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© 2016 Yuan Zhou

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MASTER PLAY: THE STYLE OF
IYAMA YUTA

Yuan Zhou

This latest volume in the Master Play series analyses the playing style of
Iyama Yuta, who is on the verge of being the first pro ever to hold all
seven of the top Japanese titles in the same year — he has won each of the
seven individually several times. Iyama has been dominating the Japanese
pro world for some time now and has also had some impressive
international successes, defeating both Lee Sedol and Gu Li in a fast play
tournament. His style is a combination of a traditional focus on territory
plus very impressive fighting skills.

4
About the Author
Yuan Zhou (American Go Association 7 dan) was born in Tianjin, China.
Tianjin is a major city in the northern part of China, near Beijing. His
father taught him to play go at the age of six, and a year later he won the
Tanggu District Junior Go Championship. After this auspicious beginning,
Zhou began professional go training while he was still seven years old. He
was twice invited to represent Tianjin in the All China Prodigy Cup.

In 1989 Zhou immigrated to the USA, becoming a US citizen and joining


the American Go Association (AGA). Zhou was the president of the
University of Maryland Go Club, from which he earned a BS in Electrical
Engineering, and became increasingly involved in AGA events, winning
many go tournaments. Please see the list below for Yuan Zhou’s 30 US go
titles. Zhou was also elected to be the AGA board of directors in 2005.

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

In 2009, Zhou represented USA in the 4th Korea Prime Minister Cup
World Go championship in Jeonju, Korea and finished in 5th place.

In addition to his competitive successes, Zhou has become a popular

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teacher and lecturer, frequently giving lectures and teaching lessons at
various go clubs in the Eastern US region. He has also published many go
books with Slate & Shell (www.slateandshell.com) and SmartGo Books
(www.smartgo.com). Zhou resides in Germantown, Maryland, USA. His
website is at www.zhouyuan.com.

6
Copyright Page
(c) 2016 Yuan Zhou

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

Slate & Shell


1425 Westshire Lane
Richmond, VA 23238
www.slateandshell.com

Edited by William Cobb

Cover design by Laurie M. Crammond

Conversion to SmartGo Books by William Cobb

ISBN of print edition:


1–932001–73–5

7
Table of Contents
Master Play: The Style of Iyama Yuta

About the Author

Copyright Page

Introduction

Game One

Game Two

Game Three

About SmartGo Books

8
Introduction

Iyama Yuta

Iyama Yuta 9 dan is leading a new generation in the world of Japanese


professional go. Born in 1989, he was recognized as a child prodigy and
became an insei when he was ten. At the age of sixteen he won the Agon
Cup, becoming the youngest Japanese pro ever to win an open title and
reach the rank of 7 dan. Iyama became a 9 dan when he won the Meijin
title in 2009, again setting a record as the youngest to win one of the seven
top Japanese titles and the youngest ever 9 dan.

In 2012, Iyama won the most prestigious Japanese title, the Kisei, for the
first time. He was the youngest winner ever of this title, which also made
him the youngest to have won all seven of the top titles, and he has
continued to win the Kisei every year since. He has held six of the top
titles simultaneously several times and at this writing holds all seven of
them. Iyama is the only player who has ever held all seven titles at the
same time. Also at this writing, Iyama is winning more than 80% of his
games, many of which have been played in title matches against the
strongest Japanese pros.

Iyama prefers to play territorial style although he is very flexible and is


known for his thick and solid play. He typically waits for his opponent to
attack and responds with excellent fighting skills. Iyama’s expertise at and

9
enthusiasm for fighting makes him somewhat unusual among Japanese
pros, but he leans more toward a territorial style than is typical of pros
from other countries.

Iyama is the strongest Japanese born pro to emerge in recent years and is
Japan’s great hope for a resurgence of Japanese success on the
international level. He won his first open international title, the Asian TV
Cup, in 2013, defeating Lee Changho of Korea in the first round, Wang Xi
of China in the semifinals (Wang defeated Lee Sedol of Korea in the first
round), and Park Junghwan of Korea in the final. In 2011, Iyama won the
invitational fast-play Bosai Cup, defeating both Lee Sedol of Korea and
Gu Li of China—all three players were ranked number one in their
respective countries at the time.

Iyama’s dominance among Japanese pros is also well illustrated by his


success in winning the top three titles (Kisei, Meijin, and Honinbo) in
recent years.

The Kisei is the most prestigious title in Japan and has the largest prize for
the winner of the title match, about $400,000 US. Iyama has held this title
for the last four terms, winning it first in 2013. If he wins it again in 2017
for the fifth time in a row, he will earn the title of Honorary Kisei, which
has been acquired only twice before: by Fujisawa Hideyuki (also known as
Fujisawa Shuko) and Kobayashi Koichi.

Iyama first won the Meijin, the second most prestigious title, with a
winner’s prize of about $370,000 US, in 2009. He won this title again in
2010, and since winning it again in 2013 has held it for the last three years.
Only two players have won this title five times in a row: Cho Chikun and
Kobayashi Koichi.

The third title among the top three is the Honinbo, for which the winner’s
prize is about $320,000 US. It is the oldest professional title in Japan and
was originally an honorary title given to the leader of the Honinbo school.
Starting in 1939 it became a competitive title. Winning this title five times
in a row also brings an honorific title, which has been done by Takagawa
Kaku, Sakata Eio, Ishida Yoshio, and Cho Chikun. Iyama has won this

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title the last four years.

Iyama has not had a similar level of success in international matches,


which is partly the result of a lack of participation in such matches because
of his playing in so many Japanese title matches. Besides the Asian TV
Cup and the Bosai Cup, he also won the Japan-China Agon Cup in 2015.

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Game One
This is the first game from the finals of the 38th Meijin in 2013. Iyama is
challenging the title holder, Yamashita Keigo 9 dan, who is also more of a
fighter than other Japanese pros. These two are the most successful
Japanese in international events in recent years.

Yamashita is Iyama’s strongest rival for the Japanese titles; they have
played several title matches. Iyama is slightly more inclined toward
territorial style play than Yamashita. In this game, Iyama is Black,
Yamashita White: the title holder usually plays White in the first game of a
title match as a sign of respect. After that, the players alternate colors. If
the match goes to the final possible game, in this case game seven, the
players use nigiri to determine colors.

Editor’s Note: The number of moves shown per diagram is minimized to


encourage and facilitate study of the games.

12
C B
2 1

4 A
3

Moves 1–4
Iyama opens with alternating 3–4 point plays, following traditional,
territorial style (“honte” plays).

White 4 is not honte because it exposes the weak side of the corner
enclosure to Black’s strong side in the bottom right so it is a wrong
direction move. Since it is a move by a top player, it would be called an
'interesting idea." (I would object if one of my students played this way.)
White is trying to prevent Black from playing a prepared pattern. For

13
example, if 4 is on the 4–4 point at A, Black might play at B to close the
corner or approach at C to initiate the mini-Chinese opening—at any rate,
Black could play an opening he had specially prepared. White 4 aims to
disrupt whatever plan Black may have to offset the advantage of Black’s
having first move.

After White 4, there are two particularly attractive plays on the board: a
third line approach at the bottom left or closing the corner at B in the upper
right. Naturally, Black would like to get both of these plays, and White
wants to prevent that from happening.

