital point;
his strategy of divide-and-conquer will have come to
naught.

Dia. 3
Dia. 4 (Variation)
If White comes out at 2 in bad shape, Black simply
plays 3. White will push out at 4; then Black can calm-
ly jump to 5, leaving himself the alternatives 'a' and 'b'.
Like Dia. 2 this is intolerable for White.

Dia. 4

-115-
Dia. 5 (Sufficient)
To avoid helping Black to make shape on the outside
White may hold back at 2, but then the jump to 3 is more
than sufficient for Black.

Dia. 5
Dia. 6 (Easy win for Black)
We also have to consider what happens if White ignores
Black's invasion. Black 3 is the most severe tesuji. If
White answers this by capturing at 6, Black draws back to
4, leaving the white group with no eyes. White 4 is there-
fore necessary, but by adding a stone at 7 Black can
squeeze White. With such a position Black has an easy
win in prospect.

Dia. 6
2: played elsewhere; 10: connects

- 116-
Problem 10

Problem 10 Black to play

Attack or Large-scale Territory.


This problem also is taken from a handicap game. It
is a three-stone game, but Black has played carefully and
has maintained his advantage. He now wants to drive
home this advantage.
A survey of the whole board shows that only the left
side has not been settled. Your attention must therefore
focus there, but do you attack the four white stones
or do you place emphasis on building up a large-scale
territorial framework?

-117-
Vital Point For Attack
Dia. 1 (Alternatives)
Black 1 is the vital point for attack. White will suffer
because he has omitted the final move in a joseki. If
White plays 2 and 4, Black jumps to 5, leaving the
blockading moves 'a' and 'b' as alternatives for his next
move.
Dia. 2 (Pressing the attack)
If White jumps out to 2, Black 3 and 5 are good because
they take away White's eye shape. Black 7 keeps up the
attack, leaving White with no time to do anything about
his single stone above.

Dia. 1 Dia. 2
Dia. 3 (Stressing the territorial framework)
Black 1, keeping White out of the centre, is also a
powerful move. This puts the emphasis on making a large
territory in the centre and there are some professionals
who, because of their style, would regard it as the right
answer, but I think it is a little bit slack.

-118-
Dia. 3
Dia. 4 (No attack)
Black 1 is big, guaranteeing about 20 points profit,
but it overlooks White's slide to 2. There is now no
attack, and worse, Black's two-stone group on the side
is left without a base.

Dia. 4

-119-
Dia. 5 (Wrong direction)
Attacking the single stone on this side goes in the
wrong direction. It again overlooks White 2. Play proceeds
up to Black 9 and then it is evident that Black 1 was
a waste of time.

Dia. 5 Dia. 6

Dia. 6 (Also correct)


The jump to Black 1 is also a correct answer. The
essential point is to remember that White has omitted
the move 'a' in the joseki and that Black has to block at 1
or 'b' to prevent him from remedying this omission.

-120-
Problem 11

Problem 11 White to play

Using Thickness
Black has just jumped to A in an attempt to stabilise
his stone. What is the best way for White to attack?
Although Black has secure territory in three corners,
White has thickness in the centre. However, if he answers
negatively this potential power may go to waste.
Be resolute and use the thickness for an attack.

-121 -
Dia. 1 (Too negative)
Defending the side first with White 1 is too negative.
Black can make shape at 2 and now any attack by White is
a waste of effort. Barring White's progress into the centre
with 3 is far too late. Black 4 makes a base inside what
had been a white territorial framework.

Dia. 1 Dia. 2

Dia. 2 (The game)


In the actual game White peeped at 1 before setting
up a large-scale attack with 3.

-122-
Dia. 3 (Roundabout attack)
Then, since White 'a' and 'b' are both forcing moves,
there is nothing to fear from Black's incursion at 4, and
when Black runs away at 8, White is ready with the
knight's move 9. White 11 is then a conventional round-
about attack.

Dia. 3 Dia. 4

Dia. 4 (The attack pays off)


Black 12 to 16 are forced, and after the sequence up
to White 31 Black's group is still without proper eye
shape. While picking up profit naturally as the attack goes
on, White has also been building a huge territorial frame-
work.

- 123-
Dia. 5 (Correct answer II)
The exchange of White 'a' and Black 'b' is useful, but
attacking with White 1 would also be correct. If Black
tries to escape with 2 to 6, White 7 starts the roundabout
attack again.

Dia. 5 Dia. 6

Dia. 6 (Correct answer III)


White 1 is yet another correct answer. If Black plays
2 and 4, White cuts with the sequence to 9 and Black is
in trouble. Black has little choice but to flee with 2 at
8, whereupon White attacks at 'a'.

-124-
Problem 12

Problem 12 Black to play

A Quiet Move
This is from one of my own games with White against
Rin Kaiho (then Meijin) when I played in the Honinbo
league for the first time in 1968.
Even if I say so myself, I think I played well up to this
point, but Rin's next move ruined my chances of winning.
Black's next move is quiet but very good.

- 125-
Dia.l
Dia. 1 (Correct)
The simple diagonal play 1, taking away White's base,
is the strongest move. As White cannot make two eyes
in this area he has to look elsewhere with 2, but Black 3
keeps up the attack.

Dia. 2
Dia. 2 (Easy win)
What happens after Dia. 1 will be dealt with in a
moment, but note first that this Black 1 is too slack.
White 2 and 4 make profit and stabilise the group, making
this game now an easy win for White. The crux of the
matter is whether White stabilises his group or Black
snatches its base away.

- 126-
Dia. 3 (Splitting attack)
Following on from Dia. 1, White has to try to escape
with 1. His group is now safe, but Black has gained a
platform from which to launch the invasion at 2, setting
up a powerful splitting attack.
Dia. 4 (Fierce attack)
Black 4 is a fierce move, blocking White's connection
after 3. Black 8 is then the right answer to White 7.

Dia. 3 Dia. 4
Dia. 5 (Optimistic prospects)
Starting a ko with Black 1 is too impatient. On move
3 Black has no real ko threats and White can sort himself
out with 4. After Black 5 White skips to 6, leaving the
threat of a ko in the comer with 'a'. White can look
forward to the future with optimism.

-127-
Dia. 5
Dia. 6 (Overwhelming defeat)
This is how the game continued. Even though White
connects along the edge with 9 and gets the hane at 15,
Black 18 and 20 reap profit while making it difficult
for White to live. In addition White now has to worry
about Black 'a' - he has been overwhelmingly defeated.

Dia. 6

-128-
Problem 13

Problem 13 White to play

Attacking in the Opening


There are still few stones on the board and it is not easy
to decide which group to attack. Even professionals would
have different opinions about this, but I would like you
to turn your attention to the upper left corner and try
to use the principle of playing in "the centre of three
stones" that we studied in Chapter 1.

-129-
Dia. 1 (Correct)
After the preparation with White 1, the peep at 3 is
the vital point in "the centre of three stones". Although
one is normally reluctant to make moves like White 1,
it is essential here in order to create the vital point.

Dia. 1 Dia. 2
Dia. 2 (On the attack)
Black 4 is the only move. White then calmly extends
to 5, avoiding the mistake of cutting at 6, and puts the
whole black group under attack. White 7 and 9 then
seize the initiative to set up a large-scale offensive and
it is quite obvious that White has the better game,
especially as the defect at 'a' remains. If Black plays
at 'a', defending at 'b' is good enough for White.

-130-
Dia. 3 (Territory only)
Going back to the beginning, White 1 is slack. This
move is concerned only with territory. Black will make
shape at 2 and it is instead White's two-stone group which
will come under attack.

