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The Game of Go (annotated)/Chapter V

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1536348The Game of Go (annotated) — Chapter V (annotated)Arthur Smith

V

ILLUSTRATIVE GAMES

I

Plate 14

White. — Iwasa Kei, fifth degree.
Black. — Madame Tsutsuki Yoneko, second degree.

Black has a handicap of two stones.

Played about October, 1906. The record is from the “Tokio Nichi Nichi.”

This game is selected because it is very thoroughly played out. The notes are intended for beginners, and much is stated which is obvious to a player of any skill; supplementing the explanations made in the preceding chapter the Japanese names of the various moves are given.


White

Black

1. C 15. A rather unusual move called “Moku hadzushi.” As will be seen in the chapter on “Joseki,” it is the least conservative of the three usual openings.

2. R 4. Called “Komoku,” the most usual and most conservative method of commencing the corner play.

3. P 3.

4. Q 5. Intended to attack No. 3, and also it commences to make territory on the right side of the board.

5. D 17. This move secures this corner for White.

6. O 4. Continues the attack on No. 3.

7. N 3. (“Ikken tobi”) M 3 would be too far.

8. R 10. Black tries to make territory on the right side.

Plate 14

White

Black

9. F 3. (“Kogeima.”) This is the usual move.

10. C 7. (“Ogeima.”) This is the usual reply. See the chapter on “Joseki.”

11. C 3.

12. D 3. Cutting off No. 11.

13. C 4. (“Nohiru”) Giving aid to No.11.

14. D 5.

15. C 5.

16. C 6. (“Osaeru.”) Black could not do this before.

17. D 2.

18. E 2.

19. C 2. (“Tsugu.”) This move is necessary.

20. E 3. (“Tsugu.”) White now has the corner, but Black has possibilities of expansion.

21. F 4. Supporting No. 9. “Ikken tobi” would be dangerous.

22. E 6. Connecting and at the same time attacking White.

23. G 6.

24. C 11. Making territory on the left side of the board.

25. K 17. Aiming to make territory at the top of the board.

26. L 3. Precipitate.

Comment by Honinbo Shuye:
“Black’s twenty-sixth move is premature, and it has the effect of precipitating the contest too early in the game. The territory around that point is dangerous ground for Black. N 17 would have been better.”

27. N 4. This is necessary to lead out the stone at N 3. “Ikken tobi” would dangerous.

28. L 5. Leading out toward the center. ("Ikken taka tobi”)

Comment by Honinbo Shuye:
“Black should have played at H 4. White would then play at F 2, and Black would reply at F 1.”

29. O 5.

30. H 3. Taking territory.

Comment by Honinbo Shuye :
“Black should still play at H 4.”

31. F 2. Preventing the connection of the two Black groups.

32. F 1. ("Haneru.")

33. G 1.

34. E 1. ("Tsugu.") This series of moves is necessary and often occurs in the game.

35. H 2. Protecting the connection at G 2.

36. J 3. Black must connect otherwise the stone at H 3 is lost.

37. F 6.

38. F 8. Aiming to make territory.

Comment by Honinbo Shuye:
"This move does not hit the spot. It should have been played at L 7."

39. G 8. This move prevents White from being shut in.

40. G 9.

41. H 8. ("Nobiru.")

42. F 7. Black completes his frontier.

43. G 7. Necessary to connect.

44. F 10. This secures the connection at F 9, and at the same time extends.

45. K 4. White threatens to break through in two places.

46. L 4.

47. H 9.

48. L 7. Leading out the stones on line L, which are now threatened.

49. G 11. This connects White's groups and prevents Black from extending.

50. Q 3.

51. P 4

52. Q 7. Making territory on the right and at the same time attacking White's five stones.

53. M 6. This move gives White the "Sente."

54. L 6. Black must connect.

55. P 7. Leading out the small White group.

56. N 8. A dangerous move.

Comment by Honinbo Shuye:
"This move may be called a little dangerous. P 6 would have been preferable, and if White responds at O 8 or O 7, Black could reply at L 9."

57. P 8.

58. P 6.

59. O 6

60. O 7. ("Kiru.") Cutting off connection of the white groups.

61. M 2. Since White is cut off at O 7, he must form "Me" in this group.

62. K 9. Black sees that White can form the necessary two "Me," and therefore does not press the attack.

63. Q 8.

64. R 7. Black must extend in this way.

65. R 8.

66. S 8. ("Osaeru.")

67. S 9.

68. S 7. ("Tsugu.") The usual series of moves.

69. P 5. ("Atari.")

70. Q 6.

71. Q 10.

72. Q 11.

73. R 9.

74. P 10. ("Sente.")

75. O 10. White must sacrifice No. 71 in order to escape.

76. S 10.

77. N 9.

78. M 8.

79. P 9.

80. Q 9. Takes. This is "Ko."

81. T 10. ("Haneru.")

82. T 11. ("Osaeru.")

83. Q 10. Taking in "Ko."

84. P 11. ("Tsugu.") Black must play here to save the frontier

85. T 9. Saving the stone at T 10.

86. R 11. Black cannot neglect to play here.

87. O 11.

88. L 11.

89. L 10.

90. K 10.

91. Q 13. White must break up Black's territory in the upper right-hand corner.

92. P 12.

93. M 11. White retreats.

94. M 10.

95. L 12.

96. L 9. Takes. White has escaped by means of sacrificing one stone.

97. P 13.

98. O 12.

99. N 12.

100. O 13.

101. S 12. (“Nozoku.”)

102. K 12.

103. O 14.

104. N 13. (“Shicho.”)

105. L 13.

106. P 14. Cuts White off.

107. P 15.

108. Q 14.

109. Q 15.

110. R 14.

111. R 15.

112. S 14. All these last moves are obviously necessary.

113. O 15. Connecting.

114. S 15.

115. R 16.

116. M 14.

Comment by Honinbo Shuye:
“This move is a mistake; it should have been played at M 15.”

117. K 14. White’s stones in the upper left-hand corner are now connected.

118. M 16.

119. G 10. A defensive move. White attempts to get all his stones in one group.

120. F 9. (“Tsugu.”)

121. J 12. Protects the connection at H10.

122. J 11.

123. J 13.

124. N 10. Protecting the “Me” at L 10. K 11 is “Kageme.”

125. N 11.

126. O 17.

127. L 15.

128. M 15. White’s situation in the upper right-hand corner looks very bad at this point.

129. Q 17.

130. R 18. A better move than Q 16.

131. N 17.

132. N 18.

133. Q 18.

134. S 17.

135. M 17.

136. N 16. White is prevented from connecting.

137. M 18.

138. M 13. Threatening White’s other connection.

139. M 12. White must connect.

140. P 18. To an inexpert eye White’s group in the upper right-hand corner now looks hopeless.

141. Q 19. This is to prevent “Watari.”

142. O 16. Black must play here to protect his four stones.

143. S 16.

144. T 16. (“Watari.”)

145. T 15. A sacrifice to prevent Black from forming “Me.”

146. S 13.

147. R 13. The condition in this corner of the board is now a fine example of “Semeai.”

148. S 13.

149. S 18.

150. T 18.

151. S 19. The situation is now highly interesting.

152. R 12. White’s sacrifice at T 15 is now bearing fruit.

153. R 17.

154. T 17. Neither side can play at T 19 without loss.

155. P 16. Takes. forming a perfect “Me,” the other being at R 18. The play in this corner is now complete.

156. C 13. Increasing Black’s territory.

157. B 5. Protecting the corner.

158. G 13.

159. H 11.

160. L 16.

161. K 16.

162. F 15. Extending Black’s frontier.

163. F 17.

164. J 15.

Comment by Honinbo Shuye:
“Black’s move 164 and 166 are both useless. At move 164 Black should have played at D 15.”

