Fast Professional Game

British Go Journal No. 0. Spring 1967. Page 6.

Black: Fujisawa Shusai, 9p [Unsure if Fujisawa Shuko or Fujisawa Hosai.]
White: Rin Kaiho, 8p
Komi: 5½
Time: 25 minutes + 30s byoyomi.

The game-file in SGF format.

[The BGJ record of this game had several inconsistencies. Most have been resolved in consultation with the original BGJ Editor. If anyone should spot any errors or have access to an alternative source of the game record, please let us know. Thank you.]


Figure 1 (1-51)


















  • Black 1: This is a popular opening move now.
  • White 14: This is a joseki if there is a black stone in the lower left corner. White makes a natural extension of three points from a 2-stone wall.
    [BGJ had 14 at A.]
  • White 18 enables white to make a pincer on black 15.
  • White 28: This is the normal attack on 1.
  • White 46: Black can gain territory and make an attack on the white stone with B.
Figure 2 (52-105)


















  • Black 55: To stop white making a large territory along the bottom side.
  • Black 57: If white gets to play here, he will have an enormous potential slong the left side.
  • Black 61: If Black plays 61' at 62, white plays at 61.
  • White 64: To get an attack on this black group in exchange for the lower territory.
  • Black 71: This gets the play at 79 later with sente, that is, the initiative.
  • [Move 72 was omitted in BGJ.]
  • White 86: This sequence enables black to attack the white upper group.
  • White 94: White has now escaped.
  • Black 97: Threatening A.
  • White 100: Otherwise black B gains a large central area.
Figure 3 (106-150)



















141 ko at 121, 144 ko at 118, 147 ko at 121, 149 at 118.
  • White 106 attacks the corner black group and attempts to make territory along the left side.
  • Black 123 is played to stop white playing at 136 and cutting.
  • Black 127: Good form.
  • [Move 131 was omitted in BGJ.]
  • White 132: If white captures 121 his stones die without a ko fight.
  • [Move 136 was erroneously at 'D12' in BGJ.]
  • White 138: Played to gain threats for the ko fight as he can only save his group in ko.
  • Black 141 starts the ko.
    [Move ambiguous in BGJ.]
  • White 150: White* played this sequence to make his upper group more stable and to reduce the black* group to the minimum possible.
    [*BGJ had the colours swapped.]
Figure 4 (151-200)


















  • White 152: After this exchange the upper or the lower left black group must die, so black gives up the lower group in the best way possible.
  • Black 165: This is necessary for the group's life.
  • [BGJ had 'M6 K8' at 169 which conflicts with their use at 181/182. EBGJ omits these.]
  • White 178: This makes black fill some points in his group later on.
    [BGJ had this impossibly at 'B17'.]
  • White 188: If 188' at 191, then black A takes these stones.
    [BGJ had 188 at A and A at 188.]
  • White 196 threatens to cut at C.
Figure 5 (201-265)



















235 at 210, 265 at 258.
  • White 210: Worth 5 points.
  • White 230: He cannot play at A for ko due to a lack of large ko threats.
  • [BGJ had move 245 impossibly at 50.]

White won by 7½ points.

[Start]


This article is from the British Go Journal Issue 0
which is one of a series of back issues now available on the web.



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