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The Game of Go: The National Game of Japan

Chapter 16: I
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About This Book

The work provides a practical, English-language introduction to the Japanese board game go, combining a concise history of the game's origins, clear explanations of rules and terminology, and systematic instruction in openings and joseki, including handicap play. It includes annotated example games and problems drawn from Japanese masters, pronunciation guides for technical terms, and commentary aimed at helping beginners progress to intermediate skill. Illustrations and selected translations of Japanese analyses support practical study.

[Contents]

I

Handicap

Plate 19 (A)

White Black
1. R 14. “Kogeima kakari.” This is the most usual move for attacking the corner. The purpose of [122]White’s first move is to lay a basis for future aggression; he cannot, of course, play in the corner immediately, neither can he play nearer the black stone with advantage. 2. N 17. This move supports the handicap stone and also gains as much ground as possible for Black. [122]Beginners would generally find O 17 more safe and conservative.[122]
3. R 17. This is a direct attack on the corner. White can either connect with his first stone or form a living group in the corner. 4. R 16. Black plays to prevent the connection of the white stones.
5. S 16. White threatens to connect. 6. S 15. Black breaks the connection by this move.
7. S 17. White cannot play at R 15 at this time because he would lose the stone at S 16. 8. R 15. Black also must connect. Beginners are prone to neglect these necessary connecting moves.
9. P 18. Since White cannot connect, he must play to form two “Me” in the corner. 10. P 17. Black plays to connect his stones, and at the same time confines White to the corner.
11. Q.17. White makes his corner as large as possible. This move is also “Sente,” because it threatens to break through Black’s line. 12. O 17. Black must connect to prevent White’s escape.
13. S 14. White threatens “Watari,” and again Black must reply at once. (“Sente.”) 14. T 14. Prevents “Watari.”
15. Q 14. To confine Black’s group and prepare for territory on the right side of the board. 16. P 15. An important defensive move. Otherwise White could almost envelop the black stones.

Even game. White has a small territory in the corner, but Black has greater possibility of expansion. [123]

Plate 19

[124]