by Bob Terry

In October of last year I traveled to Japan to spend some time at the Nihon Kiin and to try to arrange for the translation rights to the book "Killer of Go" by Sakata Eio, Honorary Honinbo ( This book I’ll take into My Book Soon as I can )  . I had written to Sakata Sensei before I left the US, and had sent a copy of my letter to John Power, editor of Go World and a longtime consultant in the Overseas Department of the Kiin. As a matter of fact, John was quite helpful in facilitating matters with Sensei, as was the Manager of the Overseas Department, Kurita Tadao. As a matter of fact, John sent a FAX the day before I left for Japan stating that Sensei had agreed to the conditions I outlined in my letter. Unfortunately, however, John sent the FAX to the offices of Yutopian Enterprises in northern California and by the time it was relayed to my office in southern California, I was already on a Northwest Orient 747.

I met John at the Kiin on the second day after I arrived in Tokyo. The fourth game of the Meijin Title Match was being completed that day and John invited me to attend a lecture on the game given by Abe Yoshiteru 9 dan in the large auditorium. I would have been delighted to do so, but my hotel arrange ments were still up in the air (actually, I had been hoping that someone at the Kiin could give me a tip on reasonably priced accommodations!) so I had to find a room instead. I finally did find a room at a traditional Japanese inn (ryokan) in Asakusa for about $60 a night. That’s fairly cheap these days in Tokyo! I took a taxi from the inn to a place across town one night and it cost $95! cry smile An Encounter with a Go Legend: Sakata Eio, Honorary Honinbo

John did inform me of Sensei’s decision, so right from the start I was relieved that one of my principal aims in coming to Japan had been fulfilled. But there was still a question of whether I would be able to meet Sensei in person and sign a contract with him. Actually, it was only on the day before I was scheduled to leave Japan that Sensei agreed to a meeting.

I had called the Kiin and John told me that Sensei agreed to meet me at his condominium in the south central district of Tokyo. He said that when I got to the Kiin he and Mr. Kurita would give me detailed directions on how to get there.

True to their word, when I got to the Kiin, John and Mr. Kurita had a photocopy of a map ready for me, and gave some last minute advice on what to expect from Sensei when I met him.

Using the Japan Rail pass that I had purchased in the US for about $265 (for a seven day pass) I rode the National Railway to the closest station to Sensei’s condo. It was about a mile to his residence, and I was advised to take a taxi there, but I enjoy walking and I had given myself plenty of time to get there.

I was announced by the receptionist in the lobby of the large building, who called up to Sensei’s residence on the 25th floor. I was met at the door by Sensei’s nephew and then his wife met me in the living room, where I gave her a gift of pastry that I had bought that day. "It’s a trivial gift," I told her, but I just want to show my respects."

I was asked to take a seat in the living room while she went call Sensei. In the meantime, I introduced myself to a gentleman who was already seated there, a Mr. Tanaka Kodo, who turned out to be the head of the Publicity Department of the Kiin. It seemed that he was there to aid with the meeting, and, as it turned out, I was glad that he was there.

Sensei appeared and stretched out on a divan opposite the chairs where Mr. Tanaka and I were seated. I stood and bowed as he entered the room and I was directed to take my seat again. It seemed that Sensei was about five foot five or six inches tall and rather thin. He sported a moustache which gave him a jaunty air and there was a twinkle in his eyes when he spoke. He seemed to enjoy the novelty of conversing in Japanese to a foreigner and to be discussing the financial details of the contract that I presented to him. One thing that struck me immediately was that it was somewhat difficult for me to understand his speech: he mumbled quite a bit when he spoke and in general spoke like the old man he is. (Sakata Sensei turned 74 on February 15th of this year.) An interesting feature of Japanese is that different people in different walks of life or at different ages use different expressions, almost like a dialect. If one is not accustomed to that speech, one can get confused. It was there that Mr. Tanaka was a real help, "translating" Sensei’s words into standard Japanese!

We began our conversation by discussing the terms of the contract. Sensei was amenable to almost everything I had included in the copy of the contract that I presented him with. His only stipula tion was that he wanted it spelled out when royalty payments would be sent to him. "It’s not an important point," said Sensei, "I just want to make sure that we are clear on everything in the contract."

Sensei also wondered why I wanted to translate his book, which had first been published more than 25 years ago. "Why, for instance, don’t you translate a newer book, one written by Kobayashi Koichi, for instance. Isn’t he more popular these days?" asked Sensei with a twinkle in his eye. I told him that, "Yes, there many good go books being written these days, but `Killer of Go’ is a classic. There is more wonderful information contained in it than practically any book in print. I have read and reread it many times and every time I do so, I learn something new. It would be a shame if such a great book were unavailable to English-speaking readers." (I should mention that the book went through more than one hundred printings in Japan during the late ’60s and in the ’70s! That bespeaks the popularity of the work more elegantly than anything else.)

I had been there for about forty minutes when Sensei suddenly stood up and said to me, "I must shake the hand of a man who has come many thousands of miles to see me." He shook my hand vigorously and then lay down again on the divan. Mr. Tanaka remained seated where he was, so although the whole thing seemed strange to me, I sat down as well. After a few minutes of more small talk, Sensei again stood up and said that he was sorry, but that he tired easily and must cut the meeting short. I thanked him and got ready to leave.

Just then Mrs. Sakata came into the room and also thanked me for coming. I reminded her that we had met in New York in 1986 when I inter viewed Sensei for a biography I wrote for Go World magazine. She said that next time I visited Sensei would be pleased to treat me to dinner at a local pub. "It’s a small and rowdy place, but it does have its charm." (This is a standard polite phrase in Japanese.) I told her that I was leaving Japan the next day, but I was grateful for the invitation. At that point she told me to sit back down. "My husband and I have some business to discuss with a salesman in the next room, but after that I insist that you stay and have dinner at the pub."

As Sensei and Mrs. Sakata disappeared into the next room, I looked uneasily at Mr. Tanaka. "Is this really alright?" I asked. "I don’t want to impose." Tanaka assured me that it was and then Sensei’s nephew took the two of us on the balcony to admire the night view of Tokyo Bay and Yokohama in the distance. A half hour later the three of us, along with Sensei were on our way to the pub.

I was surprised that Sensei took the lead and walked briskly and forcefully across the grounds of the building, pointing out the tennis courts there, before he strode purposefully into the street and walked across to the pub.

During dinner we discussed many things. Sensei asked me if I had any questions that I’d like to ask him, and I said, "Sensei is without doubt one of the greatest go players of all time. Only Go Seigen could be considered a rival for that title. I’d be interested in knowing Sensei’s opinion of the matter." As the others chuckled at my impertinence, Sensei said, "This one really asks tough questions! Well, Go Seigen’s time at the top of the go world was actually short." I agreed, and added that during that period, Sensei had been the only one to defeat Go Seigen, in a six game match in 1953. I also asked him if he felt that Kobayashi Koichi could compile a record of ten straight Kisei titles. "Another tough question!" exclaimed Sensei, who surely regrets that he was unable to capture more than seven straight titles in the Honinbo matches from 1960 to 1967. "It’s up to someone to take the title away from Kobayashi. If another player can demonstrate the necessary strength, the title is theirs."