Dia. 3 Dia. 4

Dia. 4 (No follow-up)


White 1 is a good point, but it cedes the vital point
to Black, leaving no follow-up to the attack. The thinness
of White's three stones remains as a source of worry.

-131-
Dia. 5 (Missing the point)
What about grabbing the corner point White 1 first?
The joseki up to 7 gives White a small life, but it must
be said that White has missed the most important point.
Black 8 preempts it; if White now rushes for safety,
Black can combine attack and defence with 10, while
White still has to worry about his thinness.
If White 9 is at 'a', Black can also move out towards
the centre at 'b' to expand his framework on the right,
while still aiming at an attack. Since Black V next would
be a forcing move, White would be very much on the
defensive. White's first priority must be to seize the
initiative as in Dia. 1.

Dia. 5

-132-
Problem 14

Problem 14 White to play

Splitting Attack.
This is from an actual game. A difficult stage in the
middle game has just been reached, but White is aiming at
a splitting attack against the two black groups in the
upper left-hand corner.
What is the correct way to start?

-133-
Dia. 1
Hitting The Vital Point
Dia. 1 (Correct)
The contact play at 1 is the vital point. If Black answers
at 2, White 5 prevents life in the corner.
Dia. 2 (The actual game)
In the game Black resisted with 2 and 4. These are
alright if White answers at 'a', but 5 and 7 are decisive,
even though Black can capture at 8.
Dia. 3 (No eyes)
White 9 and 11 leave Black without two eyes.

Dia. 2 Dia. 3

- 134-
Dia. 4 (Splitting attack)
And so Black has to run away at 1 and 3, which gives
White the opportunity for a perfect splitting attack with
8.

Dia. 4 Dia. 5

Dia. 5 (Resigns)
After White 18 Black resigned. If Black 15 is used
to help the centre group, the group on the left cannot
hold out.

-135-
Dia. 6 (Wrong direction)
Going back to the beginning, the attack at White 1 is
questionable because it lets Black defend at 2. Neither
of the white groups on the left is completely safe, which
does not bode well for the future.

Dia. 6 Dia. 7

Dia. 7 (Risky)
Anyway, if White does want to attack from this side,
White 1 is the vital point, but playing there is risky
because it provokes Black 2. If White now plays 'a',
Black cuts at 'b', and if White plays 'c', Black draws
back to 'a'. Either way the thinness of the three-stone
white group on the left is exposed.

-136-
CHAPTER 3

THE BIRTH OF KILLER KATO

- 137-
GAME 1

White: Kawamoto Noboru, 4-dan


Black: Kato Masao, 3-dan
Honinbo Preliminaries 1965 (4'A points komi)
White resigned

Fig. 1 First Key point


White's counterpincer 10 to Black's pincer 9 and the
other moves up to Black 17 constitute a well-known
joseki.
White 18 is an obvious big point, offsetting Black's
thickness as it does, but since it leaves Black room to
invade at 29, perhaps it is not so good. It would be safer
to play one line further up.
With 19, Black's plan is to force White into a low and

Fig 1(1-29)

- 138-
overconcentrated position at the bottom. It is therefore
natural for White to play 22 and 24 to take sente and
then to drive a wedge into Black's position with 26.
Dia. 1 If White adopts the joseki at 1, Black gets just
what he wants by being able to map out territory with 2.

Dia. 1 Dia. 2
Dia. 2 For Black to switch 27 to the other side at 1
in this diagram does not make use of his thickness. It lets
White make a nice little position for himself, and there is a
feeling that Black's play has not been all it might have
been. With 27, Black aims at using his thickness by attack-
ing later with A.
Now Black 29 is the first keypoint. It is a severe in-
vasion backed up by thickness all over the board, and
it shows that White 18 was too wide an extension. The
opening has already ended and the stage is now set for
an all-out fight in the middle game.

- 139-
Fig. 2 (29 - 32)
Fig 2. A Hacking Invasion
The common-sense move for Black 29 is 1 in Dia. 3,
but after White presses at 4 he can build up thickness with
6, making the spacing between it and A ideal. This is
failure for Black.
Dia. 4 Switching 5 in Dia. 3 to this Black 1 is no good
because after the sequence to 14 Black's three stones in
the centre are floating without a base.

Dia. 3 Dia. 4

- 140-
White 30 required careful consideration.

Dia. 5
Dia. 5 If White jumps to 1, both players will continue
jumping out into the centre, but White is unfortunately
obliged to go back and defend the corner with 7. Black
forces with 8 and then takes the lead in the centre with
10, so that the white groups to left and right are se-
parated. A chill wind suddenly blows across the two-space
extension on the right; White cannot adopt this course. If
White plays 7 at 'a' in order to keep ahead of Black in the
race to the centre and thus to ensure his safety there,
Black can hane at 'b' and now White's corner group is in
trouble.
Accordingly White plays the knight's move at 30, but
he is more concerned with settling his own groups than
with attacking Black.
Black 31 is just the right move. Having to pull back
at 32 is a nuisance for White, but he cannot afford to
play the apparently more resolute hane.

-141-
Fig. 3(32-47)
Fig. 3 The Invasion Is Successful
If White plays the hane of 1 in Dia. 6 with 32, Black 2
and 4 are severe. Should White continue with another
hane at 5, Black 6 to 10 leave White's corner group
in dire straits.
Dia. 7 If White transfers 5 of Dia. 6 to 1 here, it is
sufficient for Black to draw back to 2 and 4.

Dia. 6 Dia. 7

142
Dia. 8 Moving White 3 of Dia. 7 to 1 lets Black attack at
2, putting White's group in grave danger. The very severe
Black 'a', White 'b', Black 'c' is even possible.
The series of extensions from 32 inevitably leaves
White weak in the corner, making something like the rein-
forcing play at 40 essential.

Dia. 9

Dia. 8

Dia. 9 If White extends once more to 1, Black plays 2.


If he then attacks with the sequence up to 8, the game is
over.
Nevertheless, Black 41 and 43 are pleasant moves to
make. The invasion has been a great success. Black cuts
at 47; quite clearly the fight is very welcome to him since
it bears directly on the two-space extension on the right.

- 143 -
Fig. 4 (48 -67)
Fig. 4 Very Slack Move
White preserves his eye shape with 48, but Black 49
makes perfect shape. Black answers White 50 by cutting at
51. The moves up to 59 are then what might be expected.
White's defensive move at 60 is very slack. In fact
it might be called the losing move.
Dia. 10 It defends against this Black 1, but White can

Dia. 10

144
live easily without his extra move.
If, instead, White defends his group on the right with A
(although this does not make it completely safe), or
makes the thick capture at B, or occupies the big point at
66, he will still have an uphill fight, but the game will
be far from over.
Black attacks in good shape with the knight's move 65,
the basic idea being to drive White against Black's
thickness. The capping play at A would be the wrong
attacking move in this case because White could get out
into open ground, with Black unable to cut him off.
Once Black plays 65, White 66 is essential. If White
defends his group on the right, Black settles the position
in the corner with 1 in Dia. 11 and then stakes out a
huge territory, putting him far ahead. With 66, however,
White has to accept whatever comes on the right-hand
side of the board.
The problem now is how to attack with Black 67.
This is the second keypoint. Considering the iron wall
of thickness that Black has all around, he can think of
capturing rather than of just attacking. Attacking from
above at C lets White scurry for life at D, leaving doubts
as to whether the thickness is being properly used. Demo-
lishing White's base with 67 is better - White is now in
a hopeless position.