165. H 16.

166. G 16.

167. H 15.

168. D 15.

169. D 16.

170. D 14.

171. G 15.

172. B 15.

173. B 16.

174. C 14. Completing the frontier.

175. P 2.

176. Q 2.

177. Q 1.

178. R 1.

179. P 1.

180. R 2. The usual series of moves in such a situation.

181. C 16. We might say that the end game commences at about this point.

182. J 2.

183. L 2.

184. K 3.

185. A 7.

186. F 16.

187. G 17.

188. F 13. The stone at G 13 needs support.

189. H 13. A very good move to protect White’s group.

190. A 8. Stopping White’s invasion.

191. B 6.

192. B 7.

193. A 6.

194. B 8. The usual moves.

195. B 14.

196. B 13.

197. A 15. Takes.

198. L 17

199. L 18. Completing the frontier.

200. M 19.

201. K 18.

202. J 6. All the rest of the board is practically finished.

203. F 11.

204. E 11.

205. E 16.

206. E 15.

207. H 14.

208. G 14.

209. E 5.

210. E 12.

211. H 5.

212. J 5.

213. H 4.

214. J 4.

215. G 3.

216. J 9.

Comment by Honinbo Shuye:
“This move is unprofitable. Had Black played at J 8, a very good profit would have been secured.”

217. J 8.

218. E 4.

219. F 5.

220. D 1.

221. C 1.

222. D 6. Black must connect.

223. O 9.

224. M 9.

225. K 13.

226. K 11.

227. J 7.

228. H 6.

229. H 10.

230. G 12.

231. H 12.

232. K 7.

233. N 7.

234. O 8.

235. S 5. By sacrificing one stone White forces Black to fill two spaces.

236. Q 4.

237. T 8.

238. T 7.

239. J 1.

240. K 2.

241. K 1.

242. A 13.

243. L 19.

244. N 19.

245. P 19.

246. O 18.

247. A 14.

248. L 14.

249. K 15.

250. M 5.

251. N 5.

252. K 8.

253. Q 9. ("Ko tsugu.")

Here the game is left as finished in the published report, but the remaining moves are not all strictly speaking "Dame." There are quite a number of moves to be made before we can proceed to the count. The first question is, naturally, what stones are dead, and we find that White has three dead stones at S 12, S 5, and K 4. Black has three dead stones at J 15, O 4 and R 18. The white stones at P, Q and R 13, are not yet dead. They have aggressive possibilities, and must actually be surrounded. As near as we can judge the game would proceed as follows:

First: Necessary although obvious moves which are not strictly "Dame."

White

Black

254. Q 12. The three white stones must be taken before Black is safe.

255. R 19. White must take this before filling T 19.

256. T 15. A necessary connection.

257. N 6. Necessary to form connection.

Second: The following moves which are strictly "Dame." It makes no difference which side fills these intersections, but it would generally be done as follows:

White

Black

258. T 19.

259. O 19.

260. P 17.

261. N 15.

262. N 14.

263. F 12.

264. J 10.

265. H 7.

266. M 7.

267. M 4.

268. M 3.

The frontiers are now absolutely in contact, and the count can be made, and it will be seen that after filling up the vacant territory with the captured stones as far as they will go, Black has won by three points. The Japanese would rearrange the board in order to make the counting of the spaces more easy ("Me wo tsukuru"), but for the first game or two the beginner might find it less confusing to omit the process.

Honinbo Shuye comments on this game as follows:

"In spite of so many errors, Black wins showing how great is the advantage resulting from a handicap."


II

Plate 15

White.—Murase Shuho, seventh degree.
Black.—Uchigaki Sutekichi, fifth degree.

This game is taken from Korschelt, and the notes are his. In some of these notes will be found mere repetitions of matter that I have inserted in the preceding chapters, or which will be hereafter found in the chapter on “Joseki.” These notes are, however, very full and valuable, and a little repetition may have the effect of aiding the memory of the student, and will do no harm. Contrary to the custom, this game was played without handicaps.

Black

White

1. R 16. In the beginning of the game the corners and margins are first occupied, because it is there that positions can most easily be taken which cannot be killed, and which also contain territory. From the edges and corners the player makes toward the center. This process is repeated in every game.

2. D 17.

3. Q 3. In taking a corner that is still vacant there is a choice among seven points; e.g., in the corner designated as D 4, these points are D 3, D 4, D 5, C 4, C 5, E 3, and E 4. On the other hand, C 3 and E 5 are bad, because the territory which is obtained by C 3 is too small, and the adversary would reply to E 5 with D 4, by means of which E 5 would be cut off from the margin. Of moves that are good D 3–C 4 are the surest, and most frequently used. E 4–D 5 formerly were the favorite moves, but the preceding moves are now preferred to them. E 3–C 5 are seldom used. All of this, of course, applies to the corresponding points in the other three corners.

4. P 17. The attack could also be commenced at P 16.

Plate 15

Black

White

5. C 4.

6. Q 6. Corresponding to No. 4, this move should have been played at R 5 or Q 5, but White plays on Q 6, because if he played on Q 5, Black would have replied at R 10 or R 9, and later White P 5 and Black O 4 would have followed, with the result that White has nothing, while Black has obtained two positions, one on O–Q and the other on R.

7. O4. Beginners would have replied to Q 6 with Q 5 or R 5. They attack their opponent at close quarters from the beginning, because they cannot take in the whole field at a glance. Their entire effort is to absorb the last stone that their opponent has played. When two beginners play together the battle moves slowly from a corner out over the board, and one side of the board is entirely filled with stones, while the other is completely empty. This is a sure sign of bad play. In the beginning the good players spread their stones over the board as much as possible, and avoid close conflicts.

8. D 15. The position D 15–D 17 is very strong, and players like to take it. This applies, of course, to the corresponding positions in other parts of the board, of which there are seven; i.e., C 16–E 16, Q 3–Q 5, etc. As soon as one player gets a position of the kind his opponent often takes a similar position on the next move in order to balance the advantage gained by his adversary; this is something like castling in Chess.