We also reminisced about great players of the past. I mentioned that one of the most amazing things I had ever seen was the great fighting player, Miyashita Shuyo 9 dan, who was known as the "Wild Bull of Fukushima", defeat one of the top club players in Los Angeles, giving a nine stone handicap! What impressed me even more at the time was that Miyashita had accom plished this after a hard night of drinking! It is a memory I cherish to this day. Sensei had engaged in many a battle over the board with Miyashita, and he was amused at my story. This time Sensei praised me: "He really knows his go history!"

After an evening of sashimi and other treats of Japanese cuisine, (and where Sensei more than held his own drinking sake!) I thanked Sensei for his hospitality and good grace in allowing me to translate "Killer of Go" and then said good night, with Sensei returning to his residence while I went off with Tanaka.

. Thx Bob .

Sakata Eio

http://go.yenching.edu.hk/go_web.files/nsmr.jpg
 

Sakata Eio (坂田 栄男, born February 15, 1920) is a 9 dan Japanese professional player who collected a record number of big titles from 1950 to 1975. His teacher was Masubuchi Tatsuko.

Sakata is called the "Inventor of Myoshu" in the book  Go on Go .

Sakata Eio is author of many books in Japanese. His Sakata no Go series, aimed at dan players, is still in print after more than forty years, a modern classic. Amongst his books translated into English are Modern Joseki and Fuseki, The Middle Game of Go, Tesuji and Anti-Suji of Go and Killer of Go.

In 1964, Sakata became the first person to hold both the Meijin and the Honinbo titles simultaneously. During his professional career, Sakata won 64 title matches, a new record at that time. Only Cho Chikun has won more title matches, 71 titles as of 2007.

Sakata’s pupils are Aragaki Takeshi, Sasaki Tadashi, Kato Akihiro, Kono Mitsuki, and Nakayama Kaoru.

 

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Hello my friends ,

     You known …  Now i’m studing at Czech  . That why my blog does’nt aclive like before . but i’m trying to spend more time to find , or write and translate some thing about Go for my friend :) (it’s you , if  you reading this words ) . So , i want to said that : this blog will never die , Even if you see that it is’nt active :) . 

    I’m study for my future , but i’m play go for my life

    Now , i’m can say something in czech language and in english (even when i’m live at here my english was decrease T.T ) . So , for my future and my life , beside entry in english , may be i can make some entry in cezch :) . But don’t wory , it’s not about go . it’s about cezch language , for you if you want to study czech and for my friend . So it’s my blog right ? , so i can do anything i want if it’s not impact to anyone :) . But you are my friend so i must say to you before i do anything :D .

   Anyone have something to say , please give me comment :)

Thank ! ( in Cezch : Diky )

An

 

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Basic information

12th European PairGo Championship
23-26 April 2009, Prague, Czech Republic

 

Main organiser - PromoGo and Prague’s Go Club
sponsored by Japan Pair Go Association
supported by World Pair Go Association
Logo WPGA Logo JPGA

 

and with cooperation of EGF and CAGo

The tournament will be held under auspices of
Embassy of Japan in the Czech Republic

and

City Council of Prague 13

Logo Embassy of Japan in the Czech Republic Logo Prague 13

 

Conditions applicable to participations:

- Each pair must consist of one female and one man player
- Both members of each pair must be passport holders of the same European country
- One pair from every EGF-members country will be given a support of 100 EUR (an official pair). The support will be used to cover an accommodation for three nights (from Thursday till Sunday) in a hotel ‘Franta’ and for free lunch in a tournament buffet on Sunday.
- Each pair, who can claim EGF-support, must register by 15 April, 2009
- Organiser does not pay any other expenses

Tournament conditions:

- MacMahon system, even games, 6 rounds, basic time 45 minutes, byoyomi 10 sec per move, komi 6,5, Japanese International PairGo rules
- Top MacMahon group will be formed from all dan level pairs and all official pairs
- Small refreshment will be provided during the tournament (tea, coffee, non-alcoholic drinks, cookies, …) free of charge

You are heartily welcome to come to Prague and join the tournament to play and have a fun together

Vinh An : I will met you at there :)

 

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  1. A bamboo joint can’t be cut  

proverbs01 Go Provebs

A bamboo joint is hard to cut because there are two spots to be cut A and B.
Therefore, it is one of the strongest connections.

 

 2. Add a stone to the sacrifice on the third line  

proverbs02 Go Provebs

Abandon a stone on the third line only after you add another stone to make two stones. This way, you can use all of 3. 5, and 7 as initiatives.

 

 3. Attach to make shape  

proverbs03 Go Provebs
When making shape inside the opponent’s territory, attach to the opponent’s stone.In the reference figure on the left, Equivalent points attaching with 1 makes a nice shape of 3 atari, 2 bend or 11 stretch.
10-△

4. Attack after making the other stones heavy  

proverbs04 Go Provebs
Before attacking a stone, you have to make the other stones heavy.Pincer with 3 can make the opponent ignore or 3.3 infiltration can make the opponent abandon the territory.So you have to make the other stones heavy before attack so that the opponent may not easily abandon the territory.

5. Approach from the wider side  

proverbs05 Go Provebs
When approaching from the opponent’s corner, approach from the wider side. If you approach A, the narrow side, you will be attacked.

 6. Big groups never die  

Big groups never die. If the number of stones spread all over never ceases to grow, The possibility of life also grows. So it would be better to attack and gain proper advantages rather than just to capture a piece.

 7. Capture a ladder as soon as you can  

proverbs07 Go Provebs
Capture a ladder as soon as you canIf you do not as seen in the diagram,all the stons in "X" area become sun-su(sente) and they loose power in oncoming battles though they are hu-su(gote), you should strike the ladder as soon as possible.

 8. Capture what you cut off  

proverbs08 Go Provebs
Capture what you cut offIf you do not capture with 2 and connect with A, Capture form and thickness do not match with elsewhere. From the Black’s angle, he or she has to cut off first what is opposite to the side that is preferred to capture, Because the opponent will capture what is cut off.

9. Chess is a battle, Baduk is a war  

Chess is a battle,and Baduk is a war. It takes a while to engage in many battles repeatedly using various strategies to lead to an end of a game.When playing Baduk, you should never be discouraged over one loss because another game is ahead of you, and you should never be too proud of one win unless you are sure to win next time.