14
5

Moves 5–7
Black 5 reduces the severity of a white approach in the upper right while
reducing White’s upper left corner. After White responds with 6, Black
makes the approach in the bottom left at 7. This is an efficient way for
Black to play: 5 protects the weak side of Black’s upper right corner and 7
attacks White’s corner from Black’s strong side in the lower right. This
makes White flat on the left side. Playing high with 7 reduces the severity
of a white attack on 7, increasing the chances that Black could get sente

15
after a white attack there. In terms of the opening, this development is
good for Black.

8 A

Moves 8–9
White avoids following Black’s plan. Since the left side has little appeal to
White now, he aims to break up Black’s position with 8. Playing at the
bottom instead of the top helps White’s weaker position in the bottom left.

9 makes sense for Black. If Black attaches at A to make territory, White

16
may play the avalanche joseki which would be bad for Black on the
bottom. See variation “Not Good for Black” below.

5
1
6 2 3
4

Not Good for Black


If Black goes for territory with 9 at this Black 1, after playing the
avalanche with White 2 and 4, White could pincer with 6. This attacking
extension would be an efficient way for White to play and obviously not
good for Black. The pincer with Black 9 in the game is a better way for
Black.

17
12

10

11

Moves 10–12
Local fighting is likely to be good for Black given the overall position so
White wants to avoid that. The two space extension with White 10 aims to
avoid becoming overly involved locally here by playing lightly.

Black 11 aims at a cut in White’s two space extension, but since White’s
two stones here are light, White can now attack in the upper right with 12.
White is happy to break the board up into small pieces. Smaller territories
enhance the impact of White’s komi.

18
13

14 15

Moves 13–15
Black has to be careful about the danger of a white attack from the right
against . Since a white pincer against would be painful, Black pincers
White’s stone with 13, which is a good idea. Note that this creates the
notorious magic sword joseki. White chooses the least complicated
continuation with 14. With so many black stones around, White wants to
avoid a difficult fight, but locally, the White 14—Black 15 exchange is
good for Black.

19
18 17 19 A
20

16

Moves 16–20
White 16 continues peacefully, but this is not a favorable development for
White in terms of territory. Black’s stones have more territorial potential.
Normally, White would attach at A with 16 to develop corner potential.
When Yamashita does not do that, Iyama immediately attaches with Black
17, which is a good play locally. So White plays on the outside with 18
and Black pulls back with 19, which forces White to connect with 20,
giving Black sente.

20
21

22

Moves 21–22
Black has no choice but to defend at the top with 21.

At this point, Black’s opening seems more natural than White’s, making
good territorial sense. White now has the challenge of producing value
from his opening moves. The most obvious choice for White to do that
now is to cut off , Black’s weakest stone, with 22 to start a fight. (See
diagram “Normal Play” below.)

21
C

B
A
1

Normal Play
White 22 would normally be played at this White 1 to avoid giving Black
the double peep at B, a serious weakness. White makes the risky play at A
in the game because it has a good follow-up move at C. White takes this
risk in the hope of making a gain later because he anticipates that the threat
of the double peep will be removed in the coming fight, at which point the
threat of C would become severe.

22
23

Move 23
Black is clearly ahead now in terms of solid points, but his total at this
point is small. So White is not worried, although the game seems more
difficult for White now. The key issue is what will happen in the coming
fight in the lower right.

Naturally, Black runs out with 23. White’s two groups on the right side
seem weak. So Black is not focusing on defense now. He sees a white
group in the upper right that is not alive and it is not a thickness.

23
24
A 25

Moves 24–25
The lower right white group is weaker so Yamashita helps it first. White
24 fixes the connection weakness in his two space extension in sente.
Locally, this is not a good move as it makes Black thick. Playing at A
would have more value for White, but the game play is necessary.

24
26
27

Moves 26–27
White then prevents Black from connecting to the two stones above with
26, a good idea, but Black is happy to respond at 27. White now has no
chance of taking the corner.

25
28

Move 28
White’s group is still weak, of course, so White continues with 28. White
must become stronger to attack the two stones.

26
30

29 A

Moves 29–30
White 30 protects cutting points and threatens to play at A, which would
damage Black’s corner and make White’s group much more secure.

27
31

Move 31
Naturally, Black hanes at 31 to protect the corner and keep White weak.

28
32

Move 32
However, White’s group is stronger now so White can attack with 32.
Defending his lower right group with 32 and allowing Black to run the two
stones out would be a major mistake—White must use his outside
influence to attack this weak group. However, this attack is not very severe
from Black’s point of view, although it is dangerous.

29
33
A

Move 33
Black 33 is a good move, threatening to separate White at A.

30
B
A
34

Move 34
White would like to defend at A, but that would leave B as a sente move
for Black that would create an eye. So White defends with 34, although it
puts no pressure on Black’s corner since it is alive.

31
35

Move 35
Black 35 fights back by separating White, whose lower right group is
weak.

32
36

Move 36
White cannot allow this black group to get out. White needs to gain
benefits from attacking it to compensate for Black’s territorial lead. Hence,
White 36.

33
38 37

Moves 37–38
When Black extends with 37, White naturally must block with 38.

34
39

Move 39
Black does not play 39 at A, offering White an exchange, because White’s
group here can likely escape up the right side. It would not be a good idea
for Black to allow White to capture .

35
A

40
41

42

Moves 40–42
These three connections with are all necessary.

This situation has become critical for Black. Since Black’s group is about
to get sealed in, getting out with 43 at A would be natural, and is playable
in this situation. White would get a benefit in the center, but Black A
would be a normal move; most players would play that way. However, …

36
43

Move 43
… Iyama is still thinking about attacking White’s weak group, not about
defending his own group. 43 is a strong move—it reduces the liberties of
the three white stones and separates White, threatening to capture the three
stones with a ladder. However, it is risky.

37
44

Move 44
White must save the three stones with 44.

It may look like Black’s inside group is in danger, but Black has a plan for
this group, of course.

38
45

Move 45
Black 45 makes use of the weakness of White’s group, which has bad
shape.

39
46
A

Move 46
White 46 is the correct way for White to fix this problem. If White just
connects at A, it would be too easy for Black to make an eye by extending
at White 46.

40
47

48

Moves 47–48
Black 47 and White 48 are the natural continuations.

Now Black must figure out how to take care of his group.

41
49

Move 49
Black 49 prevents White from connecting and is a clever move.

42
50
A

Move 50
See the variation “Helping Black” below for why White extends on the
outside with 50 instead of cutting at A.

43
A 3
4 1 2
B

Helping Black
If White tries to prevent Black from getting out with 50 at 1, Black 2
would force White 3 and Black 4 makes miai for Black of A and B, thanks
to the shortage of liberties of White’s three stones below B, which would
die after Black B.

44
52

51

Moves 51–52
If Black pushes ahead at White 52 with 51, White at Black 51 would be
lethal. So White gets to seal Black in with the block at 52.

Now we can see why the turn at with Black 43 was a risky move. Black
has been sealed in; it is crucial that he had read out accurately how this
group can live when he played 43.

45
53

Move 53
Of course, living on the inside is not an attractive option for Black so he
cuts with 53, fighting back.

White now has three groups on the right side of the board that are not
alive. Black aims to exploit this situation. This is the sort of thinking that is
typical of strong players—defending is the last resort, attacking is always
the primary focus.

46
A
54 B

Move 54
Black has been doing very well, but Yamashita now begins to show his
talent. White 54 is a good move.

White A would seem better for running out, but White needs to apply
maximum pressure to this sealed in black group. This is why White
connects with 54, focusing on the weak point in Black’s shape at B. White
does not push at B with 54 because the result after Black plays atari on the
stone would help Black make eye shape.