Dia. 11

-145-
Fig. 5(67-85)
Fig. 5 One-Sided Attack
Black answers White's desperate attempt to live at 68
with the inside hane at 69. If Black blocks on the outside
with 1 in Dia. 12, White will be only too pleased to play
the forcing move 2, and then 4. Black will be at a loss
for a continuation. Black 69 and 71, attacking White's
base and relying on the surrounding thickness, are far
stronger.
What if White first extends at 1 in Dia. 13 in place
of 74? He can connect at 3 after Black 2, but Black 4 is
the vital point and White seems to be in trouble. Even if
White pushes out at 5 and 7 in an attempt to secure life,
Black 8 and 10 are enough to capture him.
Dia. 14 White 1 here instead of 7 in the previous dia-
gram gets White out into open space, but Black 2, hitting
at the shoulder, is a good move. This is a perfect example
of a splitting attack.

- 146-
Dia. 12 Dia. 13
Since White simply connects at 74, Black plays the pro-
fitable sente move at 77 and continues the attack with
the thick move at 81.
White adds 82 to provide some potential and then 84
looks for life somehow, but of course White is in a hope-
less position. Consider now how you would apply the
finishing touch. I thought Black 85 was enough to deprive
White of life, but perhaps there is another way.

Dia. 14

-147-
Fig. 6(85-100)
Fig. 6 Pleasant Ko
Black 1 in Dia. 15, in place of my 85, is another power-
ful move. Even if White tries to escape with 2, Black has
the roundabout attack at 3. After Black 5 it is far from
easy for White to get two eyes. It may well be that this
sequence is more decisive than the one in the game.
Even, so Black 85 gives White no respite and Black 87
spoils White's eye shape.
Black 93 looks thin, but Black can answer White A,
cutting at the waist of this knight's move, by following
along at B. Black has nothing to worry about.
White 96 is the only move that offers any hope of
salvation. If Black, instead of 97, answers at 1 in Dia. 16,
White 2 is a forcing move which is sufficient to secure
life. After this, although Black can attack on the lower
edge with Black 'a', White 'b', Black 'c', White 'd', Black
V, White can live again with T. Consequently Black 97 is

- 148-
Dia. 15
forced. White then has to gamble everything on a ko
with 98 and 100. This is a very pleasant ko for Black as he
has nothing to lose. Here I became certain of winning.
There is a problem, though, having to do with White's
attempt to live unconditionally with 1 in Dia. 17 in place
of his 100. This 1 is a forcing move, and 3 then seems to
make the necessary two eyes by a hair's breadth. Never-
theless, Black 4 to 8 keep up the pressure and after White
9 some reading is necessary to see if White is alive.
Dia. 18 (next page) Black 10 makes one false eye, and
Black 12 and 14 are also eye-stealing moves. Black 16
is essential if the white group is going to be captured un-
conditionally, but this gives White the squeeze to 27 and
it is not White, but Black, who ends up by being captured.

Dia. 16 Dia. 17

- 149-
Black could answer White 15 at 22 to produce a ko,
a ko, however in which Black has a lot to lose and which
cannot be welcome to him.
However, Black's best moves are not those in Dias. 17
and 18; instead of 10 Black would slide in at 'a' in Dia. 17
to test White's response; this is good timing. Actually
White would have no choice but to live at 'b', but then
Black would kill the other white group with V. All things
considered, White 100 is inevitable.

Dia. 18 26: connects Dia. 19

Fig. 7 Destruction of the Bottom Corner


Although White chooses to seek life with a ko, Black
has an abundant supply of ko threats. Black 23, threaten-
ing to capture the corner,, is typical and is quite suffi-
cient.
Black takes the ko once more with 25 and then con-
nects at 29 in answer to White's atari 24, yet the ko
remains, and though White seeks life with 30, Black has
another good threat at 33.
White lives with 38, but Black 41 is decisive. If White
36 is at A, then Black B, White C, Black D, White E,
Black F, White G, and Black wins the the race to capture
with 41.

-150-
Fig. 7(101-141)
Ko: 4, 7,10, 13, 16, 19, 22, 25, 28, 31

Dia. 19 Instead of 38 in the figure, White 1 to Black 4


is another variation.
This game was a lopsided victory for Black, who was
allowed to attack to the very end. The reason for this lay
in Black 29 in Fig. 1, where Black grabbed the chance
to take the initiative, but White made things worse for
himself with White 60 in Fig. 4. This led to an attack
on his group on the right-hand side and finally his group
in the lower right corner was captured.
You should pay particular attention to the way Black
attacked with 65 and 67.
Moves after 141 omitted. White resigned.

-151 -
GAME 2

White: Sanno Hirotaka,6-dan


Black: Kato Masao, 5-dan
Professional Grading Tournament 1968
White resigned

Fig. 1 Not Such A Good Opening


On the way from 5-dan to 7-dan I scored 28 straight
wins in the grading tournament. This is one of those
games. Black 15 is in the wrong direction. Rather than
making a flat position on the right, it is better to get
more body into my positon as in Dia. 1.
Dia. 1 If White plays 2, Black will expand his territorial
framework on the left. White will then have to rush to
erase it, letting Black seize the initiative.

Fig. 1 (1 - 21)

- 152-
With 19 Black crouches back, ready to spring forward
later.

Dia. 1
Dia. 2 Attacking with the knight's move Black 1 looks
good, but that's all. White can cap at 2 and make a very
flexible shape up to 8, in spite of Black 3, thus escaping
and making Black's moves futile.
What about White 20? Black 21 is such a good point
I was only too pleased to get it. I would not have been
so happy if White had pursued his plan to erase my frame-
work in the upper left corner by playing at A instead of
20, or if he had occupied 21 himself, exposing the flat-
ness of my position on the right and the inadequacy of
Black 15. Black 21 is just the right move — Black can
expect to get a sizable moyo either at the top left or on
the right side.

Dia. 2

- 153-
Fig. 2 (22 - 33)
Fig. 2 White 26: The Losing Move?
I believe the peep at White 26 is probably the losing
move.
Dia. 3 The safety of this white group has to be settled
first, with White 1. Nevertheless, connecting at 5 after
Black 2 and 4 is risky. Black 6 and 8 destroy White's eye
shape, forcing him to flee. If Black cuts at 7 instead of 6,

Dia. 3

- 154-
White will sacrifice his two stones without compunction.
It is important to realise that Black 6 and 8, setting up a
large-scale attack, are the vital points.

Dia. 4
Dia. 4 White 5 of the previous diagram should be at 1.
White can happily sacrifice two stones if Black cuts at 2,
for he can attack the lone black stone with 9.
Black is able to answer White 26 indirectly at 27 and 29.
White cannot now play at A instead of at 30 — a severe
drawback clearly attributable to White 26.

Dia. 5
Dia. 5 Should White try to come out and cut with 1 and
3, Black will descend to 4. If White defends at 5, Black
forces at 6 and 8, casting an ominous shadow over the A
stones. Black can then win almost without trying.
Although White is trying to develop his group with 30
and 32, Black gets to the vital point 33 first. This brings
the stone at 25 into the attack so that Black can aim at
a very large-scale splitting manoeuvre against the white
group on the right and the one in the top left corner.