10. Count your threats before starting a pae(ko) fight  

proverbs10 Go Provebs
Count your threats before starting a pae(ko) fight.You may be embarrassed to know you do not have threats when you reckless start a pae(ko) fight.When you do not have threats, pae should be reserved and you have to build your threats somewhere else. Then, it would be harder for the opponent to respond.

11. Cut to gain a liberty  

proverbs11 Go Provebs
In the capturing race, cutting off like 1 ends up with gaining one move. Attack by 3 will cause Atari by white and you will die short of liberty.But cutting off by 1 first forms a suicide that prevents Atari.

12. Defend while attacking  

proverbs12 Go Provebs
You have to defend yourself while attacking.Bend-connect with 1, 3 by Black weakens White’s basis. Black’s corner forms a perfect house. Without bend-connect, White will possibly regain its strength and you will suffer from 3.3 attack.

 13. Don’t crawl any more than you have to  

proverbs13 Go Provebs
Do not crawl any more than you have to.There is no choice for White when Black’s move creates initiative, but you do not have to extend as far as X.When not in a specific situation, you should not crawl any more than you have to.

14. Don’t cut the one-space diagonal jump  

proverbs14 Go Provebs
You are not expected to win if you recklessly try to cut ‘the one-space diagonal jump’.As seen on your left, trying to cut off a white stone made 2, 4 precede and the stone cut off by 6 became a bad move.’the one-space diagonal jump’move implicates many moves around so you should not cut it unless you have perfectly figured out reading. .

       15. Don’t give up key stones  

proverbs15 Go Provebs
You have to know what is a key stone and what is not.4 ‘▲’ stones of black are all insignificant but Black’s ‘ㅇ’ are all key stones. You have to build up key stones with 1 and find a way to attack White’s ‘□’.If you save 4 stones with A, you will end up with making insignificant stones heavier.

       16. Don’t make compact group of stones  

proverbs16 Go Provebs
Compact groups of stones do not work well. They are heavy, yet less effective.When Black makes a cut off with ▲, do not try to save White stones but just keep extending with A.
6-▲

       17. Don’t make empty triangles  

proverbs17 Go Provebs
Empty triangles represent a very bad form. When Black pushs on you with 2, you have to take it with 3, then the empty triangle of White’s 4 and Black’s 5 is inevitable. And still, a White stone places on Black’s vital point. As for Black’s 3, should-stick to A is a proper move.

       18. Don’t make only one huge territory  

proverbs18 Go Provebs
One huge territory apparently looks huge. But it is not that promising and is forced to face too many end games. When White makes a cut off with 1, put on a hat around A and attack.The territory will shrink, but you have to keep attacking on White and take advantage elsewhere.

       19. Don’t make two weak groups  

proverbs19 Go Provebs
Two weak groups are hard to control. Though there is a weak group on upper sides, attack is made from right side.Brilliant attacks by 2, 4 and 6, 8 from equivalent points of A and B , and White is out of control.You have to control weak groups first so that they may later work for next fights.

       20. Don’t touch stones you want to attack  

proverbs20 Go Provebs
Be careful when touching weak stones. If Black responds to White’s attack by ‘△’ with placing stones lower than 1, White will be easily controlled.Should-stick to 4 brings about White’s stand-up against 1, then you have to make 1 point jump, slowly degrading the opponent’s basis, and attack.

       21. Don’t try to surround an area with an open skirt  

proverbs21 Go Provebs
Surrounding an area with an open skirt does not contribute to a territory.When 1 tries to make a cut off, it would be better to attack Black 1 than to protect the territory with 2. Because you have to watch A again later anyway, it’s like a blow on your face.

       22. Don’t try to surround the center directly  

The center looks huge but actually it is not. And forming a territory in the center requires blocking all four directions in advance, which is also easily breakable.So it would be better to start forming a territory from a corner or a side, and extend to the center from then than to block the center.

       23. Don’t peep at a bamboo joint  

proverbs23 Go Provebs
It dose not look good to peep at a bamboo joint. Peeping with Black 1 does not make a bamboo joint but moves of 2, 4 definitely creates peeping at a bamboo joint.In this situation, just jumping off to A is a good move.

       24. Don’t peep at a cutting point  

proverbs24 Go Provebs
Watch for a good chance to cut it when you find a good spot to cut.Peeping and having the opponent connect it is a great loss. It is like you are willing to get rid of the opponent’s weakness.

       25. Don’t play near thickness  

proverbs25 Go Provebs
Do not get too close to the opponent’s thickness because you will have weak groups as soon as you are attacked.In this arrangement, you are doing well enough if you make a move around A. This way, you will decrease the opponent’s thickness and protect your territory at the same time.

       26. Don’t play pae(ko) theats that hurt you  

proverbs26 Go Provebs
Don’t play pae(ko) theats that hurt youWhite plays a pae threat with 1 and Black takes it, and this ends up with great loss because some moves remaining around A which can easily get cut. If you play pae threats too much, pae burden for the opponent decreases accordingly. So you may have a great loss though you have won the pae(ko).

       27. Each moves in a failed ladder costs seven points  

proverbs27 Go Provebs
Developing a ladder is the last move that you have to makeWhen thinking of adding a stone that inevitably causes the opponent’s thickness after hitting the stone, each moves in a failed ladder costs seven points.

       28. Enlarge eye space to live  

proverbs28 Go Provebs
There are many cases you have to enlarge eye space to liveFor example, you can make a shape to live by enlarging eye space. But you have to be careful because there are some cases where you have to make a move at the vital point rather than to enlarge eye space in order to live.

       29. Extend after the crosscut  

proverbs29 Go Provebs
It is advantageous to extend after the crosscut. Abusing Atari cause the opponent to strengthen and yourself to weaken.

       30. Extend three spaces from two stone wall  

proverbs30 Go Provebs
As seen in the diagram, it is suitable to extend three spaces (to 1 or A) from two stone wall (▲). It is easy to reconnect after the opponent has cut it.

       31. Extend two spaces from a single stone  

proverbs31 Go Provebs
As seen in the diagram, it is suitable to extend two spaces from a single stone (▲). If you extend three or four spaces, it is hard to connect it when the opponent tries to cut it, and you will also have two weak groups if the opponent’s background is strong.

       32. Fill outside liberties first  

proverbs32 Go Provebs
In the capturing race, it is fundamental to fill outside liberties as seen on the right. Filling liberty inside 5 with 1 causes Black to be captured short of one move.

       33. Give up worthless stones  

proverbs33 Go Provebs
When Black tries to cut off you with 1, it is the worst move to extend to 3 in order to save White’s two stones. You may save your ass but you still have to crawl on the second line for a little while. Just abandoning 2 and 4 to occupy 6 of great power is more promising for White.