47
A

55

Move 55
The peep with Black 55 is a normal, expected move. (Note how this
removes the danger of a double peep by Black at A.)

48
A
56

Move 56
Extending at White 56 is the correct move for White. If 56 is at A, Black at
56 would make it easy for Black to make eye shape.

49
2 3
1

Black Can’t Push


After White 56 ( ), Black cannot cut off White by pushing at 1. The atari
with White 4 would destroy Black.

50
57 58
59 60

Moves 57–60
Naturally, Black seeks eye space with the hane at 57, but White continues
to push along the second line with 58 and 60 denying Black shape for
eyes.

51
B

61
A

Move 61
Black 61 solves Black’s problem, making miai of connecting to the bottom
group at A or making an eye at B.

52
A

62

Move 62
White has gained some profit from this fight, but now White must take
care of his lower right group. Black will certainly attack it now that his
middle right side group is alive. So White jumps to 62.

At this point, the game is slightly better for Black, but Black’s next move
is a mistake. Black would like to make the push and cut starting at A, but
given the threat of a push and cut starting at B by White, some preparation
is necessary.

53
A

63
D

Move 63
So Black connects at 63 to prepare for the push at A. Black 63 also creates
room for two eyes so if White later plays at B, Black will not have to play
at D to get a second eye, allowing White to capture at C, but instead will
be free to connect at C, leaving this white group with no eyes. However,
this is a mistake. See variation “Correct Play” for how Black should have
played.

54
5 2 4
1
3

Correct Play
Black should push at 1 with 63. Connecting with Black 3 then is sente—
White must connect at 4. Then Black can pull out with 5 and fight with
White in the center. Black A later would give the group two eyes. This
would be much better for Black than the game.

55
65

64

Moves 64–65
White’s cut with 64 is a good move.

Black can still play the sente push with 65.

56
66 68

67

Moves 66–68
White must connect at 66.

Note that White could play atari at A now which would prevent Black
from making two eyes. So Black must prevent White from playing at A.

57
73
69 74

72
71 70

Moves 69–74
Black makes a series of sente plays on the outside, but must defend his
inside group after White 74. The best way would be to just connect at A,
putting pressure on White’s bottom group. However, Iyama doesn’t play at
A. He focuses on the potential fight between this black group and the
white groups above and below it.

58
75

Move 75
Black makes his enclosed group alive with 75.

59
A

76

Move 76
White’s upper and lower right groups both have more resources than his
group in the center so it is the center group that White needs to help now.
76 also puts pressure on Black’s center stones. Black has a weakness at A
as well.

60
78
79 77

Moves 77–79
Black must run out with 77 and 79.

61
A

80

Move 80
Now White is ready to continue the fight on the right side. 80 threatens to
capture , which would make the bottom white group safe since it could
make a second eye to the left on the bottom. If Black connects , White A
is an atari that would force Black to connect there; White could then kill
the group by playing at B, denying it a second eye.

62
81

Move 81
So Black takes the ko with 81. [Normally, you should take a ko if you can
capture first since it forces your opponent to use a ko threat. You can
answer the threat and then decide whether to continue the ko fight.]

63
82
83

Moves 82–83
White 82 is obviously a serious ko threat. So Black answers and White
will get to retake the ko.

64
85

84

Moves 84–85
After White takes the ko with 84, Black could make his group alive by
playing at A. White would then capture and Black would need to make
eye space for his bottom group to the left. That would still be a game, of
course. However, Black sees this as too passive and decides the better
course is to fight back with 85, since Black can save his right side group
by killing any one of the three surrounding, unsettled white groups.

65
86
87
88

Moves 86–88
So White prevents Black from making two eyes on the right side with 86
and 88. Now Black must kill one of the surrounding white groups.

66
90
89

Moves 89–90
Black takes the ko with 89 and White connects at 90. Since Black’s group
no longer can make two eyes, White does not want to fight this ko.

67
94
96
93 91
92 95

Moves 91–96
In preparation for the coming fight Black makes a big eye in the center of
his group to maximize his liberties. Black has also reduced the liberties of
White’s group at the bottom and of White’s stones on the right edge.

Because of the weakness of the white stones on the edge and Black’s big
eye it would take ten plays for White to capture this dead group. White has
to be careful.

68
97 B A
98

Moves 97–98
Black 97 aims to seal in White’s bottom group that has very few liberties
now. Given the potential ataris at A and then B (after White connects), the
group has only three liberties, but there is a ko in the corner that White can
take first with 98. If Black connects after the ko instead of fighting it,
White will gain two liberties: one where the captured black stone was and
the other because Black A would no longer be atari.

69
A 100
B 99

Moves 99–100
Black 99 threatens to cut at Black A, making miai of B and the point of
White 100. So White must prevent Black A.

Connecting at White 100 is the right way to maximize White’s liberties,


but White’s liberties are still shorter than those of the right side black
group.

70
2
1

Moves 101–102
After Black takes the ko with 101, White has time to extend out with 102.

71
3

Moves 103–104
Naturally, Black blocks with 103, allowing White to retake the ko with
104.

72
5

Move 105
Black cannot allow White to capture , since that would make A an eye.
So Black uses the local ko threat at 105.

73
6

Moves 106–108
108 atBlack from getting an eye on the
White must connect at 106 to prevent
edge. Black 107 forces White to throw in at with 108, giving Black
another liberty. Now Black will retake the ko.

74
9
10
11

Moves 109–111
Black retakes the ko with 109, and White threatens to greatly expand his
liberties and attack the corner with 110. So Black hanes at 111 to keep the
pressure on White.

75
13 14

12

Moves 112–115
White retakes the ko with 112. 115: ko

White’s upper right group is now weaker than the bottom white group so
Black aims to cut it off with 113, which also reduces White’s liberties.

So White protects with 114, and Black retakes the ko with 115 at .

76
16

Move 116
Black has to kill one of the three groups surrounding the right side black
group, but this is looking more and more difficult. After White’s attack at
the bottom with 116, Black’s chances to kill this group become very slim.
Also, the black stones attacking White’s upper right group have too many
weaknesses to mount an effective attack.

77
17

Move 117
So Black decides to attack White’s center group, which requires him to
save his outside stones at the top with 117.

78
18
19

Moves 118–119
White can now attack Black’s upper right corner with 118. Black cannot
afford to lose it so he connects with 119.

79
20

Move 120
After White cuts with 120, Black’s prospects in this corner have become
very slim. See variation “Black’s Hope” below for what Black hopes to do.

80
A
9 B
7 8
5 6
4
3
1

Black’s Hope
Black needs to create a situation in which A would be sente. Then Black
could cut at 1 and if White plays elsewhere, say somewhere at the bottom,
Black can close in White’s center group with the sequence to Black 9. If
Black has a stone at A then, White could not cut at B and Black would kill
White’s center group.

81
22
21

23

Moves 121–123
The “Black’s Hope” diagram above shows why, when Black cuts at 121,
White has to respond with this 122, getting the center white group out.
Since Black can capture the two stones, Black does not have to worry
about the cutting point at A. And that means Black can start attacking
White’s bottom group with 123.

82
24

Move 124
White decides to defend the bottom group by taking the ko at the bottom
right with 124.

83
A
25

Move 125
Black plays 125, which is a ko threat because of the cutting point at A.

84
26

Move 126
White’s response with 126 destroys Black’s corner. So Black has suffered
a loss of about thirty points because of the ko in the lower right corner.

85
29
28 27

Moves 127–129
Because of his huge gain in the upper right corner, White is now willing to
let Black win the ko in the lower right corner so he cuts at 128.