9. E4.

10. C 10. If White did not occupy this point, we might have the following continuation:

B. C 10 W. C 7
B. C 13 W. E 7

and Black has the advantage, because White's stones at C 7–E 7 can only get one “Me” on the edge of the board, and later on must seek a connection with some other group. By constantly harassing such endangered groups territory is often obtained.

11. R 13. In place of taking this secure position on line R, Black should have attacked the white stone on P 17 with L 17, and in this way Black would have obtained positions on both line 17 and on line R.

12. C 5. White sees that Black plays too carefully, and therefore challenges him with a bold but premature attack that gives the whole game its character.

13. D 5.

14. C 6.

15. B 4.

16. D 6.

17. E 6.

18. E 7.

19. F 6.

20. H 3. As soon as Black answers this move, White will take territory on the right or left of H 3.

21. G 2. Is played very carefully. K 3 would probably have been better. In that case White would either have played H 5 in order to save H 3, whereupon

B. F 7 W. E 8
B. K 5

would have followed, or White would have answered at K 4.

22. M 3. Two stones which mutually support each other on the margin of the board and form a position cannot be separated by more than two spaces; for instance, R 13–R 16. In that case the adversary cannot cut one off from the other. (Korschelt here inserts continuations similar to what we have shown in a preceding chapter.) Therefore, White’s twentieth and twenty-second moves are merely intended to fill territory that would otherwise fall to Black, and are not intended to form a new group.

23. H 2. The only correct answer would have been K 3, which would have separated White’s twentieth and twenty-second stones.

24. M 5. White seeks to form a connection with No. 6, which Black frustrates by his twenty-fifth move. It is of the greatest importance to prevent the union of groups which the adversary has formed on the margin, in order that they may remain weak, and require continuous defense.

The player who has the “Sente” most of the time will generally be the victor.

25. O6.

26. Q 9. Is very necessary in order not to surrender the entire right side to Black.

27. K 17. All good players agree that 27 should not have been played at K 17, but at L 17. This is difficult to understand because K 17 can be supported from both sides at G 17 and N 17, but L 17 is better because Black should be occupied not merely with taking a position, but more particularly with killing White’s fourth stone. In the sequel K 17 is actually taken by White.

28. H 17. This move has the effect of abandoning stone No. 4 at P 17. After Black’s twenty-ninth move at N 17, No. 4 could still escape by means of P 15, but giving it up brings more territory elsewhere than is there lost. It is a favorite device of strong players to apparently abandon a position to their adversary after first preparing it so that eventually it may live, or so that it may afterward aid in surrounding one of the adversary’s groups. The abandoned position often reawakens to life if the weaker adversary allows his surrounding group to be itself surrounded and taken before the capture of the abandoned position has been completed.

29. N 17.

30. F 7.

31. G 7.

32. K 3. It might have been better to have played at G 8. Then if Black replied at H 7, White could play at C 10, and the white territory in the neighborhood of line D would be very large. Certainly in that case H 3 would have been abandoned, but not M 3–M 5. Since 32 K 3 is purely defensive, Black gets the attack, and appreciably reduces the white territory in the neighborhood of line D.

33. D 8.

34. D 7.

35. D 11.

36. C 11.

37. D 12.

38. C 12.

39. D 13.

40. C 13.

41. G 9.

42. G 6. If this move had not divided the black groups, Black would have become too powerful.

43. H 7.

44. E 9. This connects the two parts of the White position, which connection was threatened by Black’s thirty-third stone. Moreover, the “Sente” remains with White, because Black cannot allow his position to be broken into through F 10.

45. G 12.

46. Q 14.

47. R 14.

48. R 17.

49. S 17.

50. Q 16.

51. R 15.

52. R 11. The beginner will wonder that 52 Q 15 did not follow 51 R 15. This is because 53 R 10–54 R 9 would result, and White would be at a disadvantage. The moves 46–52 are part of a deeply thought-out plan on the part of White. Black could afford to ignore No. 4 as long as it stood alone. Thereupon White increases it by Nos. 48 and 50, and Black must accept the sacrifice, because otherwise Nos. 27–29 are threatened. By this sacrifice White gets the territory around No. 27, and also has an opportunity of increasing his position on line Q by his fifty-second move.

53. O 16.

54. M 16. On the fifty-third move Black proceeds with the capture of Nos. 4, 48, and 50, while White on his fifty-fourth move hems in No. 27.

55. H 16. This move is ignored by White because Black must reply to his fifty-sixth and fifty-eighth moves in order to save Nos. 29 and 53.

56. M 17.

57. N 18.

58. M 18.

59. Q 15.

60. J 17.

61. J 16.

62. K 18.

63. E 16.

64. D 16.

65. G 17.

66. K 16.

67. P 16. This is necessary to avoid the following continuation:
W. P 16, O 15, N 16, O 14
B. P 15, N 15, O 17, P 18
and White has the advantage.

68. K 15.

69. D 14.

70. C 14.

71. R 5.

72. R 6.

73. E 15. It is of the utmost importance to Black to occupy this point, for otherwise White would press far into his territory through this opening. He goes first, however, on his seventy-first move to R 5, because White must follow, and then to 73, because on this move he loses the “Sente.” Black could also have occupied S 5, to which White would have replied with S 6, because otherwise the following continuation would have occurred:
B. S 5, S 6, S 8, R 8, Q 8
W. E 15, S 7, T 7, R 7
and the White position is broken up. It is because Black played at E 15 too hastily and without first occupying S 5 that White can break up the Black position by the series of moves Nos. 74–82.

74. Q 5. Murase Shuho thought that 74 was a bad move and that S 5 would have been better. The game would then have continued as follows:
B. 73, E 15, R 4
W. S 5, S 4
He also thought that White’s moves from 76–82 were bad, because nothing in particular was accomplished by separating O 4 from O 6, since it was impossible to kill them.

75. S 5.

76. Q 4.

77. R 3.

78. P 3.

79. P 2.

80. O 3.

81. O 2.

82. P 4.

83. N 8.

84. L 8.

85. O 10.

86. F 3.

87. G 3.

88. F 4.

89. E 3.

90. G 5.

91. E 5. Black has played on this point because otherwise E 6–F 6 will die; thus,
W. E 5,B. F 5 takes
W. E 5 retakes

92. J 6.

93. G 4. This is intended to secure H 2, G 2 and G 3. The simplest way of doing this would be to play at F 2, but G 4 gains six more “Me” because F 3–F 4 may be regarded as taken.

94. H 14. From this point on, the territory in the center is filled up. Black and White seem to get it in about equal parts.