       34. Good moves and bad moves are bedfellows  

diagram 1

proverbs34 Go Provebs

diagram 2

proverbs34 2 Go Provebs

Good moves and bad moves are bedfellows. A move’s final fate is subject to detailed circumstances. So it is important to make a move suitable for the situation rather than to memorize each move. In the diagram 1, Black’s 1 is a good move. And in the diagram 2, Black’s 2 is a bad move; it should be placed on A.

       35. If you lose four corners, resign  

Corners are the best place for building a house (crosses). If you give in all of your 4 corners to your opponent, You are unlikely to win. The corners are important, so you have to make a move at the corners first.

       36. If your stone is capped, play the knight’s move  

proverbs36 Go Provebs
If your stone is capped by the opponent, play the knight’s moveIf you carelessly touch capping stones, you can be made use of.

       37. If high on one side, play low on the other  

proverbs37 Go Provebs
When extending to the sides, The most important is the balance of high and low. Low on both sides means ‘not promising’, and high on both sides means ‘hard to make crosses’. If it is high on one side, you have to play low on the other.

       38. If you don’t understand the ladders, don’t play Baduk  

proverbs38 Go Provebs
The ladder is the most fundamental skill in playing Baduk. That’s why beginners always learn the ladders first of all.

       39. If you’re afraid of pae(ko), don’t play Baduk  

proverbs39 Go Provebs
Quite a few people are afraid of pae(ko). But pae(ko) also is one of the most thrilling parts of the play. You hardly win if you are afraid of pae(ko). It is important to decide whether to play pae(ko) or avoid it depending on situations.

       40. In a race to capture, take the pae(ko) last  

proverbs40 Go Provebs
It is a principle to take the pae(ko) last in a capturing raceIf Black’s 1 takes the pae of 3, White will strikes at you first.This is the loss of one ko threat. So you have to fill up the neutral point first before taking the pae(ko).

       41. In the corner, four die and six live  

proverbs41 Go Provebs

proverbs41 2 Go Provebs
As seen in the diagram, in the corner, four die and six live. And five live if your move precedes your opponent’s, and don’t if not.

       42. Keep inessential dansu(atari) till the end  

proverbs42 Go Provebs
As seen on your left, atari on A requires no urgency. It can also be used as ko threat later and you need to keep it till the end if not urgent.

       43. Never push on the fifth or sixty lines  

proverbs43 Go Provebs
Pushing on the 5th line leads to more loss than gain. Never push on the fifth or sixty lines if not on specific occasions.

       44. One eye beats no eyes  

proverbs44 Go Provebs
In the capturing race, having one eye is better than having none. In the shaping of stones in the diagram, white stones are less than blacks but with having eyes, its move precedes the Black’s.

       45. On the second line, Six die and eight live  

proverbs45 Go Provebs

proverbs45 2 Go Provebs
As seen on your left, on the second line, six stones die and eight live. Seven will live if your move precede the opponent’s, and will not if not.

       46. Play in the center of a symmetrical formation  

proverbs46 Go Provebs
The shapingof the diagram on your left is simple. In many cases, the center of symmetrical formation of can be a vital point regardless of its degree of complexity.You have to play in the center of a symmetrical formation.

       47. Play at the center of three stones  

proverbs47 Go Provebs
In most cases, the center of three stones is a vital point. White’s move on A looks good at first glance, but it dies because Black’s B is a good move. The center of three stones is a vital point for almost everything like move,tesuji not to mention ‘life and death’.

       48. Play first corner, side and center  

Whatever they may say, in the game of Baduk, the player with more crosses wins. Corners are the easiest to build crosseson and the center the hardest. So you have to play corners first, and then go on to sides and center.

       49. Play the first move in your upper right corner  

proverbs49 Go Provebs
Baduk is the game of manners. The first move dose not directly lead to a matter of win and loss, but the first move in your upper right corner is an unspoken custom for your opponent to easily see it. However some pros do not follow this to engage in a nerve war.

       50. Play vital points before big points  

proverbs50 Go Provebs
You sometimes encounter vital points and big points at the same time. As seen in the diagram, A area looks big but Black 1 is very vitalBlack’s going to 1 creates a move in the right-side territory of White, but White’s going to C give an eye on D. So you find this a vital point after due consideration.

       51. There is death in the bend  

proverbs51 Go Provebs
In a life-and-death battle, there are many cases you are more powerful if you reduce eye space by bend. As seen in the diagram, Black 1 reduces eye space and 3 captures White at one strike on the vital point. But not exactly as told in the proverbs, sometimes you have to move on the vital point in advance.

       52. Sacrifice small to take large  

proverbs52 Go Provebs
Abandoning a stone is wasteful. But you should be willing to abandon some stones if you can get more advantage by doing that. As seen in the diagram, the crosses at the corners are merely worth 20, but White’s influence dictates the whole.

       53. Strange things happen at the 1-2 point  

proverbs53 Go Provebs
1-2 point can be a vital point in the corner fight. As seen in the diagram, Black elsewhere is pae(ko) or short of one move, but only 1 is a good move that can capture White; Check this out. The vital point of corners is 2-1; Keep this in mind.

       54. Start with the smallest pae(ko) threat that works  

It is good to start with the smallest pae(ko) threat that works, for you can get more advantage with a big ko threat even if you lose pae. The use of ko threat is more essential than winning pae itself.

       55. Strike at the head of two or three stones in a row  

proverbs55 Go Provebs
Striking at the head of two or three stones in a row makes the opponent’s shape shrink and yours enlarge. As seen in an action on your left, White’s shape is warped.You can double-bend or bend with 3 even if White bends to A.

       56. Strike at the waist of the knight’s move  

proverbs56 Go Provebs
As seen in the diagram, you have to strike at the waist of the knight’s move. If a cut off is made around Black 2, it is disadvantageous for White after Black’s stretch to A. The shaping of the diagram tells us that White is okay to go ahead.

       57. Take territory while attacking  

proverbs57 Go Provebs
The attack with no gain is worse than just staying still. In the diagram is shown the model example of attacking and building crosses on both sides at the same time. You need to strive to take territory while attacking unless you can capture pieces.

       58. The butterfly formation is bad  

proverbs58 Go Provebs
Like ▲s seen in the diagram, Guarding corners is ineffective. Though guarding 3 stones, White’s attack with 1 gives him a move. Guarding 3 or 4 rather than▲ is narrower but stronger.

       59. The enemy’s vital point is my own  

proverbs59 Go Provebs
There are many cases when the enemy’s vital point is also your own. White 1 is an absolute move and it puts Black in danger.On the contrary, if Black’s move is made on 1, it pus White on the defensive. When it is hard to make up your mind about moving, think in the opponent’s position.

      60. The larger eye wins the fight  

proverbs60 Go Provebs
When in a capturing race, It is advantageous to have larger eye if there are crosses on both sides. The smaller common neutral point is, the more advantageous it is to have larger eye.