If White connects at 129 with 128, allowing Black to connect the ko, this
white group’s liberties would be short, which would be dangerous for
White.

86
A
B 30 32 33
31

Moves 130–133
White defends with 130, and Black attacks the bottom white group.

Black 131 forces White 132, and Black’s capture with 133 is atari.

White cannot connect at A because Black can respond at B, which would


be another atari.

87
34

Move 134
White sees that the fight in the bottom right corner is hopeless but aims to
save part of his bottom group with the atari at 134.

88
35

Move 135
Since White is threatening to connect the group out, Black must capture
with 135.

So Black has saved his center right side group and his strategy of not
making that group alive directly has succeeded in saving it. This capture is
worth about thirty points, matching the loss in the upper right corner.
Iyama’s fighting skills are impressive.

89
36

Move 136
However, White has made significant gains in the lower left quadrant and
with 136 takes care of his center group. So Yamashita has lost the fight in
the lower right corner, but he has gained the upper right corner and settled
his remaining group at the bottom as well as his center group. His whole
board judgment in this regard was correct. White is clearly ahead in the
game.

90
38
37

Moves 137–138
Black’s best hope is to take advantage of what weaknesses White has,
hence 137.

White 138 separates Black effectively.

91
39
40

Moves 139–140
Black attacks with 139 and White connects with 140, which is better than
capturing . So this fight between unsettled groups continues.

92
41

Move 141
Black aims to make the situation as complicated as possible with 141. He
hopes to get this corner while also fixing his lower center group.

93
A

42

Move 142
White calmly makes a double attack on both black groups with 142,
threatening both the corner and the cut at A.

94
43

Move 143
Black 143 offers an exchange of the center group for the corner. If that
happens, Black may still have a chance; there is still aji in the upper right
corner.

95
45 47
44
46

Moves 144–147
White makes sure the corner will not be easily taken with 144 and 146.

96
48

Move 148
Then White cuts with 148.

97
50

49 51

Moves 149–151
Black aims for a complicated life and death battle for the corner with 149
and 151.

98
52

Move 152
But White continues to make things difficult for Black with 152.

99
54
53

Moves 153–154
Black again increases complications with 153.

Naturally, White pulls out with 154.

100
55
56

Moves 155–156
Black 155 forces White to connect at 156.

Black’s strategy is correct in this situation.

101
57 58
A

Moves 157–158
However, the cut with 158 is severe, simplifying the game for White by
cutting off nine black stones. A cut by Black at A will not save them.

102
60

59

Moves 159–160
Black 159 is sente, threatening to capture the two stones so White pulls
them out with 160.

103
61

Move 161
Black’s center group is now clearly lost and his only hope is to capture the
lower left corner. So he attacks with 161.

104
64 63
62

Moves 162–164
White seeks eye shape with 162, but Black destroys the potential eye with
163.

White captures with 164, of course.

105
A

66
65

Moves 165–166
Black 165 is atari and White connects with 166.

Black A now would seal White in, but this is a tricky situation. Could
White live after Black A? See variation “A Famous Tesuji” below.

106
1

A Famous Tesuji
After Black 1, White 2 is a famous tesuji. Black cannot kill the corner
now.

107
67

Move 167
Since White is safe in the lower left corner, Black attacks the upper right
corner with 167.

This is also a tricky situation. White must be careful. See variation “A


White Disaster”.

108
1 3
A
5

2 6

A White Disaster
If White attacks the upper right corner with this 1, Black 2 forces White to
defend with 3, but then Black can capture the lower part of White’s upper
right side group with 4 through 6. After Black 6, White has only three
liberties while Black has four.

109
68

Move 168
Because of the problem shown in the variation diagram above, White must
connect with 168.

110
69

Move 169
Black gets a big gain with 169; saving half of the corner and making his
large territory at the top secure.

However, Black still has a severe weakness—his unsettled stones in the


lower left quadrant.

111
70

Move 170
Because White’s lower left corner is safe since it can either live with
White A or, if Black A, run up the left side, 170 is a severe attack on the
unsettled black stones in the lower left area.

112
B
71

Move 171
Black 171 aims to deal with this problem by first preventing White from
making an eye for the corner group by running up the right side. If White
now protects the corner with A, Black can get out at B and still have a
chance in the game.

113
B
72
A C D

Move 172
White 172 is a very nice tesuji to deal with this situation. If Black connects
at A, White simply plays at B.

Remember that a black cut at C does not work because White D would kill
the black stones here. So Black A would not be sente—White could play at
B.

114
2

3 1

If Black responds to 172 ( ) with this Black 1, White can easily live in
the corner and cut Black off outside.

So after 172, Black resigned.

Although he lost, this game illustrates Iyama’s strong fighting spirit and
excellent fighting skills, although he remains fundamentally a territorial
player. It also shows why Yamashita is his strongest opponent in Japan,

115
frequently challenging Iyama in title games. Iyama won the next four
games in this title match and took the Meijin title from Yamashita. He has
continued to hold it for three years at this writing.

116
Game Two
This game is the final from the tournament to determine the challenger for
the Oza title. It was played on September 7, 2015. Iyama had lost this title
the previous year to Murakawa Daisuke 2–3. Winning this game gave him
a rematch for the title with Murakawa, which Iyama won 3–0.

Iyama’s opponent in this game is Yu Zhengqi, a player from Taiwan (in


Japanese his name is pronounced Yo Seiki) who plays as a Japanese pro in
the Kansai Ki-in. In 2013 he was the youngest player ever to play in the
Honinbo League to determine the challenger for that title. Yu was born in
1995 so he is younger than Iyama.

In the game Iyama is Black, Yu White.

117
4
1

2 3

Moves 1–4
Iyama starts with the traditional Japanese move on the 3–4 point.

Yu plays a common move for White 2, but Iyama now shifts to something
unusual. Playing this 3–4 point with Black 3 exposes the weak side of the
corner to White so it would be seen as a wrong direction move
traditionally.

After White 4, the weak sides of both right side corners face white corners.

118
This also makes Black flat on the right side. A traditional Japanese player
would be horrified.

Move 5
Closing this corner with Black 5 does fit traditional theory since it protects
the weak side of a corner facing the stronger white stone.

119
D
C

E B 6
A

Move 6
Normally, White 6 would be on the third line at A since White has a 4–4
stone in the opposite corner and White does not fear a pincer in this case.
White would just jump out to C if Black pincers at B. Black would jump to
D and White would counter-pincer at E. White A would also reduce
Black’s corner.

120
11

12 10
8 7 9

Moves 7–12
Since White played a high approach, Black can get a larger corner, starting
with 7.

This familiar joseki is easy for Black to play and Black usually gets sente.
However, overall, it gives Black a low position again, which is not so good
for Black.

White is happy with his nice position at the bottom.

121
A

13

C
14
B

Moves 13–14
Black 13 is consistent with traditional theory: approaching a 3–4 stone
corner before a 4–4 stone one. Playing two spaces away makes a white
pincer less severe.

In this case, securing the corner with White A and allowing Black B would
not be a good continuation for White. The pincer with 14 gives White a
nice moyo in the lower left quadrant. A one space pincer at C would put
more pressure on Black 13, but leave the lower left side too open.

122
23 19
18 15
16 17 21
22 20 B

Moves 15–23
Naturally, White chooses a joseki that supports his left side development.
After Black 23, if was a one space pincer at A, White could play at B
next, sealing Black in. See variation “A Possible Joseki Choice”.