- 155-
Fig 3 (34-47)
Fig. 3 Key poin t of the A ttack
Although White forces Black into a low posture with 34
to 38, he is still without eyes and is suffering accordingly.
Black 41 prevents connection with the lower group.
He is still aiming at making a splitting attack on the stones
at the top left and at the middle right. Black is keeping
the pressure on White.
White 44 is surely too complacent. Black instantly
sets the whole white group adrift with the severe blow
at 45.
Dia. 6 Surely White should settle his group first with
1 to 5. Black can still attack the other weak group with 6,
but White may still win if he can make this group live.
Black 45 is not only the vital point; it is also the key
point in this game. If White answers it at 1 in Dia. 7,
Black 2 captures three stones, and after White 2 and 5

-156-
Dia. 6

Black still has a conventional splitting attack with 6 and


8. White therefore chooses to dodge away with 46,
abandoning his stragglers, but Black 47 keeps up the
attack.

Dia. 7

-157-
Fig 4 (48 - 69)
Fig. 4 The Preparations Are Completed
White 48 to 54 are correct; White escapes. But note
that White cannot expect to save all of his group. White
1 in Dia. 8 is foiled by Black 2 and 4.
Since Black can cut off the stragglers whenever he
likes, his territory on the right is intact. White's erasing
manoeuvre has been totally ineffectual. On top of that
Black has been given the big move 53 — this aims at the
white group in the top left-hand corner.
Black 55 makes further preparation for an all-out
attack. White 56 and 58 are forced replies. The invasion
at 59 completes the preparations (the intention is not to
live here but simply to leave some potential for the
future). All the guns are now pointing at one target.
I chose to start the attack with Black 63 but now I
think Black 1 in Dia. 9, cutting off White's retreat, is more
severe because it makes it just about impossible for White
to make two eyes. If, for instance, he blocks at 2, Black

- 158-
wedges in, then connects with 3 and 5. If White plays 'a'
next, there follow Black 'b', White 'c', Black 'd', and
White is beyond hope. If White connects at 'd', Black
can be satisfied with the profit he makes by cutting
at V, and White still has the problem of finding two
eyes.

Dia. 9

Dia. 8

Black 63 is nevertheless a forceful attack and White


still looks in trouble. After White 64 Black 65 is the vital
point, for if Black didn't take it, White would play at A
and find it quite easy to handle his group. Black thus
answers at 67 only after forcing 66. Black 69 continues
to apply a vice-like grip, leaving the white group no room
o make eyes.

-159-
Fig. 5(70-97)

Fig. 5 Part Of The Group Is Cut Off


Since life on the upper side is quite inconceivable White
has to try to effect an escape, hen'ce White 70.
Black 73 is meant to sound out White's response,
but it also forms an integral part of the impending round-
about attack. If White answers at A Black 73 will obvious-
ly turn out to be a profitable forcing move.
Dia. 10. Were White to answer at 1 and 3, it would give
Black just what he is hoping for. After Black 4 and 6
White has no prospect of living in an area so heavily
surrounded by Black. Under the circumstances, therefore,
White 74 is perhaps inevitable, although it is a rather
odd move. The idea behind it is to sacrifice the left side
in return for a large territory between the centre and the
lower edge.
If White answers the contact play 75 at B, he is destroy-
ed by Black 80, White C, Black 76. Instead White answers

- 160-
at 76, but then Black 77 is the decisive move. After this
White can only pray.
Dia. 11. If White answers at 1, Black 2 cuts him off.
If White pushes out at 'a', the straightforward Black 'b'
is quite sufficient.
Even though White pushes out at 78 he still has to go
back to 80, and when Black cuts at 81 the game is
effectively over.

Dia. 11

Dia. 10
Black 85 in answer to White 84, 89 in answer to 88 and
91 in answer to 90 were all safe moves, meant to leave
White no room to start a fight in the hope of capturing
the upper left corner.
Although White 92 to 96 do make a large territory in
the centre, Black's territory at the top and on the left
is very big. This game ended in a clear-cut victory for
Black all because of one mistake by White in the opening.
Moves after Black 97 omitted. White eventually resigned.

-161 -
GAME 3

White: Kato Masao, 5-dan


Black: Miyazaki Hiroshi, 3-dan
Professional Grading Tournament 1968
Black resigned

Fig. 1 Switching Sides


After exchanging 9 for 10, Black switches to the left
side and occupies the big point 11.
Dia. 1. Normally Black stays on the right side and
attacks at 1; then, if White plays 2 or 'a', he presses at 3,
aiming at a large-scale attack on the two white stones.
In view of this White 12 is natural.
It is always an agonizing choice whether to extend as
far as 13 or to hold back one line. In the latter case,
it is good for White to be able to play 18 one line further

Fig. 1 (1 - 21)

- 162-
to the right, but on the other hand with Black 13 the
approach move White 14 becomes ideal.
White 18 would usually be at 20, followed by Black A,
but approaching from the other side is more positive in
this case.
Black 19 is a good move, very calm. By playing this
way Black gives himself the choice next move of attacking
on the upper side or of invading on the right side.

Dia. 2

Dia. 1

Dia. 2. If Black mistakenly extends to 1 instead, White


can settle his group lightly and flexibly with 2 and 4.
Black did, however, consider playing 1 high at 4.
The invasion at 21 is forceful. This is the first keypoint
and the middle game starts here. I would like you to con-
sider where White 22 should be.

-163-
Fig. 2 (22 - 36)
Fig. 2 Attacking Policy
Normally this invasion is answered as in Dia. 3, but
this is rather artless and unsatisfactory because Black's
profit is not small and because it makes Black safe.
Furthermore, White might come under attack himself.
I therefore preferred to follow a policy of attacking the
two black stones by jumping to 22. I was treating my
single stone above lightly because of the presence of A.
Black 23 prevents connection of the white group;
this is the right way to resist. After White 24 Black runs
away at 25 and White seeks to resolve the situation with
26, but what about Black 29?
Dia. 4. I do not see why Black rejected the block at 1.
White's cut at 2 is answered by 3 and the connection 5.
White 6 and Black 7 are then conceivable. There is no-

- 164-
thing wrong with this. It was a godsend to be able to
make thickness with 30.
Black 33 is another crucially slack move, as Black can
live without it. Better are 1 and 3 in Dia. 5, which make
good use of the stone • . With White 34 in the figure •
has lost a good deal of its function. Since White becomes
thick here the fighting is likely to be that much
more difficult for Black. , . , , , , _

Dia. 4

Dia. 3

Dia. 5
Jumping out to 36 in response to Black 35 obviously
means that White is aiming at a splitting attack against
the single stone at the top and the group on the right.

- 165-
Fig. 3(37-59)
Fig. 3 Overplay
White 38 looks like a natural and good answer to Black
37, but in fact it is an overplay.
Dia. 6. The diagonal play at White 1 stops Black's
corner group from getting into the centre and is much
thicker. If Black jumps to 2 to stop a white cap there,
White jumps to 3, and if Black again prevents a cap with
4, White will swallow up the black stone at the top with 5.
Painful though this is for Black, he has no other way of
playing.
Although White 38 and 40 have the same enveloping
idea, there is a gap at 43 which robs them of some of their
effect. Even so, it is questionable for Black to play at 43
so soon. White 46 is the main strategic point in this
game and it is intolerable for Black to see his strength
wither away as he reels under the blows of White 46
and 48. Black 43 should be at 46 to keep ahead of White.

- 166-
Since White can halt Black's progress at 50, Black 43 can
be only partly successful.
Dia. 7. If Black omits 51 and 53, White 3 is a severe
follow-up to the contact play 1. If Black answers at 4,
White can play the hane 5 in sente, and if Black 4 is at 'a',
White will play 'b' and cut at 4 next move.

Dia. 7

Dia. 6

Nevertheless, it is galling for Black to have to defend


the corner when there is so much going on elsewhere,
and thus White is able to secure his position with 54.
Black 55 is a superb point. Desisting from attack for the
time being, White sounds out Black's reaction with 56,
then with 58 settles down on his haunches, ready to
pounce. This forces Black 59.

