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The Game of Go: The National Game of Japan

Chapter 26: XI
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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]

XI

Handicap

Black is supposed to have a stone at D 4 also.

Plate 20 (B)

White Black
1. R 6. 2. K 3. This move is an invention of Murase Shuho; it would not be played unless Black had a stone at D 4. Black’s intention is to develop territory in either corner depending on the nature of White’s attack.
3. O 3. White attacks the right-hand corner from both sides. 4. Q 6.
5. Q 7. 6. P 6.
7. R 3. This is a direct attack on the corner. 8. R 5. Black must play here before playing at Q 3. It also gives Black the “Sente.”
9. R 7. White must connect. 10. Q 3.
11. Q 2. 12. S 2. This is a clever move. Amateurs would be tempted to play at P 2, which would be very bad for Black, as White would then get the entire right side.
13. R 2. 14. S 3. Secures Black’s connection with R 5.
15. M 3. White must extend his boundaries or his stones will die. 16. K 5. Black plays to shut in White as much as possible; he also supports his stone at D 4.

Black has the better game. [133]