       61. The one-point jump is never bad  

proverbs61 Go Provebs
The one-point jump is one of the commonest moves at Baduk.With this, there is no problem in connecting, building crosses, enlarging formations; so one-point jump is simple but never bad. Even the strongest players use this many tims with great care in actually plays.Not every complicated play is a good one.

       62. There are no ladders in a nine-stone game  

proverbs62 Go Provebs
In a nine-stone game, the ladder in the opening game is unconditionally good for Black.The nine trimming stones block all directions. Therefore there are no ladders for White in a nine-stone game. Black has to use this to his advantage.

       63. The third line is for territory, the forth line is for influence  

proverbs63 Go Provebs
The third line is for territory, the forth line is for influence. It is hard to gain in influence oppressed by the enemy on the 3rd line, on the 4th line, it is easy to take large territory; yet also easy to be taken by the enemy’s attacks. You have to properly use the third and forth lines for a better play.

       64. The tortoise shell is worth sixty points  

proverbs64 Go Provebs
The tortoise shell made by strikes at two stones has only 4 points, but is extremely heavy and expansive. This tortoise shell is approximately worth sixty pointsYou must not have the opponent build this formation in any cases.

       65. The second line is the line of defeat  

proverbs65 Go Provebs
Unnecessary crawl on the second line like 13 and 15 is not good. Crawl on the second line should be made only when necessary. For example, White 7 is obligated to crawl because Black’s move precedes, but 13 and 15 cause much loss.

       66. To reduce an opponent’s large prospective territory,
strike at the shoulder
 

proverbs66 Go Provebs
If the opponent’s territory becomes prospective, you need to cut it down. In this case, Strike at the shoulder like White 1 is a good move.You can crush the opponent and make an easy escape to the center. If White does not take action, Black will extend to A.

       67. Try to make the stork’s wing formation  

proverbs67 Go Provebs
This seems to be a good shaping for all players.In a backdrop of corner enclosure, this is an ideal shape occupying both sides. Though you lose one of the two corners, you can make a prospective territory on the other side.And you should not allow the enemy to do this.

       68. Use the knight’s move to attack, the one-point jump to defend  

proverbs68 Go Provebs
Use the knight’s move to attack, this way you can oppress the enemy. One-point jump is also used but not as oppressive. But one-point jump is more effective when escaping.

       69. When you’re winning, keep the game simple  

In a game of Baduk, sometimes the situation is to your advantage and sometimes against you as time passes by. When you are winning, you have to make the game to come to an end easily.This way you will make less mistakes and keep this advantage easier.

       70. Win the stones, lose the game  

proverbs70 Go Provebs
Sometimes you win in a series of fights but you still lose the game. As seen, White was too greedy to win the game, White tried to capture Black but it consequently blocked itself. You have to have an eye of looking at the entirety before actually playing.
4 - 9

 

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 Relax ^___^

c131000en Go Cartoons :)

Boaster mean " Kẻ Khoe Khoang " in vietnamese language :))

miene01 Go Cartoons :)Let Start !
miene02 Go Cartoons :) In Ehren ergraut.  //  In honor of hoary

miene03 Go Cartoons :) Hallo Leute!  Hi Everyone !
miene04 Go Cartoons :) Cool bleiben.  // Keep cool

miene05 Go Cartoons :) Ärger // Anger
miene06 Go Cartoons :) Interessiert abwarten.  // Interested wait

miene07 Go Cartoons :) Irritation
miene08 Go Cartoons :) Ratlosigkeit  // Perplexity
miene09 Go Cartoons :) Freude  //  Joy
miene10 Go Cartoons :) Freudensprung  // Frisk
miene11 Go Cartoons :) Lachen  // Laughting
miene12 Go Cartoons :) Schlaf // Sleep
miene13 Go Cartoons :) Schock  / Shock
miene14 Go Cartoons :) Erstaunen // supprise
miene15 Go Cartoons :) Ermahnung // admonishment
miene16 Go Cartoons :) Trunkenheit  // drunkenness
miene17 Go Cartoons :) Zorn / Anger
miene18 Go Cartoons :) Kälte / cold
miene19 Go Cartoons :) Geschrei / Bluster
miene20 Go Cartoons :) Gute Laune / Good Mood

 

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Special Go Mastercourse 2009

In the week of February 24th to March 1st there will be another Master Course, organized by Takemiya Masaki 9p and Kobayashi Chizu 5p. This year the Special Go Master Course will take place in two European capital cities: Paris and Vienna.

On Tuesday (Februar 24th) and Wednesday the two Japanese professional players will teach in Paris; the following four days (Thursday to Sunday) there will be events in Vienna.

The Special Go Master Course 2009 is sponsored by the Agency of Cultural Affairs of the Government of Japan.

Here is a detailed time table:

PARIS

Tue, February 24th
18:30
Lecture "La stratégie et l’harmonie dans le jeu de go" by Takemiya
Masaki 9p

Wed, February 25th
15:00-16:30 Simultaneous teaching games (age limit 20 years)
18:00-19:30 Simultaneous teaching games

The Paris events will take place in Maison de la culture du Japon de
Paris; Reservation: cb transparent l Special Go Mastercourse 2009fr Special Go Mastercourse 2009space Special Go Mastercourse 2009space Special Go Mastercourse 2009arrow Special Go Mastercourse 2009space Special Go Mastercourse 2009space Special Go Mastercourse 2009space Special Go Mastercourse 2009space Special Go Mastercourse 2009space Special Go Mastercourse 2009space Special Go Mastercourse 2009space Special Go Mastercourse 2009+33-1 44 37 95 95cb transparent r Special Go Mastercourse 2009.

VIENNA

Thu, February 26th
18:30 Uhr
Lecture "Go - an international game" by Takemiya Masaki 9p Japanese Information and Cultural Center (Schottenring 8, 1010 Vienna); Reservation: cb transparent l Special Go Mastercourse 2009at Special Go Mastercourse 2009space Special Go Mastercourse 2009space Special Go Mastercourse 2009arrow Special Go Mastercourse 2009space Special Go Mastercourse 2009space Special Go Mastercourse 2009space Special Go Mastercourse 2009space Special Go Mastercourse 2009space Special Go Mastercourse 2009space Special Go Mastercourse 2009space Special Go Mastercourse 2009+43-1-533 85 86cb transparent r Special Go Mastercourse 2009

Fri, February 27th
16:00-18:00 Registration
18:00-21:00 Go Course
Go7, Mariahilfer Straße 82, 1070 Vienna

Sat, February 28th
10:00-21:00 Go course
Go7, Mariahilfer Straße 82, 1070 Vienna

Sun, March 1st
10:00-16:00 Go course
16-18 Uhr cleaning up, including Go sets
Go7, Mariahilfer Straße 82, 1070 Vienna

To register for the Go7 events please email info@goverband.at.
The Go events will be free of charge.