-167-
Fig. 4 (60 - 84)
Fig. 4 Power Play
Even though I say it myself, White 62 is a formidable
way of playing.
Dia. 8. White 1 springs to mind first, but it lets Black
make shape at 2, so nothing comes of it. Even if White
blockades at 3, Black makes a fair-sized territory and,
bearing in mind that there is no komi, the game will
be very close. Black will also be pleased with his thickness.
Dia. 9. For Black 63 the diagonal play in Dia. 9 would
be more usual, White will forcibly restrain Black at 2.
This diagram has no propects for Black.
Once Black attacks at 63, White wedges in to start a
fight. Black 65 is the only move. To play the atari at 66
would let White connect at 65, destroying all hope of sav-
ing the situation.
The variation played looks difficult, but this kind of
fighting comes naturally to professionals.

-168-
No variation is possible in the sequence up to Black 83.
If, in an attempt to capture White, Black 83 is replaced
by 1 and the rest up to 7 in Dia. 10, White 8 and 10 pro-
duce a ladder that is ruinous for Black.

Dia. 8

Dia. 10

Dia. 9
With the sequence to 83 Black has encroached on
White's potential territory at the top and in return White
has made gains on the side. The next move though, is
White 84, a very slack move. As will be clear from Dia. 10,
White has nothing to fear from Black in this area, so he
should play at A to maintain his offensive. The likelihood
is that Black will find it hard to make two eyes.

-169-
Fig. 5 (84 - 118)
Fig. 5 One-Sided Ko
Because of the slack move 84, Black's prospects took
a turn for the better, but his moves from Black 85 on,
in the lower half of the board, are even worse than White
84, being concerned purely with the fate of the large
group. Although Black 85 is good in itself, Black 87
should be at 1 in Dia. 11. With this group alive Black
should have no worries and the better prospects. Black
85 and the other moves are weak-kneed. Even without
these moves the large group is difficult to capture.
Once White plays at 92 the game is decided. Black
is now squirming, but White 98 hits the vital point of his
eye shape.
Dia. 12. If Black connects at 1 instead of 99, living
becomes too difficult after White 2 and 4. Even after
Black 5, White 6 and 8 produce a false eye, and if Black 5
is at 6, White does the same thing in reverse by playing
at 5.

-170-
Dia. 11 Dia. 12

After Black extends to 99, White's cut at 100 makes


everything clear. Since the groups are bathing in a sea
of white influence, he can afford to push this hard.
White 104 is the perfect example of a vital point. Unless
Black can take this stone he has no chance of making two
eyes.
As Black inevitably seeks eyes with 105 to 109, White
answers calmly and reliably. With 115 Black makes one
eye; at this point White 116 must not be omitted. If
White carelessly fills the ko, Black will be able to play 116
and make another eye on the edge.
In the end the fate of the black group hung on a ko,
but White had to play only one ko threat before Black
resigned.
118 moves. Black resigned.

-171 -
GAME 4

White: Naganuma Shin, 5-dan


Black: Kato Masao, 4-dan
Professional Grading Tournament 1967
White resigned

Fig. 1 Off The Mark


It used to be said that when stones of opposite colour
faced each other at komoku, as at 2 and 3, the first player
to approach the other's komoku stone (Black here, with
5) had an advantage. This opinion is not held so much
nowadays and the pattern where White approaches high
at 6 is often seen.
Black 7 to 21 are one of the basic josekis.
Now what about White 22? If the idea is to press at 38
later, surely it is better to play at A. In fact, this 22

J i i i i i i
Fig. 1(1- 40)

- 172-
eventually proved to be fatal.

Dia. 1

Black 25 was played with the lower left corner in mind.


If White answers with the hane 1 in Dia. 1, Black blocks
at 2 and pincers at 4. The old-fashioned joseki of White 5
to 13 might then be played, and even though White has
fortified himself with 1 and 3, his position cannot be
considered to have much body in it in view of the
threatened sequence: Black 'a', White 'b', Black 'c', White
'd'.
Since White answers at 26, Black adopts another com-
mon joseki, but Black 35 creates such good thickness
that White would have done better to interpose 35 himself
(answered by a block above it) on move 30 or 32.
White 36 is forced; it would be terrible to let Black
approach at B.
White 38 lacks power because of 22, but this is still
the right area to play in. Obviously Black will not answer
at C, for this would mean crowding his own thickness
below. Nevertheless, Black 39 was off the mark, but
White 40 was also a slack move; it should have been at C.

- 173-
Fig. 2 (41 - 73)
ko: 49,54,57
Fig. 2 Great Success
Black 41 seizes the opportunity. After 43 Black can
develop a position in the corner by playing a ko.
Dia. 2. If White plays 44 at 1, Black can attack the lone
white stone with 2. Since this attack has the support of
the splendid thickness below, White would come off
worse in the fighting. Black can always shrug off White 'a'
with the ko at 'b'.
White gets to take the ko at 46, but he lacks ko threats
and eventually has to submit with White 50, whereupon
Black, who has a pocketful of threats, makes the ko even
bigger with 53.
It's a small point but White 56 is safer at A. The move
chosen leaves a weakness for Black to exploit.
White 58 etc. show that White had given up hope of
winning the ko. For his part, Black has no need to resolve
the ko immediately.

- 174-
The double hane of Black 61 and 63 is good shape.
White 64 and 66 constitute a common tesuji.
Dia. 3. If Black answers by connecting at 1, White plays
2 to 6 and Black's profit is not enough to compensate
for making his single stone so weak. Black 67 is therefore
the strongest reply, but it is important for Black to follow
up with the capture at 69.

Dia. 3

Dia. 2

Dia. 4

Dia. 4. If Black connects at 1 instead, White 2 to 6 are


natural moves which, after White lives at 8, leave some
nasty potential.
Normally allowing White to capture with 70 and 72 is
bad, but in this case it is a great success for Black because
he can take sente and return to finish off the ko with 73.

-175-
Fig. 3(74-90)
Fig. 3 Important Move
White 74 is probably the losing move. It lets Black
come out at 75 with the support of his thickness below,
with the result that White's single stone is paralysed, and
since White is also weak in the top left-hand corner he
has to defend at 76. This is clearly bad for him.
Dia. 5. White should play at 1, to give balance to his
position. After interposing the atari at 74 Black would
press at 2 with the intention of attacking the whole group,
but White would have a lot of fight left in him.
Black 77 starts a lovely squeeze sequence. However,
despite being able to interpose Black 85, connecting at 89
is too slow and shows overconcern with thickness. It is
quite sufficent, and simpler, to play around A.
White's erasure at 90 is now his only chance, but it is
unsatisfactory for Black to have allowed White to play
such a critical move.

- 176-
Dia. 5
We are at keypoint of this game. The next move is very
important.
Dia. 6. If Black could win by surrounding territory with
1 and 3 there would be no problem. However, White
makes his group safe from attack with 4 and since
everywhere else White has secure territory, he can win a
purely territorial game quite easily.
The alternative to this negative and unpromising
surrounding strategy is to attack the white stone 90,
but how should Black start?

Dia. 6

- 177-
Fig. 4(91-113)
Fig. 4 Faltering Attack
I'm sure you got the right answer - Black 91, stopping
White from getting out to the centre. This aims at a
decisive attack using the surrounding thickness.
At this juncture White has to answer Black's peep 93
at 94; then Black can jump to 95 in good shape. White 96
is forced because White needs eyes, but he seems to be
in trouble.
Black 99 rescues the single stone and as White seeks a
way out with 102, Black piles on the pressure with 103,
105 and 107. Black 109 finally blocks the exit and so
White shifts to 110 in a hunt for eyes there.
Black's continuation at 111 is a very slack move.
Having already stopped White here there is no point in
adding another move, and as White is thus given 112 to
make a base for himself, it becomes difficult for Black to
press the attack home.