123
9 7
4 5 11
2 1 8
B 12 3 6

A Possible Joseki Choice


10:could
With the two space pincer, Black connects
play 4 in this joseki this way. If the
pincer is only one space (at A), White could hane at B after Black 12 in
this sequence to connect out.

124
24
B A
C

Move 24
The variation diagram above shows why White chooses to play 24 this
way instead of at A. White is hoping Black will turn at B, after which
White can seal the left side with C.

125
25

Move 25
However, Black plays 25 this way, which is also the correct way to deal
with a push through an elephant’s eye shape (the two stones). This is an
example of Iyama’s excellent skills in contact fighting.

126
27
26

Moves 26–27
White has to turn at 26 to seal in the black stone on the left side so Black
gets to press down with 27.

127
A
28
B

Move 28
White jumps with 28 to avoid becoming heavy. Next White can extend
around A or make a tiger’s mouth at B.

128
29

Move 29
Black 29 deals with the threat of White’s pulling out .

See variation “A Possible Continuation” below for how White could


continue on the top side, but in this case White would be too weak.

129
2
1 3

A Possible Continuation

130
30

Move 30
White makes an ideal moyo shape with the big move at 30.

131
31

Move 31
Iyama attacks the weak white stones at the top with 31, clearly playing
territory-style and not hurrying to invade White’s moyo.

132
32

Move 32
White must choose whether to develop his moyo with a center play or save
his stones at the top. He decides that he cannot let Black get the entire top
side so he runs out with 32.

133
33

34

Moves 33–34
After Black also jumps into the center with 33, White has no choice but to
continue with 34. So Black is also developing a large potential in the upper
right quadrant.

134
35

Move 35
Before continuing at the top, Iyama decides to test White with the invasion
at 35: “Do you want to protect your moyo or cut 35 off and have a big
fight?”

135
B 36
38 37
A

Moves 36–38
Since killing Black after White A to stop the connection and a black jump
to B would be difficult, White decides to protect his moyo with 36 (which
threatens a cut at 37), and 38.

136
D

39 B A C

Move 39
Having gained at the bottom, Black continues to shrink White’s moyo
potential with 39, building up his own moyo rather than invading. If Black
plays 39 at A and White gets to jump to B, White’s moyo would be bigger
than Black’s.

After Black 39, White could invade at C with room for a two-space
extension in both directions. However, Black would attack White C at D,
and then seal White in after White extends to E. That would be good for

137
Black.

40

Move 40
So White attaches at 40 instead of playing at A. This attachment is a good
alternative for White, and is becoming a popular way to attack this corner
enclosure. However, see variation “Not Good for Black” below.

138
3
5 1
4 2

Not Good for Black

139
41

Move 41
The variation diagram above shows why Black chooses to pincer from the
outside with 41 rather than protect the corner. This leads to another
important occurrence of contact fighting.

140
43 A
42

44
B

Moves 42–44
White leans on the corner with 42 and then attaches with 44, making miai
of A and B. Usually, Black would now protect the corner at A, allowing
White to hane at B.

141
A
B

45

Move 45
Black descends at 45, which prevents a white cut at A because Black
would descend to B.

142
46
47

Moves 46–47
So White hanes on the outside with 46, and because of the corner situation,
Black can hane on the outside with 47.

A serious fight is brewing here.

143
49

48

Moves 48–49
White cuts with 48, which forces Black to turn at 49 since a white play at
49 would be sente.

144
51
50
B

Moves 50–51
This forces White to turn at 50. Black then blocks with 51.

145
52

53

Moves 52–53
Because of the cutting point and the shortage of liberties, White must
extend at 52, which allows Black to capture a stone with 53.

This result is a success for Black. He has protected the corner and the
outside facing the bottom. Moreover, White is under attack. Iyama
continues to show impressive fighting skill. But the game is not over.

146
56

54
55

Moves 54–56
White 54 is sente and 56 aims to save this group.

147
57

Move 57
Naturally, Black keeps up the pressure with 57.

148
58
A

Move 58
The hane with White 58 seems natural, but it proves to be a mistake. White
should have played 58 at A, which would be sente, and then played at 58.
First line moves are rare at this stage of the game, but it would be correct
in this case.

149
59

Move 59
Black 59 fully connects Black here and puts great pressure on White. This
first line move creates a lot of solid points. White’s group also has bad
shape now—it lacks an easy way to make two eyes.

150
60

Move 60
Lacking a good move, White switches directions with 60.

151
61

63 62

Moves 61–63
Black has a weak center group here now. Connecting with 61 and 63 is
necessary, of course.

152
66
64 65

Moves 64–66
White is fighting back fiercely, attacking Black’s two space extension with
64 and 66.

153
B

68
67

Moves 67–68
After the cut with Black 67, A and B are miai for White. Black must
decide which of these two he should prevent.

154
69

Move 69
Iyama correctly judges that the outside is more important so he connects
with 69.

155
70

Move 70
Naturally, White cuts off the three upper center stones with 70.

156
71

Move 71
Black then aims for a trade by cutting with 71.

157
73
72

Moves 72–73
White 72 forces Black to capture with 73.

158
74 A

Move 74
White must then make sure Black cannot save the three stones he has cut
off. 74 eliminates the aji at A.

159
75 76

Moves 75–76
Black 75 threatens to save the three stones by connecting to the left or the
right by playing at 76 so White prevents that.

160
77

Move 77
So Black gets another gain in sente and can now return to taking profit in
the upper right with 77.

161
78

79

Moves 78–79
White saves what he can with 78, but Black captures eight white stones
with 79.

White now has sente, but Black has made a big gain in this fierce fight in
the upper right. His profit there is much bigger than White’s in the upper
center. Black is ahead in solid territory now, but the game is not over.

162
80

Move 80
White 80 makes good sense, expanding White’s moyo in the lower left
quadrant. White’s potential here is enough to give him a chance in the
game. So Black’s task is to find the way to adequately reduce that
potential.

163
A

81 C

Move 81
Iyama begins by starting another fight with the attachment at 81. This play
takes advantage of the aji in the upper center, such as at A, B, and C. This
resource will be very helpful to Black. So 81 is not an overplay and is
much better than a deep invasion in the lower left. It is not easy for White
to decide how to respond.

164
A

82

Move 82
White 82 is a natural move, aiming to protect as much as possible of the
lower left, but this is actually a misjudgment. White should be more
concerned about his upper left stones, which are Black’s actual target.
White 82 should be at A.

165
84 83

Moves 83–84
Black prepares for the coming fight in the upper left by exploiting some of
the aji here with 83.

166
85
86

Moves 85–86
The cut with Black 85 creates more aji.

White must extend at 86 lest Black hane there, capturing a stone and
breaking into White’s center area.

167
87 88
89
A

Moves 87–89
Black 87 puts more pressure on White.

After White cuts with 88 and Black extends with 89, White must decide
whether to protect 88 or .

If Black captures at A, it would enable him to use to make further


reductions of White’s potential in the center and left side. On the other
hand, White A would allow Black to continue his attack on the upper left

168
white stones.

91

90

Moves 90–91
White decides to protect his major position in the lower left quadrant with
90. This turns out to be a mistake. White should connect at Black 91,
saving his upper left stones.

169
93
92 94

Moves 92–94
After Black extends to 93, White’s stones in the upper left corner are
captured. However, if White can protect his huge area in the lower left
quadrant he will still be okay, although that will not be easy to do.

170
A
95
96 97

Moves 95–97
Unfortunately for White, after capturing the upper left stones, Black can
still break through into the lower center area. Black 95 is a clever tesuji
that makes use of the aji around A. This is another sign of Iyama’s fighting
skill.