The effects such a Master Course can have can be seen in the example of David Seibt who took part in the Master Course in January 2008 in the Go7 club in Vienna. Through recommendation by and support of Kobayashi Chizu 5p and Kenmochi Jo 7p David went to Japan in August 2008 and now studies Go as an insei at the Nihon Ki-in in Japan.

Low-priced accommodations can be booked via the following web pages:

Jugendgästehaus Hütteldorf (Youth hostel)
http://www.oejhv.or.at/quartier/1130/1130.htm
Wombat’s City Hostel http://www.wombats-hostels.com/vienna/
A&O Hotel/Hostel http://www.aohostels.com/de/vienna/

Cezch Go Association Website

 

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 New Domain :

recently , somne people talk to me that my blog have domain very hard to remember so they need to book mark it with they computer , but when they go out or at another place they can’t remember it T_T so i was make new domain . he he , it’s free domain so co.cc look not nomarl but easy to remember .  Now you can try this one

http://www.igofan.co.cc  Or  igofan.co.cc ( i was think about kydao.co.cc but i like igofan more than it :)

So i ask you to comment , i should hide real adress or show real adress

And another new is . Plugin Post Views . so i can see how many time my blog help another people .

And  New Download Page , more easy to find with search tool bellow , you can find any thing you need to download . in this week i’ll try to colect more Kifu , more book , Teaching Game inside ..v..v. .  so it’ll be more difficult to find thing you want . ^^ !

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Karigane Junichi - the gentle samurai

WHEN KARIGANE Junichi was born, on 30 July 1879, his family was in decline, like all samurai families left stranded by the fall of the Shogun. His father was Iwase Kyosaku - Karigane was his mother’s maiden name - and they lived in Morikawa-cho, Hongo, in Tokyo, where Tokyo University is now located.

His father learned go in the prime of his life, but was passionate about it and used to have friends come at play at his house. His son was attracted by the sound of the stones. Even Karig4 Karigane Junichi   the gentle samuraiwhen playing outside, Junichi would run back to the house once he heard the stones. This was when he was around five. He simply watched. After a while watching did not satisfy him and he begged his father to play him. At first father did not believe he was serious, but the child persisted and so they began to play. The result was a tie. It seems the handicap was just five stones.

Father and friends were suitably astounded and very soon the boy outpaced them. An unnamed professional heard about this and proposed to Karigane’s father that, if the boy were entrusted to his care, he would ensure he became a good player. From another version of the story we learn that a "good player" apparently meant 1-dan by the age of 10. But the boy’s father was more concerned with his education and banned him from playing go after that - though, again, another version of the story puts a gloss on this: "in school time," which meant he could play only during the summer holidays.

Karigane’s father was in fact a man of some learning. He had studied Chinese and now taught it. Karigane took advantage of his father’s absences from home to continue his illicit study of go. His main source was the famous book Kokugi Kanko (Viewing the Highlights of the National Art) by Honinbo Jowa, a collection of 74 of his games.

He challenged anyone available, and as he advanced by leaps and bounds his father found he had to lift his ban. By the time the boy was in his early teens, there were few amateurs around who could match him.

Meanwhile, ill luck continued to dog the household. Father had had chronic asthma since Junichi was about five or six, and the family situation had become very bad by the time he was in his teens. Eventually, father decided to move to Shizuoka Prefecture in the hope of finding a healthier climate. Mother and son were reduced to a hand-to-mouth existence, and often left without food. Junichi would then seek food and shelter with friends and sometimes went out on long hikes looking for enough work to keep body and soul together. Obviously, at these times he was not studying go.

The first benefactor

In 1892, however, he came across a man called Ono Suiseki who patronised him most generously then and for the rest of his life. In later life Karigane was to say, "What I am today is all due to Ono."

Karig2 Karigane Junichi   the gentle samuraiThe first fruit of the patronage was to allow him to study at Hoensha. There he reached 1-dan almost at once, in 1893. Everybody who was anybody frequented Hoensha, and in 1894 Karigane had the good fortune to find favour with Prince Ito Hirobumi, the most illustrious statesman of the Meiji period - he had drafted Japan’s first constitution and was to be a later prime minister. For some three years Karigane was to be a regular visitor at Ito’s mansion.

When the Sino-Japanese war broke out, Prince Ito left to attend to military affairs the at Supreme Imperial Headquarters in Hiroshima, where the Meiji emperor was staying. Karigane had another slice of luck when he was invited to accompany Prince Ito to the peace conference at Shimonoseki to conclude the war. It did no harm at all to Karigane to be talked about by men of distinction as a go genius.

When, around 1897, he left Prince Ito’s mansion to return home, he found his family in the same state of destitution in which he had left them, and his father still ill. But now, in 1896 and aged about 17, he had a skill and was able to open a small go salon at Nichikata-cho in Hongo. This brought in enough to make ends meet.

Karigane was thus able to convince his father that his future lay as a go player, and that he was not too late to succeed. He formally enlisted, therefore, at Hoensha as a student. Hoensha was then headed by Nakagawa Kamesaburo 8-dan and he had several distinguished pupils. He allowed Karigane to stay with him and his heir Nakagawa Senji at his home in Goken-cho in the Ushigome ward as live-in pupil cum lodger.

In the summer of 1897 Karigane was able to go on a go study tour to the Kanto and Tohoku districts and so visited Koyama, Tochigi, Fukushima, Sendai, Ishinomaki and Saitama. On his return to Tokyo in the autumn, he was awarded 2-dan.

In October 1899, he went with Kusaka Yoshio to Korea and beat their top player Paek Nam-kyu. Karigane’s visit to Korea was classed as the first by a professional. Uchigaki Suekichi had gone to Korea earlier and played go, but he was there as a public servant. Being there in his own capacity as a go professional, Karigane found communication difficult. He therefore put an ad in a Seoul newspaper, offering to play anybody.

Triumph in Korea

There were two strong Korean players at that time. One was away on a trip. The other was Paek, who did challenge Karigane. 15-year-old Paek, however, was not a full-time player nor destined to be one. He was to become a member of the Privy Council (he died only in 1970). He had, nevertheless, been able to trounce all the Japanese then resident in Seoul, and so was supported by them, as defeating Karigane would save some face for them. Paek took the seat of honour and Karigane had to play first - but with White, as was the custom in Korea. They alternated between Japanese rules and Korean sunjang go. The uchikomi rule was in force, that is with handicaps adjusted after one player was four games ahead.

Karigane ploughed a straight furrow, beating Paek down to a four-stone handicap in Japanese go and a two-stone handicap in Korean go, without losing a single game. Still, it was not always straightforward for Karigane. In their last game, in a lost position, he won by three points through a swindle. Statesman-to-be Paek praised him as a genius.

In 1899, apparently, Karigane lost no games anywhere and had only one jigo. In 1900 he was therefore promoted to 3-dan, and in March 1901 to 4-dan. There were few tournaments in which to make a mark, of course, but in 1904 he won one organised by the Jiji Shinpo.