- 178-
Dia. 7. Instead of 111, Black 1 is the real vital point.
If Black takes it, White will probably die. If White pushes
out at 2, Black 7 eventually stops him. For the cut at 'a'
Black always has 'b' in reserve. If White 2 is replaced
by White V, Black 'd', White 'e' in an effort to cause
confusion, Black need only draw back to 3.

Dia. 7

Dia. 8

Dia. 8. Assuming White cannot get his two eyes at the


top, he will have to try on the side with 2, but Black 5
can connect either way. With no eyes at the top and none
on the side White would have to resign.
However, Black carelessly played 111 instead and
allowed White to make some eye shape with 112, giving
this group the chance of a reprieve.

- 179-
Fig. 5(114- 134)
Fig. 5 Unreasonable Attack
If the white group lives, Black loses, and so I had to
make a frenetic attempt to capture it. Black 15 and 17
leave White with one eye and then 19 and 21 snatch
away another.
Dia. 9. The hane at 1 offers no hope. After the sequence
to Black 6 White cannot escape.
White 26 is a good move.
Dia. 10. The answer to the hane 1 is White 2. Black 3
is then necessary if there is to be any hope of capturing,
but White can play at 4. White 6 and 8 are forcing moves,
but since White has connected at 8, the sequence to 14
easily ensures life, as you should check for yourself. White
8 is the crucial move, so Black has to try to forestall it.
Dia. 11. Instead of 5 in the previous diagram, Black 1
here is stronger, but the sequence White 2 to 8 ensures
escape. Black 'a' next is met by White ' b \

- 180-
Dia. 9

Dia. 10

Black therefore had no choice but to fight back with 27.


Interposing the moves 30 and 32 creates some nasty
potential for White. Black 33 is the only way to answer.
Still, it lets White attach at 34 and Black's bid to capture
looks doomed. But all is not lost.

Dia. 11 Dia. 12

— 181 —
Fig. 6

Fig. 6 The Curtain Falls


White 42 was the move that brought the show to a
close.
Dia. 12. White had an easy way to live — 1 , 3 , and 5.
If Black cuts at 'a' with 2, White extends to 2, making 'b'
and 'c' alternatives for his next move.
Because White simply played the hane 42 and let Black
cut at 43, White 45 no longer worked, and although
in the end White connected at 52 and lived, the smaller
group at the top suddenly caved in. With 53 it was all
over.
White resigned.

-182-
GAME 5

White: Kato Masao, 5-dan


Black: Kodama Kunio, 5-dan
Professional Grading Tournament 1967
Black resigned

Fig. 1 Kajiwara Joseki


One of Kajiwara's josekis was played in the lower left
corner, but Black usually connects at A instead of captur-
ing at 27. After A the cut at B is more severe, so Black 27
seems questionable. However, the move played is clearly
sente.
Black was able to pincer at 29.1 then wanted to choose
an attacking joseki for my next move.

Fig. 1 (1 - 29)

- 183-
Fig. 2 (30 - 41)
Fig. 2 Attacking Joseki
White 30 is an aggressive joseki that aims at using
the thickness below. The more common joseki of White 1
to Black 14 in Dia. 1 is poor in this case. Not only is
White's thickness wasted, but Black can also aim at the
severe cut of Black 'a', White 'b', Black 'c\
Black 31 to 33 are straightforward moves, after which
White must check Black's expansion with 34, even though
this extension is rather narrow.
Dia. 2. At first sight pressing with 1 and 3 looks good,
but in fact this is very bad because it lets Black live with
territory. White 34 forces Black out into the centre where
White can aim at an attack. Black 35 is the only move
and 37 is also necessary to stop White from capping there.

- 184-
White 38 is intended to sound out Black's response.
Black has no choice but to answer with the insipid move
of 39.

Dia. 3

Dia. 1 Dia. 2

Dia. 3. If Black answers at 1 there is grave danger


from White 4. Should Black resist with 5 he will lose the
race to capture after White 14. Blocking at 6 instead of 5
is too submissive to consider.
After White has defended at 40, Black 41 is the best
big point, but it has the drawback of neglecting the attack
on Black in the centre, and thus probably should be at A.

- 185 —
Fig. 3(42-68)

Fig. 3 The Knight's Move Attack


White 42 is the move to punish Black for omitting
a move in the centre. 43 is not very good shape for Black,
but he has to run away. White 44 is a tesuji. After 54
White can play A in sente as a forcing move some time
later. Note, however, that if Black exchanges B for White
C before White 44 comes, the sequence of Dia. 3 on the
previous page will remain.
Black 53 is insipid. It gives no eye shape and does no
more than connect.
Dia. 4. Black should shift to the contact play 1. If
White plays 2, Black blocks at 3 and is virtually alive.
If White 2 is at 'a', Black still plays 3. If White plays at 3
himself, Black connects at 5 and can at least dispense
with 'b'.

- 186-
White returns to the attack in the centre with 56. Black
has to run away with 57, but this allows White to cover
his cutting point with 58 in an active way and when White
presses with 62, Black is driven into a desert area on the
lower edge.

Dia. 5

Dia. 4

Dia. 5. Instead of 63 Black would very much like to


grab the big point at 1, but White 2 and 4 put paid to his
big group. Black 63 is essential.
White settles the situation with 64 and 66 before
driving in a stake right up against Black's corner. This is
straightforward profit from the attack. It would also be
good to hold back to D, but the thinness of the large
knight's enclosure is worth exploiting.

- 187-
Fig 4 (69- 108)
Fig. 4 Bits And Pieces
Black has been plodding through a barren desert while
White has laid out a fertile estate covering most of the
right side of the board. The attack can be deemed a
success already and White can afford to play cautiously
as he advances toward his goal.
Black 69 reinforces the enclosure, but this sort of move
is for someone who has a won game. It is most certainly
not appropriate here; it should be at 1 in Dia. 6, where
either of the extensions 'a' or 'b' will be Black's next
move.
White 70 begins to fence off the right side, turning it
into territory. Now Black 71 can be delayed no longer.
With 72 White then adopts a give-and-take policy, let-
ting Black live by playing at 80 instead of at 1 in Dia. 7.
In Dia. 7 Black is not alive but there is the risk of some-
thing awful happening as he thrashes about with 6.

- 188-
White 80 and 82 secure territory and begin to wrap
the game up. By stretching right out to 83 to erase White's
territory, Black is exposed at 84. White 88 is sente
because it aims at A next.
White 102 and 104 continue to fence off territory.
White already has a clear lead of over five points on the
board.

Dia. 7

Dia. 6

When you have thickness, you pick up bits and pieces


all over the place quite naturally. This game was a good
example of this. It started with an attacking joseki; then,
with knight's moves, White chased and chased a group
which was not captured, but the chase itself enabled
him to establish a substantial lead.
Moves after 108 omitted. Black eventually resigned.

-189-
GAME 6

White: Kato Masao, 5-dan


Black: Takagi Shoichi, 5-dan
Professional Grading Tournament 1968
Black resigned

Fig. 1 Unusual Style


There is no komi in this game, which explains why
Black makes the solid hane at 15.
Instead of White 18 the sequence White A, Black B,
White C is obviously another good joseki but one which
would let Black occupy 20. Since White 18 is high and
threatens to approach at D in good shape, Black cannot
afford to omit 19, which means White gets to 20 first.

Fig. 1 (1 - 31)

-190-
Black 21 is intended to sound out White's reaction.
White has many ways of answering.
Dia. 1. White 1 here could be considered. If Black moves
out straightaway, White will check at 3 and then proceed
to build up his right side by attacking up to 7.
When White answers at 22, it would be too heavy for
Black to move out at once, so he erases lightly at 23.
The diagonal play at 25 in response to White's approach
move 24 is very solid and mindful of the white thickness
on the right. White 24 could have been at E, a very big
move, but Black would still play 25.
White 26 to Black 29 are straightforward, but the next
move, White 30, is questionable.

