[Contents]IIIBlack.—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.BlackWhite1.C 4. (“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.[90]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.[91]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.”[92]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 11.168.E 10.[93]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.[94]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.”232.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.[95]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,[96]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:BlackWhite322.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.[97]
[Contents]IIIBlack.—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.BlackWhite1.C 4. (“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.[90]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.[91]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.”[92]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 11.168.E 10.[93]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.[94]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.”232.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.[95]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,[96]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:BlackWhite322.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.[97]
[Contents]IIIBlack.—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.BlackWhite1.C 4. (“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.[90]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.[91]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.”[92]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 11.168.E 10.[93]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.[94]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.”232.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.[95]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,[96]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:BlackWhite322.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.[97]
[Contents]IIIBlack.—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.BlackWhite1.C 4. (“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.[90]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.[91]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.”[92]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 11.168.E 10.[93]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.[94]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.”232.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.[95]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,[96]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:BlackWhite322.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.[97]
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.BlackWhite1.C 4. (“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.[90]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.[91]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.”[92]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 11.168.E 10.[93]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.[94]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.”232.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.[95]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,[96]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:BlackWhite322.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.[97]
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.
BlackWhite1.C 4. (“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.[90]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.[91]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.”[92]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 11.168.E 10.[93]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.[94]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.”232.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.[95]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,[96]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:
BlackWhite322.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.[97]