Just after Karigane reached 3-dan, his father died, in March 1900. During his sickness, his father had jotted down what was in his memory and published it in book form under the title of A Book for Go Fans. On the day before his death, he said to Karigane, "My father, your grandfather, was in military service in the fief of Toyohashi. I lost my father and mother when I was young, and through the dissolution of the shogunate I became what I am now. But in our family the blood of a samurai still flows. You, as the next in line, must live with this pride."

Karig1 Karigane Junichi   the gentle samuraiAfter his father’s death, Karigane left Nakagawa’s house, where he had been staying for six years, and went home. In all that time he had only played Nakagawa twice. He had been a filial son and had been keeping his family, apparently through instructing rather than studying.

It was still a hard time for him. In his late years he recalled, "Around 1904 I was absolutely penniless. Today there is no comparison with other go players. Having to live without causing anxiety for my mother was really painful."

Karigane’s style

In 1905 he left Hoensha and became a student of Honinbo Shuei, being also promoted to 5-dan. Shuei said of his new pupil, "Karigane’s go is very different from other people’s. He does not stick his neck out in jerks and spasms, Rather it is like water flowing gently downhill and accumulating there. In this respect he is like Shuwa. As regards those fit to become a future Meijin, he is the only one at present."

However, leaving aside the rise of arch-rival Tamura Yasuhisa, it seems that Shuei may have modified his assessment in the next year or so. A friend of Karigane, Isawa Shunko, told this Mozartian story: "His go style was greatly influenced by Shuei. But while it seems just like Shuei’s, there is one aspect in which it is dissimilar. This is because the time he had with Shuei was short and he could not assimilate everything his teacher had. There is an extreme coolness in his go. He therefore lacks the violent impulse to ’slaughter the dragon and quell the tiger’, yet there is an unending tenacity of a kind that is virtually never seen.

"One day I looked in on Shuei on his sickbed. I asked him about Karigane’s go style. The Master thought for a long time, then said, ‘His go suffers from seeing too many moves.’ In my ignorance I cannot understand this phrase, even now. From what I infer, this is why, when a complicated position arises, there is no explosive power. It implies there is no pressure being applied. Or maybe this is not what Shuei meant. The Meijin’s phrase is not easy to judge, but I think it was favourable to Karigane."

Karig3 Karigane Junichi   the gentle samuraiHere is another assessment, from Nakane Hojiro 6-dan, a Hoensha stalwart who laid the foundations of the Kansai Ki-in.. "When I played Karigane, he often thought for a long time. But when I looked at his gentle face my anger melted away. His face was gentle like a lady’s, a little pale, reminding me of a crane. There was no deviousness."

Karigane married in 1906, producing two boys and a girl. He reached 6-dan in 1907 but left the Honinbos then. When Honinbo Shuei died that year, his widow and her group wanted Karigane to succeed. She insisted this was Shuei’s wish - apparently he had shown this by giving Karigane his 6-dan from his sickbed. It was said that, having been brought up in straitened circumstances, Karigane had an affable and pleasant demeanour towards his hosts, whereas Tamura did not. However, the tradition was to choose the strongest player, even if there was a legitimate son, and the consensus was that Tamura Yasuhisa (the future Honinbo Shusai) was the strongest. Thus the Honinbo house split and a bitter struggle ensued.

The struggle ended in a compromise when the retired Honinbo XVI Shugen resumed office as Honinbo XX.

After this rebuff, Karigane became sentimentally detached from the Honinbo family and from centralised go in general. His sun waned while Tamura’s rose. Tamura held meetings in Shuei’s house. Karigane attended but soon drifted away. He also eschewed newspaper games, burying himself away at home. But in this period he published his widely acclaimed Tora no Maki (Trade Secrets).

Karigane Karigane Junichi   the gentle samurai
A scene at Karigane’s club, from his Tora no Maki. Karigane is at the left in the foreground. His book collaborator Yano Yoshijiro is the moustached fellow in the centre background. The other gentlemen are known, but are all amateurs and not specially famous. The large pots are likely to be hand warmers.

Dated 1911, this was a collaboration with Yano Yoshijiro, who explains at the beginning that much of the material came from Karigane collected over 20-odd years. That probably explains why the book seems a bit of a pot pourri, more of a magazine in book form. But the subjects covered range widely, cover material never seen before (e.g. a discussion of Move 1) and are written about in detail instead of relying on an abundance of diagrams. The advice is at a sensible level for ordinary players (e.g. the preface alerts readers to the need to consider one corner relative to another). The book is also spotted in magazine style with line drawings of various game scenes. It is hard to avoid the feeling that these represented members of his club, especially as so many are wearing western clothes, and many are striking poses that look idiosyncratic. It is easy to see why this book would be seen as a breath of fresh air. It spawned a go journal of the same title, founded by Yano, which was very popular even though Yano was recognised as the weakest of all go writers in go. His true metier was as a shorthand note-taker.

Karigane then devoted himself for years to organisations centred round himself. The first was the Kogyokukai in 1907. He was very much out in the cold, though, and briefly returned to Hoensha in 1920. In that year he was able, however, to play a two-game match with Honinbo XXI Shusai (as Tamura now was), thanks to the patronage of Marquis Hosokawa Moritatsu. The score was 1-1, though Shusai took White in both games as he was 9-dan and Karigane nominally only 6-dan. It was the first time they had played in sixteen years. They were serious games, played over 14 and 20 sessions respectivly

Society to "abolish old practices"

Karigane was then a prime mover in setting up the Hiseikai in 1922 under the sponsorship of the prime minister Inukai Bokudo, along with Segoe Kensaku, Suzuki Tamejiro and Takabe Dohei. They had several revolutionary ideas, such a tournaments being played on level terms and with time limits, but were perhaps a little ahead of their time. Karigane won their first event, ahead of Segoe, Suzuki then Takabe.

Honinbo Shusai in 1927
Arch-rival
Honinbo Shusai
in 1927

He briefly joined the Nihon Ki-in in 1924, but soon left to oppose the Ki-in and to co-found the Kiseisha. While there he had an apparent stroke of luck. Shoriki Matsutaro, chairman of the Yomiuri Shinbun, suggested a match between between him and Shusai, representing the dominant Nihon Ki-in. This was a delicate operation because it involved two feuding organisations. Simply because he saw Kiseisha as a dissident group, the influential Baron Okura initially refused to countenance it.

The Yomiuri was then in bad shape and looking for a saviour. Shoriki, a former chief of police, was also a journalistic genius. He took over the ailing newspaper with the backing of the financier Goto Shinpei. He took sales from a few hundred thousand to several million copies. One reason was his ability to come up with marketable gimmicks. One of his first gimmicks was the Shusai-Karigane match.