Dia. 1 Dia. 2

Dia. 2. It is better to make shape with 1 and then


answer at 3 if Black plays at 2. This leaves the prospect
of an attack with the cap at 'a'.
Because White goes low with 30, Black 31 is a very
good point to take. White is cramped on the lower edge
and already has a poor game.

- 191 -
Fig. 2 (32 - 85)
ko: 68, 71, 74, 77, 84
Fig. 2 Black Dictates The Pace
This figure is proof of how awful it can be if you make
just one mistake in the opening.
I did not want to peep at 32, but it was necessary to
avoid Black A. Settling this position with 35 and 37 and
then calmly jumping out to 39 gives Black perfect shape.
White seems to be forcing the pace by playing 40 and 42
and invading at 44, yet in actual fact this game is being
played at Black's pace.
Slicing through White's position at 51 is the first sally
in the attack. The direct target is the two white stones
on the left, but the potential cut at B is also implicit.
Black 55 and 57 reinforce the attacking attitude. Play-
ing White 58 at 59 would take the sting out of the attack,
but Black B would then gobble up two white stones.
Even so, Black 59 blocks the route to the centre and is
terribly severe.

- 192-
White 60 attempts to make eye shape. Black 61 and 63
constitute a common tesuji to which White 64 is a
desperate reply.

Dia. 3
Dia. 3. The tesuji of "adding a stone before sacrificing
two" is countered here by Black's connection at 2.
The sequence up to 8 leaves White with little prospect
of life.
If Black uses 67 to connect at 60, White also connects,
at C, and looks like getting something, which is why
Black fights the ko with 67.
Much to my regret I had only two internal ko threats,
72 and 78. However, the cutting sequence Black 79 to
85, while appearing to be decisive, actually seems to be
a bit of an overplay. Although settling the ko at D instead
of playing 79 would let White connect at 83, the profit
Black already has from the attack would probably be
sufficient.

- 193-
Fig. 3 (86 - 112)
Fig. 3 Capture And Two Eyes
White 86 and 88 are the only moves.
Already the ko in the centre has become a minoi
problem — the game now depends on the race to capture
on the side. Black could have spared himself all this,
but perhaps he made a mistake in his reading somewhere.
Black 95 is forced in reply to White 94.
Dia. 4. If Black plays 1, he wins the race to capture but
only at the expense of being squeezed by White 2, after
which White plays 4 to 14. The ko at 5 is then quite
irrelevant and it is easy for White to live. In fact, Black
will lose because his group on the lower edge becomes
too thin.
Consequently Black 95 is the only move. White, dis-
regarding the capture of his three stones, increases his
liberties with 96 and 98, with the result that the race
to capture ends in a three-step ko in his favour. Obvious-

-194-
ly, for White to get life for his once thin group on the left,
and to capture Black to boot, signals a great success.

Dia. 4 8: ko
Dia. 5. Note in this sequence that, instead of 96, White
can save his stones with 1 to 5 (if Black answers this at 7,
White plays 6), but the race to capture then ends in a ko
that White cannot win since Black takes it first with 14.
Black cannot omit the capture at 111, but then White
decreetly sets about resolving the ko with 112 - he does
not have to worry about losing this ko.

Dia. 5 14: ko

-195-
Fig. 4 (113-196)
ko: 18, 21, 24, 27, 34, 37, 44, 47, 50, 53, 56, 59,
62, 65, 68, 73, 76, 81, 94

Fig. 4 Black Is Too Aggressive


The ko went on and on, but Black had no real chance
of making the ko direct while contesting the right side
as well. However, after improving his ko threat situation
with 29 and 33,he managed to remove one liberty at 43.
White 84 to 88 complete the capture of the right side
and this really decides the game. Although Black could
make the ko a direct one by playing 93 at A, he has no
ko threats, and the best he can do is to get in the meagre
93 and 95 in return for White settling the ko.
Black lost through being too aggressive in the middle
game.
Moves after 196 omitted. Black eventually resigned.

-196-
GAME 7

White: Chino Tadahiko, 7-dan


Black: Kato Masao, 5-dan
Professional Grading Tournament 1968
White resigned

Fig. 1 What I Wanted


By playing taisha at 11 Black was doing just what I had
hoped, and I was satisfied when he avoided the compli-
cations and connected on top at 16. That gave me a lot
of profit in the corner.
White 24 is a big point, but White probably should have
capped at A, to control the upper side. Black would play
a forcing move at B before grabbing 24.
Now what if White connects at 17 and not at 16?

Fig. 1 (1 - 24)

-197-
Fig. 2 (25 - 50)

Fig. 2 Both Sides Overplay


I would have been very pleased had White connected
at 1 in Dia. 1 in place of his 16 in Fig. 1. Black 2 to White
11 may be joseki, but then Black 12 is a very severe move,
as A is lying in wait.
With 25 Black has been given an opportunity to attack,
but as things start to hot up, Black makes a blatant
overplay at 29 which completely disregards the rest of the
board.
Dia. 2. If Black forces at 1 and 3 and then attacks
with 5, he cancels out White's thickness on the left,
making the game easy for Black.
White 30 forces Black out into the centre, which leads
to White's press at 34, exploiting to the full the ponnuki

- 198-
shape on the left. With 35 and 37 Black is hunting around
for ways to make two eyes, but then White overreacts
and makes the overplay 38.

Dia. 1 Dia. 2

Dia. 3. Quietly connecting at 1 makes things simpler.


Since Black will have to seek life with 2, White can block
off the centre with 3, putting Black in some trouble.
Unable to capture at 41 instead of connecting at 40,
White is forced into a one-way sequence up to 50 and
ends up cut in two with thin groups on both sides.

Dia. 3

199
Fig. 3 (51 - 90)
89: connects

Fig. 3 Going Too Far


Black 51 is sente. Holding A in reserve keeps the threat
of 63 alive.
When White blocks Black's path at 54, Black follows
with the severe push-and-cut 55 and 57. White has no
way of resisting this. Black's capture at 61 then clearly
gives him the better prospects.
Black 63 shows good timing as White 62 seals him in —
it is sente, forcing White to scurry for life with 64 to
70. Black 71 is a common tactic, sounding out the op-
ponent's response.
Dia. 4. If White, in place of 72, draws back to 1, Black
again sounds out White's response with 2. If White then
aims at killing the whole black group with 3, Black 4
looks like enough to secure life. Black 2 at 4 might also

-200-
be sufficient to avoid capture, but White's attack at 'a'
is rather dangerous.

Dia. 4 Dia.5

Whenever White blocks at 72 the important thing for


Black is to play lightly with 73 to 77. The next move,
however, Black 79, goes too far and is a terrible overplay.
The cut at 80 leaves Black with no follow up. The light
erasure with 1 in Dia. 5 is better. Black can escape at 3
if White anwers at 2. White 80 exposes the utter careless-
ness of Black 79.1 must have been mad.
Black 81 and 83 are probably the best that can be done.
Black 85 is also inevitable. It would be lovely if Black 85
at A captured the white stone, but actually White can
escape with 88.
White 90, after the squeeze at 86, splits the black group
firmly into two and a very painful fight lies in store
for Black — his group on the lower side is not alive yet
and the three-stone group in the centre is floating without
a base. This is all attributable to the carelessness of Black
79. Black's first priority now is to get two eyes for his
group at the top.