95. L 10.

96. J 11.

97. H 11.

98. F 14.

99. E 14.

100. H 10.

101. G 10.

102. H 12.

103. G 11.

104. O 8.

105. Q 10.

106. R 10.

107. P 8.

108. P 9.

109. O 9.

110. O 7.

111. P 10.

112. R 8.

113. N 7.

114. P 7.

115. L 9.

116. K 8.

117. J 9.

118. K 12.

119. J 10.

120. N 6.

121. A 7. This move is worthy of study.

122. B 7.

123. N 2.

124. J 5.

125. E 18.

126. D 18.

127. G 18.

128. G 13.

129. M 12.

130. F 12.

131. F 11.

132. E 10.

133. E 11.

134. S 12.

135. S 13.

136. N 14.

137. L 12.

138. L 13.

139. M 13.

140. L 14.

141. K 11.

142. J 12.

143. A 6.

144. A 8.

145. B 5.

146. B 6.

147. A 5.

148. B 8.

149. S 6.

150. S 7.

151. M 8.

152. M 6. Not at M 7, because that would lead to the loss of K 8–L 8.

153. D 19.

154. C 19.

155. E 19.

156. C 18.

157. N 3.

158. N 4.

159. L 2.

160. L 3.

161. K 2.

162. F 5.

163. F 2.

164. E 17.

165. F 17.

166. H 19.

167. H 18.

168. J 18.

169. G 19.

170. P 14.

171. P 15.

172. N 19.

173. O 19.

174. M 19.

175. O 17.

176. R 4.

177. S 4.

178. T 6.

179. R 12.

180. S 11.

181. O 13.

182. O 14.

183. P 13.

This is as far as the game is recorded in the Go magazine, published by Murase Shuho. A good player can now foresee the result at the cost of a little trouble. Black has won by five points.

According to Korschelt's view, the play would have proceeded as follows:

Black

White

184. T 5.

185. T 4.

186. T 7.

187. S 3.

188. G 15.

189. G 16.

190. J 8.

191. H 8.

192. N 13.

193. N 12.

194. M 14.

195. J 7.

196. K 7.

197. F 8.

198. E 8.

199. D 10.

200. D 9.

201. J 15.

202. J 14.

203. J 19. Takes.

204. K 19.

205. Q 11.

206. F 15.

207. F 16.

208. J 2.

209. J 1.

210. J 3.

211. M 7.

212. L 7.

213. H 4.

214. J 4.

215. N 15.

216. K 9.

217. K 10.

218. M 2.

219. M 1.

220. Q 13.

221. M 15.

222. L 15.

223. F 9.

224. Q 12.

225. P 12.

226. T 13.

227. T 14.

228. T 12.

229. H 19.

The stones that are still to be played are "Dame." By playing these no "Me" can be either won or lost, and for the most part it makes no difference whether they are filled up by Black or White. These are as follows:

O 15, N 16, H 5, H 6, F 13, E 13, H 5, H 15, F 10, E 13, E 12, H 15, F 10.

Black has sixty-four “Me” and White fifty-seven “Me.”


III

Black.—Ito Kotaro, fifth degree.
White.—Karigane Junichi, sixth degree.

This game was played in Tokio about January, 1907, and is a fine illustration of the rule of “Ko.” No handicaps were given.

Black

White

1. C4. ("Komoku.”) Black being the weaker player, adopts a conservative opening.

2. Q 3

3. D 17.

4. C 15

5. E 3. The opening is conventional so far.

6. C 9. This is an unusual move.

7. F 16.

8. C 17.

9. C 18.

10. D 16.

11. E 17.

12. Q 17.

13. R 15.

14. R 6.

15. R 11.

16. K 3.

17. N 17.

18. D 12. Not the best move. P 16 would have been better. This part of the game is generally devoted to the general distribution of stones.

19. P 16. White’s stone at Q 17 is now shut in. If the black stone at N 17 were at M 17, White could have escaped.

20. P 17

21. O 17.

22. S 16.

23. R 16.

24. R 17.

25. S 15.

26. S 17.

116 at Q8, 119 at R8, 122 at Q8, 177 at R8, 196 at Q8, 199 at R8, 202 at Q8, 217 at R13, 220 at S13, 223 at R13, 226 at S13, 229 at R13, 231 at S13, 245 at R8, 248 at Q8, 251 at R8, 254 at Q8, 257 at R8, 260 at Q8, 263 at R8, 266 at Q8, 269 at R8, 272 at Q8, 275 at R8, 278 at Q8, 281 at R8, 286 at L13, 288 at Q8, 290 at R8, 307 at P9, 320 at Q19

27. P 18.

28. Q 18.

29. O 19. Probably not the best. O 15 would have had greater possibilities.

30. S 19. The corner is a typical Go problem. White had to place this stone very carefully in order to provide for the necessary two “Me.”

31. J 16. Not the best. O 15 would have been better.

32. Q 16.

33. Q 15.

34. P 15. Cutting Black’s connection. The necessity for a black stone at O 15 is now apparent.

35. O 16.

36. P 14.

37. R 13.

38. Q 12.

39. Q 11.

40. P 12.

41. P 11.

42. M 13.

43. R 8. Not the best move. N 11 would have been more aggressive.

44. K 16. White now commences a series of moves to break up Black’s territory at the top of the board.

45. K 17.

46. L 17.

47. L 16.

48. K 15.

49. L 15.

50. J 17.

51. K 18.

52. H 17.

53. L 18.

54. J 15.

55. H 16.

56. G 16.

57. H 15.

58. G 15.

59. H 14.

60. G 17.

61. J 13.

62. O 11.

63. O 10.

64. N 11.

65. N 10.

66. M 11.

67. K 12. An ineffective move; B 17 would have been better.

68. B 17.

69. B 18.

70. F 15.

71. F 18. Black must defend his corner, which is already much reduced in size.

72. A 18.

73. G 19.

74. L 14.

75. K 14. The three white stones, J 15, K 15, and K 16 are dead. They were sacrificed in order to break up Black’s territory at the top of the board.

76. M 15.

77. M 16.

78. Q 8.

79. Q 7.

80. R 7.

81. P 8.

82. S 8.

83. Q 9. Takes.

84. R 9.

85. O 13. An effort to deprive the white group of the necessary “Me” and to envelop them.

86. O 14.

87. N 13.

88. N 14.

89. L 10.

90. L 11.

91. K 10. K 11 would not do; White could break through in that case.

92. R 12.

93. S 12.

94. Q 13.

95. S 10.

96. R 14.

97. S 14.

98. S 13. Takes.

99. T 13. “Watari.”

100. L 12.

101. N 12.

102. M 10.

103. M 9.

104. K 11.

105. J 11. White is now shut in.

106. O 12. White saves his group in this way because he can get the position called “Magari shimoku wa me” no matter what Black does.