The Kiseisha school had been formed in October 1924, but by 1926 Suzuki Tamejiro had left and returned to the Nihon Ki-in. That left Karigane (who was given 7-dan by the new organisation), Takabe Dohei and Onoda Chiyotaro. Shoriki got round Baron Okura by hinting at the secret idea of forming yet another go association, the Teikoku Ki-in, and so weakening the Nihon Ki-in.

The match between the champions of the Nihon Ki-in and Kiseisha therefore started on 27 September 1926 and lasted till October, spanning six sessions. Despite a 16-hour time limit, Karigane eventually lost on time in one of the most famous fighting games of all time.

Go meets literature

The Yomiuri reported the game on giant boards as well as in the paper. It was said to have increased subscriptions threefold. Shoriki mobilised literary men of the day to write up the game. They included Kawahigashi Hokigoto, Muramatsu Shofu, Mikami Otokichi, Kikuchi Kan, Kodama Kagai, Sasakawa Rinpu and Toyoshima Yoshio. After this the idea of having a distinguished observer of important games became the fashion in newspapers.

In 1933 Kiseisha awarded Karigane 8-dan. In 1941 he founded a new, and still extant, organisation called Keiinsha and still had enough prestige to be brought forward as an opponent for Go Seigen in his series of ten-game matches. Yet the match was frankly an embarrassment for Karigane. Although Go was technically ranked lower at 7-dan, they played on level terms (no komi) because Go had recently beaten Kitani Minoru down to B-B-W. After five games Go was ahead 4-1. Karigane had been forced down to B-B-W, and so the match was called off. He was, however, able to salvage some face a couple of years later when manufactured a jigo with White against Go in a Yomiuri 8-dan tournament.

Still, he had proven himself many times a survivor, and in 1953 he was good enough to head a tournament for three veterans, beating Segoe into second place and Suzuki into third.

Facing death, Karigane was awarded 9-dan by acclamation of his Keiinsha pupils on 1 January 1959. He died on 21 February in Tokyo. He was 79. In a fine gesture, though after his death, the Nihon Ki-in awarded him an honorary 9-dan.


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081225d Otake Hideo becomes chairman of Nihon Ki in board


On 9 December, Otake Hideo was elected as Chairman at a meeting of the Nihon Ki-in board of directors. He succeeds Okabe Hiromu, a prominent businessman who was formerly Chairman of the board of directors of Denso Corporation. His term of office runs until 29 July 2010.
The other members of the board are:
President: Imai Takashi
Vice Chairman: Adachi Seijiro
Executive directors: Kanda Ei 9-dan, Goto Shungo 9-dan, Miyagawa Fumihiko 7-dan, Takano Hideki 7-dan, Nobuta Shigehito 6-dan, Kuwamoto Shinpei 6-dan, Kubo Hideo 6-dan.

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Chang Hao vs Piao Wenyao was get face at Ahan Tongshan Cup 10 th . This is preparation for Mirgen title match best-of-3 .  In this game , Piao Wenyao was have a lot of misstake . so he was resign after 145 move , when Lee Changho kill a big group on top board . Big mistake on Opening is  White 14 , White 18 . he was lot 2 big move at R10 and K4 . then Changhao was said that , he was feel comforable after move Black 27 because he was have success open . And Changhao have a mistake too , but it not big . move black 35 , black should play at C8 as spiliting move .  Then Piao wenyao tried to kill big group at side bottom , but it’s not success after he have misreading . The last losing move is White 84   and Lee Changho was leading with 10 point .

 

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Net - Gông

Khái Niệm

Gông là kĩ thuật mà ở đó có 1 quân hoặc nhiều quân bị bắt bằng cách chặn hết lối thoát . .

Ví Dụ

283227298aaae7c6afce61a1e556ceb1 Net   Gông

Về cơ bản của Gông là nước  W1 trong hình vẽ . Quân đen đánh dấu bây giờ không thể thoát được : nếu đen cố đánh ở a, trắng trả lời ở b ; nếu đen đánh c , trắng đáp lại ở d

 

 

 

 

 

 


Ví Dụ 2 : Một nước gông khó hơn

e095b2e9aef0bb8586172bbec33183b5 Net   GôngNước Gông ở W3 trong hình vẽ khó hơn một chút . Bạn thử kiểm tra lại chính mình xem đen có thể thoát được không , sau nưo

 

 

 

 

 

 

 

Ví Dụ 3

6473505d8b2ab757a86e694903386311 Net   Gông

VD 4 Knight’s Move Net.( Gông Nước Kị )

4cb4177ee3dff52bba47f37d1e66c865 Net   Gông a41c2e25cdb44f14d3ef3afa614381cc Net   Gông

W2  Ở đây là một nước gông với nước kị

cf8f7957e5bd878970d3dc3a539e428e Net   Gông 55dc092a612059c94ca7bfe4d5465e46 Net   Gông a359fed794748e36a409b4e68d234468 Net   Gông

Ví Dụ 5 : 1 Sự kết hợp khác giữa Net và Ladder

933543aafa36a4ac238af15131aac44d Net   Gông 6b4a6f6884328c8ec5970cd40e7203f3 Net   Gông

Ví Dụ 6 :

ef1ea6719c8d607e5277a9068811f002 Net   Gông

 

 

 

 

 

 

 

 

 

 

1af5258bfcc202ff57ad7002e0ed9d3f Net   Gông 766440626dc29a2c8ca7174d920ec11d Net   Gông

 

d1a83226e268f5884820d9a177bf690a Net   Gông e1013b0777c86d8ab1fe51fe531b5ac3 Net   Gông

Ví Dụ 7 Lựa Chọn Cách Gông

f3abb7d6a7cde62e4dc9159cdd0c7a5c Net   Gông

  Các Lựa chọn của đen để gông bắt quân trắng wc Net   Gông

  1 . Đen đánh a

  2 . Đen đánh b

  3 . Đen đánh c

 

 

 

 

 

Đen chọn 3

4c2474a4e93aec41a8af860128b42c66 Net   Gông Thực tế trắng vẫn không thể thoát khỏi được đen . c226d1aedc78cace4bc18f867e00e3a1 Net   Gông

Đen Chọn 2

3feb1c003a521d9f620c29b9b9909067 Net   Gông

 Với Lựa chọn này , các bạn phải lưu ý nước trắng 2  đen phải đỡ ở đen 3 , trường hợp trắng có 2 từ trước thì đây lại là một lựa chọn sai lầm .

 

 

 

 

 

 

 

02698a0170fb80f176fbc0ea9713a22e Net   Gông  Nếu Đen chọn cách 1 : lựa chọn duy nhất của trắng là đánh ở điểm "O" trên hình . Nhưng trắng có vè quá gần với ngoại thế của đen . Nhưng quyết định cuối cùng lại phụ thuộc vào phương hướng giao chiến

 

 

 

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