171
101
100 99 98

Moves 98–101
White removes the aji around 98 and gets one more forcing move at the
top with 100.

172
2

Move 102
After White 102 Black has again significantly reduced White’s moyo.

173
3

Move 103
Having made major reductions of White’s potential in the center, Black
now invades the lower left corner with 103. In this situation, Black could
live unconditionally in this corner. The variation “Living in the Corner”
below shows the normal sequence.

174
1

2
3
6 4 5

Living in the Corner

175
4

Move 104
White knows that he cannot continue to allow Black to further reduce his
moyo potential. So he plays 104 on the point that will give him a chance of
preventing Black from living in the corner.

Of course, Iyama is going to resist so there will be an important fight here.

176
5

Move 105
Peeping with 105 is the best response for Black.

177
A
7 6
B
C

Moves 106–107
Naturally, White pushes through with 106, but after 107, Black can live if
White cuts at either A or B. After White A, Black would just give up 105.
After White B, Black C would make a live shape.

178
8

Move 108
White 108 continues to attack forcefully. The variation “White’s Hope”
below shows the continuation White would like.

179
4

3 2
1

White’s Hope
After White 4, Black cannot live in the corner and must rely on escaping to
the outside, where White is strong.

180
9 A
B

Move 109
Black 109 is a very strong move. If White blocks at A, Black B would
enable Black to live in the corner. If White resists, this fight is going to
spill out of the corner.

181
11
10

Moves 110–111
In order to maintain a chance of killing Black, White must connect at 110.

That allows Black to push out at 111.

182
12

Move 112
This sort of wild fight would never occur in a traditional “honte” game. In
effect this has become a large life and death problem. Current play among
pros is becoming much more violent.

183
13
16
15
14

Moves 113–116
As the fight continues, it becomes clear that if White does not kill these
black stones, he will suffer a severe reduction.

184
B
18
19 17
A

Moves 117–119
White must descend at 118 in order to keep Black from making an eye in
the corner. White can do that by next playing at A. Black would then
capture at B, and White would throw in at to eliminate the eye.

185
24 20
25 23

A 21
22

Moves 120–125
Black makes sure he is out with 121 and then makes a definite eye with
123 and 125.

Now, if White wants to prevent Black from living in the corner by playing
at A, he must play at B immediately. However, that would be gote for
White and Black would be able to do a lot of damage in the center.

186
26

Move 126
White decides to pulls out his stones in the upper right with 126 in order to
prepare for a center fight. White threatens to capture the stones if Black
now takes the time to live in the lower left corner. Moreover, if, in the
upper right, White can seal Black in, his prospects in the center will be
greatly improved.

187
29
28 27

Moves 127–129
Black refuses to allow White to save his upper right stones, sealing them in
with 127 and 129.

188
31

30

Moves 130–132
132
White prevents a second eye in the at with 130 and the throw-in with
corner
132 at .

189
33

Move 133
So Black must fight on the outside for life. He begins by fighting back
with the cut at 133.

190
34

Move 134
White must prevent Black from capturing the four white stones here.
Hence, White 134.

191
36

35

Moves 135–136
Black pushes out with 135, forcing White to protect with 136.

192
38 37

Moves 137–138
Black 137 is also forcing; White protects with 138.

193
39 41
40 42

Moves 139–142
Black 139 and 141 are also sente because of the weakness of White’s
group on the bottom edge.

194
43 A
B

Move 143
Black 143 takes a liberty from this eyeless white group. White cannot hane
at A because of the danger of a black cut at B. The liberties of this white
group are very tight.

195
44

Move 144
White must increase his liberties with 144.

196
A
45
B

Move 145
Black 145 threatens to seal White in and creates miai for Black at A and B.

197
47
48 46

Moves 146–148
The players try to seal each other in with White 146, Black 147, and White
148.

198
49

Move 149
After Black 149, it may look like White could cut at A, but the variation
“White Can’t Cut” below shows why he cannot.

199
4

2 1 3

White Can’t Cut


The issue again is liberties.

200
51
50

Moves 150–151
White can push out with 150.

Naturally Black blocks with 151.

201
52

Move 152
White cuts with 152.

Note that capturing the stones is not White’s aim. The issue is whether
Black’s big running group can live. Black would be happy to trade the four
stones for life for the running group.

202
53

Move 153
So Black protects the cutting point in his running group with 153.

203
55 54

Moves 154–155
White peeps at the cutting point with 154, forcing Black to connect.

204
56

Move 156
White 156 then threatens to capture the two stones, which would allow
White to cut at A.

Black’s next move ends the game.

205
57 B

Move 157
Black pushes out at 157, and White resigns.

White cannot cut at A now, and he cannot block at B. See the explanatory
diagrams below.

206
4
A 2 1 3

Explanatory Diagram 1
If White cuts at 1, Black 4 puts the stones in atari, and if White
connects at A, this entire white group would be in atari.

207
4
1
3
A 2

Explanatory Diagram 2
If White captures the two stones so he can cut at A, Black can play atari
at 2 to prevent the cut at A and then connect to his top group with 4.

208
3 1
2
4 5

Explanatory Diagram 3
White’s only alternative would have been to let Black live in the lower left
corner and keep the game going, but his prospects would still not have
been good.

209
Game Three
This game between Iyama Yuta and Takao Shinji is the final game in the
title match of the 68th Honinbo in 2013. The score in the match is 3–3 and
the winner of this game will take the title. Iyama had won this title for the
first time the previous year, defeating Yamashita Keigo. In this match,
Takao was behind 2–3 but won the sixth game of the match, forcing a final
game seven. After the usual nigiri at the beginning of the seventh game,
Iyama is Black and Takao is White.

210
2 1

4
3

Moves 1–5
Iyama begins with the Chinese opening, which was popular at the time.
This opening had been studied a lot by this time and there were some well
developed ideas about how White can deal with it. So White has a number
of options about how to continue. It is very flexible for Black and can lead
to a territorial or a moyo game.

I discuss this opening and more recent developments of it in my book The


Chinese Opening. It is not so popular with pros nowadays.

211
7
8 6

Moves 6–8
White 6 emphasizes the center. A third line play here would, of course,
emphasize territory at the bottom.

Black defends the corner with 7, and White creates a position at the bottom
with 8.

This is a peaceful way to play that was common at the time. It will be
understood by most amateurs.

212
Commonly, Black would now extend to the star point at the top, but Iyama
tries something different.

Move 9
This Black 9 seems to abandon the Chinese opening since it makes no
effort to develop from the right side.

213
10

Move 10
White responds low aiming to gain sente which means that Black will
likely end in gote and White will get to extend at the top. That would
flatten the Chinese opening pattern on the right side and is generally
considered not a good way for Black to go. Of course, Black 9 is not a
mistake.

214
12

11

13

Moves 11–13
Rather than continue at the bottom, Black approaches the upper left corner
and then with 13 creates a position that is usually considered weak because
it can be invaded on both sides. This also would be generally considered
not good, certainly not a traditional way of playing.

Iyama obviously has a reason for playing this way. Perhaps his experience
playing against Takao has led him to think that this will be a challenging
situation for a very traditional player to deal with.

215
19 18 20
14 21 17 16

22
15

Moves 14–22
Since Black’s right side position has several invasion points, when White
approaches with 14 Black trades the corner for the outside, which is a
common tactic. However, in this case, White’s presence in the upper left
corner reduces the value of Black’s outside stones and White 22 threatens
the territorial potential of Black’s right side position. So the opening
continues to look good for White.