107. R 4.

108. Q 4.

109. R 3.

110. R 2.

111. S 2.

112. Q 2.

113. S 5.

114. Q 6.

115. S 1. Black’s corner is small, but it will surely live.

116. Q 8. Takes. “Ko.”

117. P 7.

118. P 9.

119. R 8. “Ko.”

120. T 3. An effort to destroy the corner.

121. S 3.

122. Q 8. “Ko.”

123. P 10.

124. N 4. White eventually wins the game by means of the territory he now maps out.

125. E 16.

126. E 15.

127. D 14. “Nozoku.”

128. D 15.

129. C 7.

130. J 10.

131. L 8.

132. H 11.

133. J 12.

134. J 9.

135. G 11. Not very good. Black should have played at K 8.

136. N 8.

137. N 9.

138. K 8.

139. L 9. Black must play here to protect his two stones.

140. B 4.

141. B 3.

142. D 4.

143. C 3.

144. C 5.

145. C 6. An unusual way of playing the corner.

146. N 6.

147. L 6.

148. K 5.

149. K 6.

150. J 5.

151. J 6.

152. H 6.

153. H 7.

154. G 10.

155. F 11.

156. G 7.

157. G 6.

158. H 5.

159. G 8.

160. F 7.

161. F 8.

162. H 8.

163. J 7. Note how the center fills up without either side getting territory there.

164. F 10.

165. E 8.

166. E 7.

167. E 11.

178. E 10.

169. D 11.

170. D 8.

171. D 7.

172. F 5.

173. E 5.

174. F 6.

175. C 14.

176. M 7.

177. R 8. "Ko." A weak move. White's position is already better, and Black should play at B 14, where he might have a chance to kill White's group, in the upper left-hand corner.

178. B 14. White's group is now safe.

179. B 13.

180. A 14.

181. C 12.

182. B 16. This is an interesting problem. If White plays at B 15, Black could kill the group.

183. L 7.

184. D 5.

185. C 8.

186. D 9.

187. B 5.

188. B 6.

189. A 4. Takes.

190. D 6.

191. B 7.

192. B 8.

193. A 6. Takes.

194. F 2. Defending his large territory on the lower edge of the board.

195. E 4.

196. Q 8. "Ko." Attacking Black's group which has still to form the necessary two "Me."

197. J 8.

198. H 9. White cannot afford to fill the "Ko" at R 8.

199. R 8. "Ko."

200. G 18.

201. H 19.

202. Q 8. "Ko." Returning to the attack.

203. O 9. Takes.

204. E 6. A necessary connection.

205. G 4. Invading White's territory.

206. G 5. Takes. White must do this or lose ten stones.

207. E 2.

208. G 3.

209. P 6.

210. P 5.

211. M 5.

212. N 5.

213. M 4.

214. M 3. This ends Black's invasion.

215. F 4.

216. Q 14.

217. R 13. "Ko."

218. B 19. "Sente."

219. D 18. Black must connect.

220. S 13. "Ko."

221. R 5.

222. Q 5.

223. R 13. "Ko." Black must win this "Ko" or lose five stones.

224. J 18.

225. J 19.

226. S 13. "Ko."

227. L 4. "Sente."

228. L 3.

229. R 13. "Ko." Black's group is now safe.

230. H 12.

231. S 13. "Ko tsugu."

231. E 13.

233. B 10.

234. B 9.

235. F 13.

236. E 14.

237. G 14.

238. H 3.

239. S 6.

240. D 3.

241. D 2.

242. C 10.

243. C 11.

244. B 11.

245. R 8. "Ko."

246. M 6.

247. L 5.

248. Q 8. "Ko."

249. R 1.

250. Q 1.

251. R 8. "Ko."

252. S 7.

253. S 9.

254. Q 8. "Ko."

255. E 12.

256. D 13.

257. R 8. "Ko."

258. G 12. "Sente."

259. F 12.

260. Q 8. "Ko."

261. F 3.

262. G 2.

263. R 8. "Ko."

264. T 4.

265. T 2. Black must defend his group.

266. Q 8. "Ko."

267. T 16.

268. T 17.

269. R 8. "Ko."

270. T 6.

271. T 5. Black must stop the White advance.

272. Q 8. "Ko."

273. Q 19.

274. R 19.

275. R 8. "Ko."

276. P 19. "Ko."

277. O 18.

278. Q 8. "Ko."

279. S 18. If Black can also play at T 19, White's corner is dead.

280. T 18.

281. R 8. "Ko."

282. N 15.

283. L 13. Purposely starting another "Ko."

284. K 13. "Ko."

285. B 12.

286. L 13. "Ko tsugu."

287. A 11. Takes.

288. Q 8. "Ko."

289. C 13.

290. R 8. "Ko tsugu."

291. K 9. Black must form another "Me" for this group at once.

292. O 6.

293. J 4.

294. H 4.

295. K 4.

296. C 2.

297. B 2.

298. E 1.

299. C 1. Takes.

300. J 3.

301. T 9. The game is practically over at this point.

302. N 16.

303. J 14. Taking three stones.

304. O 8.

305. T 19. Takes.

306. O 7.

307. P 9. Connecting.

308. T 15. Takes.

309. T 8.

310. C 19.

311. F 17.

312. A 13.

313. A 12.

314. A 17.

315. D 19.

316. A 19.

317. R 10.

318. A 9.

319. A 10.

320. Q 19. "Ko tsugu."

321. A 7.

The game as published ends at this point, but there still remain moves to be made that are not strictly "Dame." White must kill the three black stones at E 8, F 8, and G 8, as that portion of the board is not quite disposed of, and "Seki" might easily occur if White plays badly. The game might continue as follows:

Black

White

322. F 1.

323. G 13.

324. E 9.

325. H 13.

326. H 10. White must connect.

327. A 8.

328. F 9.

329. D 10.

330. G 9. White must take the three stones.

331. D 1. Stopping White's advance.

332. T 16. "Tsugu."

The following moves are strictly "Dame": F 14, H 18, M 8, O 15, T 14. Either side can fill these "Me."

The following stones are dead and can now be removed:

White.—K 8, L 17, T 3, T 4.
Black.—N 12, N 13, O 13, S 18.

White wins by four stones. After the dead stones are used to fill up the vacant spaces, and the board is rearranged, it will be found that White has fourteen "Me" and Black ten "Me."

More than the usual number of moves were made in this game.

IV

Plate 16

White.—Hirose Heijiro. fifth degree.
Black.—Nagano Keijiro, fourth degree.

Black has a handicap of two stones. (D 4 and Q 16.)

Played March, 1907, in Tokio. Both players were of the Hoyensha School.

When this game was published, it was annotated by Mr. Iwasaki Kenzo, and I have translated his annotations; these are indicated by the initials “I. K.”

White

Black

1. R 4.

2. C 16.

3. E 17.

4. D 15.

5. C 11. To prevent Black forming territory on the left side.

6. C 7. P 3 would have been better. (Iwasaki Kenzo.)

7. O 3.

8. R 10. This move is called “Moku Shita.” It is one of Murase Shuho’s inventions.

9. R 14. White breaks into Black’s territory at once.

10. R 6.

11. O 17.

12. O 16. These moves will be found in the chapter on “Joseki.”

13. N 16.

14. O 15.

15. P 17.

16. Q 17.

17. Q 13. White must look out for the stone at R 14.

18. R 15. This move secures the corner, and at the same time protects the connection of Black’s stones on lines O and Q. “Ikkyo ryo toku.”