-201 -
Fig. 4(91 -111)
Fig. 4 Finicky White
Black 91 is another odd move. I expected White to
answer at 95, allowing me to play at A, but White coolly
went his own way with 94, forcing me to return to 95.
This in turn gave White the chance to press at 96 more
strongly than he might otherwise have hoped. Black 91
should be at B to secure life as quickly as possible. White
would then still have to play 94 but Black would have
time to rescue his centre stones with 98. He would still
have a hard fight ahead of him, but things would be a
little easier.
The game hangs now on whether the centre group is
captured with or without compensation. Black 97 is the
first step in these negotiations, but were White 98 and 100
perhaps too finicky and overconcerned with capturing
the centre group?

-202-
Dia. 6. I thought White would answer quietly at 1.
This is good enough for him. Since Black has nothing
better he will play 2, but then White 3 is a severe, one-
sided attack, and moves such as 'a', surrounding the lower
right side on a large scale, or 'b', capturing two stones,
remain. White clearly has the advantage.
White 98 and 100, however, pleased me no end. Black is
saved from his wretched position and his fortunes have
taken a distinct turn for the better. After 103, White 104
is forced.

Dia. 6
Dia. 7. If White cuts at 1 before drawing back to 3,
the combination of Black 4 and 6 makes the cuts at 'a'
and 'b' options for the next move, destroying White.
Black 111 finally turns the tables completely.

Dia. 7

203
Fig. 5 (112 - 147)

Fig. 5 Attacking Policy


Because White was too particular about the centre,
Black was able to reap a huge harvest on the lower side.
Compare the figure and Dia. 6 and the difference is clear-
ly enormous. Attacking with contact plays and cuts
often leads not, as might be hoped, to a strong offensive
but instead to a complete reversal of the situation, with
the attacker suddenly finding himself with his back
against the wall. This game is a good example of this —
White obviously chose the wrong attacking policy.
There is nothing more to say about this game except
that Black 37 is big. Without this connection White can
play at A and if Black blocks at B, White C, Black D,
White E ruins Black.
Moves after 147 omitted. White eventually resigned.

-204-
GAME 8

White: Magari Reiki, 8-dan


Black: Kato Masao, 7-dan
Professional Grading Tournament 1973
White resigned

Fig. 1 Promotion
This game was an important one for me: if I won
I clinched promotion to 8-dan.
Black 5 is the Chinese-style opening, the strategy
being to extend on a large scale with 15 and 17 without
enclosing the corner. If White approaches the corner he
will come under attack, letting Black seize the initiative.

Fig. 1(1-17)

-205-
Fig. 2 (18 - 35)

Fig. 2 Seizing The Initiative


White eventually has to approach the comer at 18,
even though this means giving in to Black's strategy.
The peeps at 20 and 22 are severe but natural moves.
Dia. 1. If White simply makes a little base for himself
up to 5, he is safe, but it must be said that he has left
not a single shred of potential in this position to ex-
ploit later. White's groups also seem thin compared to
Black's, once the latter nudges along to 6.
However, the bold cut at 22 leads to fighting which
cannot be considered disadvantageous for Black.

-206-
White 34 was questionable. Nevertheless, simply jump-
ing out to 1 in Dia. 2 in the usual way and letting Black
play 2 gives Black too much profit. White 3 looks good
but Black 4 suddenly makes the threat of Black 'a' an
alarming prospect. Since Black 'b' is a forcing move,
White 'c' is ineffectual.

Dia. 1 Dia. 2 Dia. 3


Dia. 3. Perhaps something like White 1 is the right
move. The sequence to Black 6 is forced, after which
White gets out into the centre with 7 and 9. However,
Black again seems to put White in trouble with 10.
Black 35 avoids White's plan, attaching little importance
to the corner.

-207-
Fig. 3 (36 - 69)
49: connects
Fig. 3 Attacking In The Centre
Although his corner is ravaged, Black gets the vital
point of attack at 41. White is forced to seek life with 42
and 44.
Dia. 4. If White runs away to 1, Black 2 is one possible
and powerful way to play; alternatively, Black can keep
on attacking at 'a'.
White 46, allowing Black the ponnuki capture at 47,
is not exactly a common-sense way of playing, but White
is forced to do something desperate.
The peep at 51 and striving to keep White separated
with 53 form the strongest attack for Black.
Dia. 5. Cutting at Black 1 instead just throws away
the attack. Apart from allowing White to connect with 2
and 4, it leaves the horrible cut at 'a' and Black's whole
group is clearly eyeless anyway.

-208-
Dia. 4 Dia. 5

Black 53 is the decisive blow; White 54 doesn't really


do anything.
Dia. 6. If White extends to 1, Black pushes at 4 and 6
(or something similar) and the large white group is pro-
bably dead.
White chooses the cut 56 and 58. Of course Black has
to squeeze with 59 and 61 — connecting at 62 and allow-
ing White 59 would be awful.
Black 69 is a nice move, keeping White separated and
leaving Black well on top. Black's group on the right
looks frail but there is actually nothing to worry about.

Dia. 6

^209-
Fig. 4(70-102)

Fig. 4 The Keypoint


If White 70 is at 1 in Dia. 7, hoping to capture Black,
Black 4 (2 is best played first) is sufficient. White's
apparent tesuji 5 then fails because of Black 6 and 8.
Black is alive; if White later cuts at 'a', Black 'b' secures
the two eyes.
White plays 70. Black then lives by means of the forcing
move 71 and the jump to 73. If White omits 72, Black
A or B leads to a well-known ko.
Knowing he was behind, White sought complications
with the contact play 74. Black 75 and 77 were cir-
cumspect. Playing the atari at 1 in Dia. 8 before connect-
ing at 3 runs the risk of giving White too much profit
with 8. Since the white group on the right has the choice
of 'a' or 'b' in order to live, Black is getting nothing out
of this.

-210-
Dia. 8

Dia. 7

Dia. 9
Dia. 9. To give atari the other way at 1 and then
connect at 3 again incurs a loss.
Black 79 is meant to settle the position. White can live
with 92, and can even secure himself on the right side in
sente, but as Black is becoming thicker all the time he is
still firmly on top.
White 98 is a good point.
If White answers Black's approach move 99 at C, Black
will attack on the open side at D. White E instead is safer
but perhaps too complacent.
The next move brings us to the decisive key point of
this game.

-211 -
Fig. 5(103- 147)
Fig. 5 Lack Of Progress
Black 3 and 5 are vital points for attack. Even though
White can pincer at 10, Black can escape with 11 and 13,
which means that White is still under attack to left and
right. This is a splitting attack.
Black 15 is a slack move, however.
Dia. 10. Black 1 is thicker. White is obliged to live
with 2 and 4, Black 5 again forces White to live at 6, and
then obviously the invasion at 7 follows. There is a big dif-
ference between this and the invasion at 29 in the game,
where White was enabled by 16 to capture the two stones
11 and 13.
Black 25 is also timid. It should be at 26 to capture
the white corner group. When White cuts at 25 a race
to capture ensues but Black wins it by crawling to A.
Around this point I was not making much progress,
but when I invaded at 29 I was still on top.

-212-
White 30 and 32 are both the only moves. If 32 is at
47, Black will happily draw back to 34. If 34 is at 37,
the centre group will be safe but Black is allowed to
extend to 47, which is a loss for White that cannot be
countenanced.
Black 39 is a safety-first measure, looking towards con-
nection along the edge.

Dia. 10
Dia. 11. Black 1 instead forces White to live on the right
and 3 and 5 ensure the cut. However, Black 43 and 47 are
less complicated.

Dia. 11
2: at 46 in the figure

-213-
Fig. 6 (148 - 165)

Fig. 6 Victory
Black 2 to 8 show how unreasonable playing White
48 at 1 inDia. 12 would be.
After blocking at 65 Black is a good ten points ahead
on the board.

-214-
Dia. 12

Moves after 165 omitted. White eventually resigned.

END

-215-

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