216
23

Move 23
Black 23 prevents White from developing the top area and gives Black
good potential, but it again seems odd that Black is abandoning the right
side after playing the Chinese opening. Most players would continue to
prefer White in this situation.

217
B

24

A C

Move 24
With 24, White seems to stumble. The normal move would be at A to take
advantage of the weakness of Black’s right side. Takao assumes Black will
answer 24 by connecting, which would be normal in the Chinese opening.
White would then close the upper left corner at B. But Iyama is already not
playing the normal Chinese opening way and seems to have put Takao a
little off balance here.

Note that Black has an attractive play at C, which White should have

218
prevented by playing 24 at A.

25 A
27 26

Moves 25–27
Iyama immediately invades the upper right corner with 25, attacking what
becomes a weak white group.

After Black 25, White cannot play at A since the resulting position would
be too cramped because of .

219
31
29 32

28 30

Moves 28–32
After Black 31, White must play at 32 because is low and that leaves
Black a possible push and cut after 31. If was high, White could play
elsewhere.

220
33 A

Move 33
After Black pushes with 33, White cannot block at A. See variation “White
Can’t Block” below.

221
1
2 3

5 6
4

White Can’t Block


If White now blocks at 1, it would leave two cutting points in his position.
He must fix the one at 3, but that would allow Black to play 4, threatening
to connect out. If White prevents that with 5, Black could peep at 6. This
would be a serious problem for White.

222
34

Move 34
The variation diagram above shows why White 34 is the “honte” move,
controlling this black stone.

223
35 37
36

Moves 35–37
So Black is able to create good potential at the top with 35 and 37. White’s
mistake with 24 ( ) has cost him dearly. He needs a forceful play now.

224
B
38 A
C

Move 38
White 38 aims to take advantage of Black’s weak shape on the left side.
However, this is not the best way for White to attack here. The bottom is
White’s biggest area so making that as big as possible should be White’s
aim. 38 is a normal attack on this black shape, but in this case, this attack
will not work out well for White.

The normal response to White 38 for Black is to attach at A, after which it


is crucial that White be able to wedge at B, which turns out to be a

225
problem in this situation. So White 38 should be at C. See variation “How
White Should Play” below.

6
2 1
3
4 5
7

How White Should Play


In this situation, if White 38 is at 1, the result would be better for White
than the game. White would get a large corner and a wall facing an area of
good potential. Moreover, White could reduce the upper left side later so
that Black’s benefit there would not be that big.

226
40 39

Moves 39–40
Black first makes a sente play with 39 to create aji here, which is a good
idea.

White needs to defend with 40, of course.

227
42
41

Moves 41–42
Then Black makes the expected attachment with 41.

The wedge with White 42 prevents Black from connecting and creates two
possible ladders, but in this case the ladder White chooses is not good for
White.

228
43 44
45
A

Moves 43–45
After Black 45, the ladder White could start at A would be good for White.
However there is a second possible ladder here that will not be good for
White.

229
A
46
48

47

Moves 46–49
49:connection
After this continuation to Black’s connects with 49, White cannot start a
ladder at A with 50 because of , which is a ladder breaker.

230
50

Move 50
So White must extend with 50, leaving a lot of aji in this situation.

White has made a mistake in this sequence. White should have emphasized
the bottom by playing 38 as shown in variation “How White Should Play”
above. The local situation after White 50 is not good for White.

231
A

51
B

Move 51
Black 51 is a big move and it fully settles Black’s group here. A and B are
miai to live.

232
52

Move 52
By pulling out his stones with 52, White reduces to some extent the aji on
the upper left side, though it is not completely eliminated. Actually, the aji
here is a burden for White for the entire game. White is also aiming to seal
Black in here and develop the center.

233
A
53

Move 53
The picture for Black is now clear. He has territory at the top, on the right
side, and in the lower left. The lower left center and bottom is obviously
White’s biggest area of potential so Black invades with 53.

If White responds with the normal attachment at A, it will not work out
well for White. See variation “Not Good for White” below.

234
7 4
6 1 2
8 3 5

Not Good for White


After the attachment with White 1, Black would be happy to wedge at 2.
The result is that the ladder of White 2 and 4 is not good for White, but the
ladder started by Black 6 is good for White. So Black will just connect at
8, which is a severe threat to White’s corner stones.

235
56 55

54

Moves 54–56
So, instead of attacking, White descends with 54 to force Black to run out
with 55.

236
58 57
59

Moves 57–59
The peep with 57 allows Black to make a knight’s move with 59 instead of
a diagonal extension. 57 prevents a white cut of the knight’s move shape.
So Black gets out faster.

237
60

Move 60
White 60 prevents White from being sealed in at the bottom.

238
61

Move 61
Black does not simply try to run his group out to safety. He attacks this
unsettled white group with 61, which prevents White from connecting at
the bottom.

239
62

Move 62
White responds at 62 to keep Black’s group on the right unsettled.

240
64
63

Moves 63–64
Black 63 strengthens this group in sente.

White 64 prevents Black from cutting through here. This move is painful
because it makes an inefficient play.

241
65 66

Moves 65–66
Iyama is showing his excellent skills in contact fighting here. Black 65
attacks White’s other unsettled group.

242
67

Move 67
Black continues his attack on this group with 67.

243
A

68
B C

Move 68
White must connect with 68. If 68 is at A, Black would push at 68 and cut
at C after White blocks at B.

244
7 3
4 8 1 2
5 6

Not Good for Black


Note that Black is not going to push and cut at 1 and 3 after White 68
because White’s fighting back this way would be a serious problem for
Black.

245
A 69 B

Move 69
Black realizes he needs to protect with 69. This leaves cutting points at A
and B.

246
72 71 70

Moves 70–72
White chooses to play 70 because a black cut there would leave Black too
big an area in the center right.

So Black pushes through at 71 and White blocks with 72.

247
73

74 A

Moves 73–74
The cut with Black 73 forces White to play in the corner with 74 since the
white group there is not yet alive. White anticipates a black response at A
which would allow White to clamp at B to protect the corner.

See the two variation diagrams below.

248
4
2 3
1

Variation One
If Black tries to destroy White’s corner with this 1, it would not work.
When White captures Black 3 with 4, the corner would be safe and Black’s
group just above would be in trouble.

249
1
4 5 2
3

Variation Two
However, Black could attack with this 1, which would be sente. White
would have to connect at 2. Then, after the Black 3–White 4 exchange,
Black could cut at 5 and Black’s group would live, while White would be
in trouble.

250
75

Move 75
So Black has time to exploit the aji at 75.

251
A
77

76

Moves 76–77
White cannot immediately capture with 76 at A (see variation “White
Can’t Capture” below) so Black can capture with 77.

White gets his middle left side stones out with 76, but when Black captures
with 77, White’s upper left group comes under attack.

Black is doing an excellent job in this fighting.

252
1

3
2
4

White Can’t Capture


If White captures with 1 after Black 75 ( ) and connects with 3, Black 4
puts White’s stones in the left center in serious trouble.

253
A
79
78
80

Moves 78–80
White 78 is the only way for White to protect his upper left stones, but
White cannot connect at A with 80 after Black 79 since letting Black get
out at White 80 would be a big problem for White.

254
81
A

Move 81
Black’s tesuji with 81 takes advantage of White’s liberty problem here.
White cannot connect at A because Black B would be sente, as shown in
Variations One and Two for Black 75 above. Moreover, a ko here would
be too heavy for White.