19. O 13.

20. N 14.

21. L 17. Replies to Black's last move.

22. Q 14.

23. S 14.

24. F 16.

25. G 17.

26. S 15. Secures the corner.

27. P 10.

28. Q 8. P 6 would have been better. (I. K.)

29. C 14.

30. D 14.

31. C 13.

32. D 12. Not the best move. M 3 would have been better. (I. K.)

33. D 11.

34. E 12.

35. E 11.

36. F 11.

37. F 12. White cuts off. This is an aggressive move.

38. F 13. G 14 would have been better. (I. K.)

39. G 12.

40. F 10.

41. G 13.

42. F 14.

43. D 8. White provides an escape for stones on line 11.

44. H 15. H 14 was better, as White dare not cut off at G 14. (I. K.)

45. H 10.

46. F 8.

47. D 7.

48. C 6.

49. D 6.

50. D 5.

51. F 6.

52. H 9. Black must provide an exit for his stones on line E.

53. J 10. White cannot risk jumping farther.

54. H 8.

55. H 17. Not good. K 8 would have been better. (I. K.)

56. K 8. Black promptly escapes.

57. C 8. Good, but not the best. M 12 would have helped the white stones near the center.

58. L 10. Black commences an attack on White's five stones.

59. J 14. White retreats.

60. J 15.

61. L 14.

62. L 15.

63. L 12.

64. J 12. This is a "Sute ishi," but it greatly aids Black's attack.

Plate 16

White

Black

65. K 12. Not a good move. By reason of this Black's sixty-eighth move is made possible. (I. K.)

66. K 15.

67. J 13. Another move which arrests the development of the game. (I. K.)

68. K 17. Attacks White's stones at the top of the board.

69. K 18.

70. L 18.

71. J 17.

72. M 17.

73. K 16. Takes.

74. L 16. Black's attack on the upper right-hand corner is now well developed.

75. P 8. White abandons the field and plays elsewhere.

76. P 7.

77. O 8.

78. H 5.

79. F 4.

80. H 3.

81. F 2.

82. D 2.

83. F 7. White perfects his connection.

84. M 3.

85. Q 9.

86. R 9.

87. Q 7.

88. R 8.

89. P 6.

90. M 5. Black enlarges his territory at the bottom of the board.

91. O 7. Takes.

92. S 5. Forming "Me" for the side group.

93. C 18. Stronger than C 17.

94. K 17. Takes in "Ko."

95. S 4.

96. R 12.

97. P 14.

98. Q 15.

99. R 13.

100. T 4 .

101. L 17. Takes in "Ko."

102. M 18.

103. K 3. Invading Black's territory. White can connect on either side.

104. L 4.

105. H 2.

106. G 3.

107. J 3.

108. J 4.

109. G 2.

110. M 7.

111. E 2.

112. C 3. If Black plays at D 3, White could reply at D 1 with the "Sente."

113. L 8. Threatening Black's territory. If Black defends, White can connect somewhere.

114. K 9.

115. J 6.

116. H 6.

117. L 6. White's attack on this territory is very fine.

118. L 7.

119. K 4.

120. K 5.

121. J 5.

122. K 6.

123. H 4. Takes.

124. S 3.

125. R 3.

126. S 2.

127. J 7.

128. M 9. Black cannot neglect this—the whole center of the board might be lost.

129. R 2.

130. H 7.

131. T 15.

132. S 17. Better than T16, as it provides for "Me" in the corner.

133. S 12.

134. S 11.

135. L 19.

136. K 17. Takes in "Ko."

137. N 9

138. N 8.

139. L 17. Takes in "Ko."

140. M 16.

141. N 7.

142. M 8.

143. B 17.

144. B 16.

145. B 8.

146. M 12. Threatening to surround the ten white stones in the center.

147. E 9.

148. F 9.

149. K 14. Forming "Me" for group in center.

150. G 11.

151. H 11.

152. H 14.

153. M 11.

154. H 13.

155. H 12.

156. M 13.

157. L 11.

158. S 1. This move is worth five or six points.

159. B 6. B 5 might have been more aggressive.

160. B 5.

161. B 7.

162. C 5 .

163. N 5.

164. N 6.

165. N 4.

166. L 2.

167. N 2.

168. M 2. Otherwise White would play at L 3.

169. G 5.

170. A 13. This stone is connected with stone at B 16. This move often occurs.

171. B 12.

172. D 17.

173. E 18.

174. Q 12.

175. P 12.

176. T 16.

177. E 16.

178. E 15.

179. R 5.

180. S 7.

181. R 1.

182. Q 6.

183. Q 5. This part of the board is now completed.

184. M 19.

185. A 5.

186. A 4.

187. A 6.

188. B 4.

189. M 4.

190. L 3.

191. K 2.

192. K 19. Takes.

193. J 19.

194. K 17. Takes in "Ko."

195. L 19. Takes in "Ko."

196. F 17.

197. F 18.

198. D 18.

199. C 17.

200. D 16.

201. D 19. "Watari."

202. E 10.

203. D 10.

204. E 8.

205. M 10.

206. Q 10.

207. K 10.

208. L 9. Takes.

209. P 9.

210. L 13.

211. K 13.

212. N 12.

213. M 14.

214. N 13.

215. N 11.

216. O 12.

217. O 11.

218. O 14.

219. P 13.

220. D 9. Takes.

221. C 9.

222. Q 11.

223. P 11.

224. J 16. Takes.

225. G 16.

226. F 15.

227. N 3.

228. M 6.

229. T 14.

230. T 12.

231. T 13.

232. S 13. Takes.

233. P 15.

234. P 16.

235. S 12. Takes in "Ko."

236. T 11.

237. E 3.

238. O 6.

239. O 5.

240. A 17.

241. A 18.

242. A 16.

243. A 12.

244. B 14.

245. B 13.

246. A 14.

247. D 3.

248. C 2.

249. M 15.

250. N 15.

Black wins, the report says, by "Ichi ban," which means anything up to ten "Me." According to my continuation, Black won by seven "Me."


V

Plate 17

This is a game between a Japanese player and a beginner. It is inserted solely to show the character of the mistakes which beginners are likely to make. Such errors never occur in games between good players, and therefore this game may be more useful to a novice than the games contested between players of greater skill.

Played May 7, 1907.

Black has a handicap of five stones.

Plate 17

White

Black

1. C 14.

2. E 3. Bad; too close to the handicap stone. Besides it is better to respond to White’s attack in the same part of the board.

3. O 3.

4. C 15. This would be too conservative if the players were anything like equal.

5. R 14.

6. D 6. Much better to play in one of the right-hand corners. C 6 would be better also.

7. F 17.

8. P 3. O 4 is much better.

9. R 6.

10. Q 14.

11. S 16. This would not be played against a good player.

12. O 4. Black should reply to White's last move.

13. N 3.

14. D 8. Unnecessary; much better to play in one of the threatened corners.

15. C 3.

16. C 4. B 4 would be better.

17. B 3.

18. D 2.

19. D 3.

20. E 2.

21. B 5.

22. B 4.

23. A 4.

24. C 2.

25. B 8.

26. D 5. Over cautious.

27. C 7.

28. D 7. Unnecessary; Black could gain a decisive advantage at B 6.

29. B 6.

30. C 8. Too near the White line, a common mistake of beginners.

31. B 9.

32. B 2.

33. A 3.

34. C 9. Too near; Black can jump one or two spaces with much better effect.

35. C 10.

36. D 10.

37. C 11.

38. D 14.

39. C 13.

40. D 12. At this point Black's position is good enough, as his line on D is very strong.

41. C 17.

42. B 14.

43. B 13.

44. C 12. Black gains very little by this.

45. B 12.

46. B 15.

47. D 17.

48. B 16. Very bad; Black has the whole board to gain ground in elsewhere.

49. E 16.

50. D 15. If Black feels he must play here, D 13 is better.

51. D 13.

52. E 13.

53. E 12.

54. D 11.

55. F 13.

56. E 14.

57. G 12.

58. E 11.

59. F 12.

60. F 11. If Black hopes to save his group in the upper left-hand corner, he must escape toward the center at this point.

61. F 14. Black’s group is now hopeless

62. A 14. Black cannot possibly form “Me”; this move is merely wasted.

63. J 3.

64. E 9. Too cautious.

65. G 3.

66. H 11.

67. G 11.

68. F 10. Black forms “Me” in this group long before it is threatened, while he might gain ground elsewhere.

69. G 10.

70. A 16. Another lost move.

71. F 4.

72. E 4.

73. G 8.

74. G 9.

75. H 9.

76. F 9.

77. H 10.

78. F 8.

79. G 7.

80. F 6.

81. G 6.

82. G 5. Should have been played at F 5.

83. F 5.

84. J 10. Black should play nearer the edge of the board. J 10 is radically wrong.

85. K 8.

86. H 13. Black tries to form a living group in the center without support; this can seldom be done.

87. H 12.

88. J 11.

89. J 13.

90. H 8.

91. J 8.

92. H 7. These stones are hopeless from the start. Black should play in the right-hand corners.

93. H 6.

94. J 7.

95. L 7.

96. J 6.

97. H 5.

98. J 5.

99. G 4. Takes.

100. J 9.

101. M 6.

102. N 5. M 5 would be much better.

103. M 5.

104. K 4. Black adds more stones to his already hopeless group. This is one of the commonest mistakes.

105. M 4.

106. J 12. Black should jump to the right, say at M 11.

107. K 13.

108. G 14. F 15 might have helped Black.

109. F 15.

110. H 4.

111. J 4.

112. F 7.

113. H 3. Takes.

114. E 6. Unnecessary. Black should play somewhere in the unoccupied portion of the board.

115. M 12.

116. A 13. Wholly wasted unless Black were an expert.

117. B 11.

118. B 17.

119. B 18.

120. C 18.

121. D 18.

122. A 18.

123. C 19. Takes.

124. C 6.

125. B 7.

126. K 12. Like all beginners, Black keeps his stones too close together. M 10 would be better.

127. L 13.

128. L 12.

129. M 10.

130. M 11.

131. N 11.

132. L 11.

133. N 13.

134. L 10. Black again adds stones to a dead group.

135. M 9.

136. L 8.

137. M 8.

138. L 9.

139. K 7.

140. O 6.

141. P 5.

142. O 2. S 4 would have been much better.

143. N 2.

144. N 1. Black overlooks that he must connect at P 2. This is a common error of novices.

145. P 2.

146. J 14.

147. K 16.

148. J 16.

149. K 17.

150. K 15. Black tries to form another living group. His only chance was near Q 14–Q 16.

151. L 15.

152. L 14.

153. M 14.

154. K 14.

155. M 13.

156. M 15.

157. L 16.

158. G 16. Black again adds to a hopeless position.

159. G 17.

160. H 17.

161. G 15.

162. H 15. Black thinks he has the necessary “Me.” Two of them, however, are “Kageme.”

163. H 18.

164. J 18.

165. J 17.

166. G 18.

167. H 16. Takes, "Ko."

168. A 2. Black plays this correctly.

169. A 5.

170. H 17. Takes, "Ko."

171. H 19.

172. K 18.

173. H 16. Takes, "Ko."

174. L 18.

175. H 17. "Ko tsugu."

176. M 17. Black has a chance to make some territory in this part of the board.

177. O 17.

178. N 16.

179. Q 17.

180. O 15.

181. P 16.

182. Q 15.

183. P 15.

184. R 17.

185. R 16.

186. Q 18.

187. P 17.

188. R 15.

189. S 17.

190. R 13.

191. S 14.

192. P 14.

193. S 15.

194. O 13. Black should live, although he has gained little space.

195. N 14.

196. P 12. Black should have occupied O 14.

197. O 14. Black's groups are now separated.

198. N 18.

199. O 18.

200. P 18.

201. R 18. Takes.

202. O 12.

203. N 12.

204. E 15. This is pure waste.

205. M 19. If Black had played here his group would have lived.

206. E 17.

207. E 18. Takes.

208. A 12.

209. A 11.

210. O 16. Too late; this group is hope less now.

211. Q 11.

212. Q 12.

213. R 11.

214. O 11.

215. O 10.

216. Q 2.

217. O 1. Takes.

218. M 1. This is nonsense; Black might still save the corner by correct play.

219. P 4.

220. Q 3.

221. Q 5.

222. M 2. If Black played at S 5 he would still have a chance.

223. R 4.

224. O 5.

225. P 10.

226. R 12.

227. F 2.

228. F 1.

229. G 1.

230. E 1.

231. F 3.

232. C 1. Black wastes one of his few vacant spaces.

233. R 3.

234. N 19.

White permits Black to play again.

235. L 17.

White permits Black to play again.

236. J 19.

237. L 19.

238. M 18.

White permits Black to play again.

239. P 19.

White permits Black to play again.

240. N 17.

White permits Black to play again.

241. R 19.

242. S 19.

243. O 19.

244. R 17.

"Dame"—E 5 and C 5. White wins by one hundred and ninety-seven spaces and eighty-eight stones.

VI

Plate 18

White.—Inouye Inseki.
Black.—Yasui Shintetsu.

Played December, 1835. No handicaps were given. This game is from a Japanese work called "Kachi Sei Kioku." The notes are taken from Korschelt, and as in the previous instance involve the repetition of some things that have been touched on in the preceding chapters.

Black

White

1. R 16.

2. D 17.

3. Q 3.

4. P 17.

5. C 4.

6. C 14. Just as good as D 15, which we already know.

7. Q 5. This may be the best play under the circumstances. The secure position Q 3–Q 5 supports the advance posts at C 4 and R 16 in equal measure.