255
82

83

Moves 82–83
So White goes for an exchange. White 82 captures the black stones on the
upper left side, and Black captures four stones and gets his group out into
the center with the atari at 83.

256
84

Move 84
White completes the exchange by taking the corner with 84. However, this
exchange has really been better for Black than for White. It has made the
game easier for Black.

257
85

Move 85
Black 85 protects the biggest weakness Black has on the board and
solidifies a large territory that was threatened by White’s thickness here.

258
86 87

Moves 86–87
White 86 prevents Black from undermining White’s group here and Black
defends the corner with 87.

259
88

Move 88
White 88 is a very good move. It fully captures the five black stones just
above and puts pressure on the black group on the lower left side, which
needs to get out. White has not lost the game yet.

260
A 89

Move 89
Black 89 at A would be more solid. The game play shows Iyama is
thinking about the center as potential territory.

261
90 91

Moves 90–91
The White 90—Black 91 exchange helps to protect the base of this white
group.

The major unsettled area is now at the top. White must prevent Black from
making a large territory there.

262
92

Move 92
White 92 aims to make thickness on the outside to take advantage of the
aji in the lower left center area. This is a good plan for White.

263
93 94
95

Moves 93–95
Black wants to solve this fight locally so as to protect the lower left center
area. Black 95 is the way to do that.

264
96 97

Moves 96–97
Black 97 prevents White from laddering after White 96.

265
99
98

100

Moves 98–100
White is using the aji at the top to get center thickness, which is a common
tactic.

White 100 is sente since it threatens to capture two black stones and gain
center influence.

266
1

Move 101
Note that Black cannot cut at A with 101.

267
4

3
2

Moves 102–104
White 102 and 104 are both sente attacks continuing to aim for center
influence.

268
5

Move 105
Black creates a base for his group with 105.

269
6
7
8

Moves 106–108
White continues to build center thickness. After 106 and 108, White can
ladder the two black stones including 107.

270
9

Move 109
Naturally, Black extends with 109.

271
A

11
10

Moves 110–111
White could save his two stones on the top edge by playing 110 at A, but
Black would extend to White 110 with 111 and White would lose his quest
for center thickness since Black at White 110 would be a severe threat to
the outside white stones here.

Black continues the center fight by not playing 111 at A. Black 111 is to
increase the liberties of these stones.

272
A 12 B

Move 112
White 112 is a good move, threatening to play at either A or B.

273
13

Move 113
Black 113 is clearly the more important of the two points so Black plays
there.

274
15
16 14

Moves 114–116
White then returns to the center fight, aiming to seal Black in. After White
116 Black’s five stones here have only three liberties.

275
21

18
17
19
20

Moves 117–121
Giving up the two stones, White succeeds in creating a powerful outside
thickness here.

In the opening, such a development would clearly be better for White. In


this situation, however, the value of White’s thickness depends on what
happens in the lower left center.

276
23

22

Moves 122–123
After White completes the seal at the top with the White 122—Black 123
exchange, note that the only issue is what happens in the center left. This
simplifies the game for Black. 123 eliminates aji in the upper left corner
that White could make use of later.

277
25 24 26

27

Moves 124–127
White 124 exploits the aji here, forcing Black to make sure his left side
group is alive with 125 and 127, while White adds strength in the center
with 124 and 126 and attacks Black’s lower center group.

278
29

28

Moves 128–129
Black protects his lower center group with 129 on the key spot. This
makes the game much easier for Black.

279
30

Move 130
White must get these stones out with 130.

280
33 34
32 31

Moves 131–134
Black continues to protect his lower center group with 131 and 133,
although it is not completely secure yet.

White protects the corner with 132 and his bottom group to the right with
134.

281
A 35

Move 135
Black judges his lower bottom group is secure enough and makes the
biggest move on the board with 135. Black continues to gain benefits from
White’s early mistake in not playing at A.

282
37
38 36

Moves 136–138
White must prevent Black from making an even larger territory here so he
dives in with 136 and, after Black defends at 137, runs out with 138. White
hopes for center territory and is also still aiming at Black’s lower center
group which is not fully settled.

283
39

40

Moves 139–140
Black 139 aims at the weaknesses in White’s groups around here.

Naturally, White aims for more center potential with 140.

284
41
42 43
44
45

Moves 141–145
Black continues to connect his groups at the top right and on the right side
so that they are all safe while White continues to aim for center benefit.

285
46

Move 146
White fixes his weakness in the center left with 146.

This allows Black to further strengthen his lower center group. Although it
is unlikely that White could kill this group, later study suggests that trying
to do so with 146 would have been White’s best strategy.

286
47

Move 147
Black 147 settles this group, giving it two eyes for sure. Black’s lead of
about ten points is becoming insuperable.

287
48

49
50

Moves 148–150
The endgame is beginning now.

White 148 is a gain for White.

Black 149 is a play designed to gain time for thinking and counting—a
common tactic.

288
51

Move 151
Black 151 erases much of White’s center potential.

289
52

Move 152
White 152 is the biggest move now, but White has no real chance of
catching up—unless Black makes a mistake.

290
53

Move 153
Black 153 further reduces White’s potential and solidifies more of Black’s
gains. Because he is ahead, Black is playing a little conservatively.

291
57
56 54 55

Moves 154–157
Basically, the players are finishing up the game now without expecting
significant change in the overall situation.

292
A

59

58

Moves 158–159
White 158 destroys Black’s eye here so Black aims to make an eye in the
center with 159. 159 also aims at the cutting point at A.

293
63

62

60 61

Moves 160–163
White then makes two sente plays with 160 and 162.

It is unlikely that players at this level will make any mistakes in this sort of
endgame play.

294
68
67
65 66
64

Moves 164–168
White 164 aims to seal Black in and make more points here.

Black continues to make solid, simple plays, not wanting to start any
complications. His focus is on staying connected and getting all of his
deserved sente plays.

295
70
69

Moves 169–170
Since White is behind, he tries to start a ko fight with 170, hoping for
complications.

296
71 72

Moves 171–173
Since Black is winning, he has173: connectsin
no interest kofighting a ko and connects
with 173 at .

297
78

80 79 77
76 75

Moves 175–180
Black 175, 177, and 179 make a clear second eye for this black group.
Black is taking no chances.

Note that 178 is sente. Black must connect at 179.

White saves a point by playing at 180.

298
81

82

Moves 181–182
Both players gain points with 181 and 182.

299
89

90
83 86
87 84 85
88

Moves 183–190
Black’s plays in the lower left corner starting with 183 are again gaining
time to count and think while in byoyomi.

After the sente play of 189, Black can turn to another part of the board.

300
115 107 106 108
99 114
98 143
95 139 138
93 100 142 150
94 96 151 149
144
92 125
91 124 141 116 113 97
159 112 127 126
136 111 156 118
134 117
135 123 122 157
131 161 133 129 158
147 145 132 103 128 154 119
155 121 120 130 162 152 153
146 160 102 109
105 104 110
137

Moves 191–262
The rest of the game201: connects;
consists 240: connects;
of small endgame248 at B4
plays. Professional players
clearly understand the proper sequence of play in such situations.

Black wins at the end by four and a half points, which means Iyama was
ahead on the board by twelve points—a decisive win at this level. So
Iyama successfully defended his Honinbo title, again demonstrating his
impressive fighting skills.

301
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302
Table of Contents
Master Play: The Style of Iyama Yuta 2
About the Author 5
Copyright Page 7
Table of Contents 8
Introduction 9
Game One 12
Game Two 117
Game Three 210
About Go Books 302

303

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