8. Q 14.

9. P 16.

10. Q 16.

11. Q 15.

12. Q 17.

13. P 15.

14. R 15.

15. R 14.

16. S 15.

17. Q 13.

18. N 17. The eighth stone played at Q 14 cannot be saved. If White attempts to save it, the following would be the continuation:

B.W.
P 14
O 14P 13
P 12O 13
N 13O 12.
O 11 etc.

If White had had an opportunity of placing a stone on the line of retreat at say E 3, then White could have saved No. 8. (This has already been explained in defining the Japanese expression "Shicho.")

19. P 14. Takes. S 14 probably would have been better, because it would have retained the “Sente” for Black; that is to say, a play which the opponent is compelled to answer, or otherwise sustain too great a loss. Had Black played at S 14, White must have answered at S 16, in order not to lose the stones at R 15–S 15, and also the corner, which is worth about fourteen “Me.” To White's play at S 16 Black would probably have answered at R 12 and thus obtained a secure position.

20. S 16.

21. R 9.

22. E 3.

23. J 3.

24. D 5. This is analogous to No. 8, but it is not advanced so far because Black has already occupied J 3.

25. C 5.

26. D 6.

27. C 6.

28. D 7.

29. C 7.

30. D 8.

Plate 18

Black

White

31. C 9.

32. L 3. White has established the long line on D and allowed Black a large territory in order to be able to occupy L 3. If he had played there immediately in answer to Black’s twenty-third move, then either L 3 or E 3 would have been in great danger.

33. D 3

34. D 2.

35. C 2.

36. D 4.

37. C 3.

38. L 5.

39. F 3.

40. F 2.

41. E 4. Black compels White to take 41, in order to make good his escape.

42. E 2.

43. G 3.

44. F 4.

45. G 4.

46. F 5.

47. G 5.

48. K 2.

49. F 6. “Sente.”

50. E 5. Takes.

51. J 2.

52. H 7.

53. H 6.

54. G 7.

55. J 7.

56. P 3.

57. P 4.

58. O 3.

59. Q 2.

60. O 4.

61. O 5.

62. N 5.

63. O 6.

64. K 7. An interesting attack that determines the course of the game for a long time. 65 J 8, would mean abandoning the position on G–J (26 “Me”), but it would give an opportunity for a bold attack. If Black played 65, J 6, his stones would scarcely survive.

65. K 3. “Sente.” White must reply to it, or he would find himself without the necessary “Me” in that group.

66. L 2.

67. K 6.

68. J 8.

69. L 6.

70. J 6. Takes.

71. K 5. Avoids "Ko" and nevertheless assures a connection.

72. N 6.

73. L 7.

74. K 4. Is played for the same reason as No. 66.

75. J 5.

76. N 7.

77. K 8.

78. J 7.

79. O 7.

80. N 8.

81. L 9.

82. J 10.

83. O 8.

84. N 10.

85. K 11.

86. R 10. Now the effect of the mistake at move 19 begins to be apparent.

87. Q 10.

88. Q 11.

89. R 11.

90. R 12.

91. S 10. Takes.

92. S 11.

93. R 10. Q 12 would probably have been better; at all events it would have been surer, because it assures the connection by way of P 11 after White has taken. If White does not take, but plays at P 11, his stones on the edge of the board will die.

94. M 11. This move separates P 14 from K 11, and is at the same time "Sente" as regards the black stones near K, because if Black does not answer, these stones would be cut off by W–K 10. Moves Nos. 98, 100, and 102 isolate the black stones in the neighborhood of P 14.

95. L 11.

96. Q 12.

97. L 14.

98. L 13.

99. K 13.

100. M 13.

101. K 14.

102. M 14.

103. S 14.

104. S 13.

105. T 15.

106. N 15.

107. O 11. It is certain that either the eight black stones or the five white stones must die, and on this depends the result of the game, because it would make a difference of about 40 "Me."

108. O 12.

109. P 12.

110. P 11.

111. O 13.

112. N 12.

113. O 10.

114. P 13. Takes, "Ko."

115. M 16.

116. T 16.

117. T 14.

118. O 16.

119. P 12. "Ko."

120. J 12.

121. K 12.

122. P 13. "Ko."

123. R 17.

124. S 17.

125. P 12. "Ko."

126. R 13.

127. P 10.

128. P 13. "Ko."

129. D 16.

130. C 16.

131. P 12. "Ko."

132. T 13.

133. Q 14. Connecting.

134. P 13. "Ko."

135. S 18.

136. R 18. Takes.

137. P 12. "Ko."

138. K 9.

139. L 8.

140. P 13. "Ko."

141. E 17.

142. P 12. Connecting. White would have had another "Ko" at M 10.

143. C 17.

144. D 18.

145. C 15.

146. B 16.

147. E 18.

148. C 18.

149. B 15.

150. D 15.

151. E 16.

152. B 17. Takes. The series of moves from 143 to 152 should be carefully noted, as they frequently occur.

153. B 14.

154. C 13.

155. B 13.

156. C 12.

157. B 12.

158. C 11.

159. F 14. "Sente."

160. D 14.

161. B 11.

162. C 10.

163. B 9. Is not played at B 10 in order to retain the "Sente" without conceding too great an advantage.

164. D 9. It would have been better to play at K 17.

165. K 17.

166. H 14.

167. G 13.

168. H 13.

169. G 11.

170. G 14.

171. F 15.

172. J 11.

173. E 11.

174. F 12.

175. G 12.

176. E 12.

177. F 11.

178. E 10.

179. D 11.

180. D 10.

181. D 12.

182. H 16.

183. H 17.

184. G 17.

185. J 17.

186. E 13.

187. F 13.

188. G 16.

189. G 18.

190. G 6.

191. M 17.

192. P 2.

193. P 1.

194. O 1.

195. Q 1.

196. L 4.

197. N 18.

198. G 2. "Sente." It threatens the three black stones on J and K.

199. H 5.

200. O 18.

201. M 18.

202. B 10.

203. A 10.

204. C 1.

205. B 1.

206. D 1.

207. B 2.

208. F 10. C 8 ought to have been occupied first.

209. G 10.

210. G 9.

211. T 11.

212. T 12.

213. S 12. Takes.

214. C 8.

215. B 8.

216. S 11. "Ko."

217. T 10.

218. E 19.

219. F 19.

220. F 17.

221. F 18.

222. M 15.

223. L 15.

224. J 15.

225. N 16.

226. O 17.

227. H 10.

228. H 9.

229. K 10.

230. J 9.

231. M 6.

232. O 9.

233. P 9.

234. N 9.

235. M 5.

236. M 4.

237. O 19.

238. P 19.

239. N 19.

240. A 15.

241. A 14.

242. A 16.

243. H 2.

244. J 4.

245. L 12.

246. M 12.

247. G 1.

248. F 1.

249. H 1.

250. K 16.

251. L 16.

252. K 1.

253. S 12. "Ko."

254. C 19.

255. S 11. Connecting.

256. D 19.

White wins by seven stones.