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Sannō 7 dan’s Beautiful Romp Around the Board, Part II

From Kidō, January 1974

Classic Kidō Games, Part II

Sannō 7 dan’s Beautiful Romp Around the Board

A Game to Enjoy


Sannō Hirotaka 7 dan’s photograph from the 1972 Kidō Yearbook

Game Up to this Point



13th Annual Ten Dan Tournament, Preliminary Round 2

White: Sannō Hirotaka 7 dan

Black: Sugiuchi Masao 9 dan

Analysis by Sannō Hirotaka

Figure 4: Black 121, The Losing Move


Figure 4 (80-121)

As soon as Black sliced though White’s knight’s move [with the stone to the right of White 82], White made the bulging move into Black’s position with 80. This is well played at just the right time to tide White over in this critical situation.

Perhaps Black overlooked this expedient move?

Then, when Black peeps at 83, the following sequence is an unavoidable unbranched path.

The profit that Black makes by cutting with 85 is not small, but the loss incurred by White’s bursting through with 88 is great, so Black has not achieved a success here.

During this sequence, please note that the connection of Black 87 cannot be omitted.

And then, how is the cut of Black 93 to be assessed? I think that this is a position where Black should make the diagonal move at 94 to connect the groups here.

White 94 and 96 separates Black’s groups and attack, and I thought that White was playing in good form, but in reply to Black 99, attacking with White 100 is a huge mistake.

Simply taking hold of Black’s stone with 120 is best, leaving Black without impetus to make sabaki to deal with the situation. Black would then be in difficult straits.

Black attaches at 101, and then the straight connection of Black 103 is skillful. In an instant I felt like I had taken a serious blow.

In other words, after this Black is left with a nice move to resolve the situation.

White 104 and the following moves are played in order to make the connection of White 114 sente. Once this move is put in place, in an emergency White is guaranteed the option of connecting underneath with White “a.”

Should Black neglect to play at 115…


Diagram 7

…the sequence in Diagram 7 is possible. White throws in a stone at 1, then plays 3. After this, it is just a matter of filling in liberties, and the end result is that a kō fight develops at the point of 1.

Well then, once White has put the preparations in place, the attack continues with 116, and in answer to Black 117, makes the two-pronged attack with 118. Black responds first with 119, but then extending with 121 becomes the losing move. Here…


Diagram 8

…Black’s cutting at 1 in Diagram 8 is a technique [suji] that practically ensures survival. White can only make the tenacious moves of 2 and 4, but starting with the atari of Black 5, playing against White’s stones with Black 7 continues with the proper technique. When it comes to this point, White’s attack runs out of steam.

This shows the reason why White 100 was bad, and with this shape it would be easy for Black’s group in the lower right to survive.


Diagram 9

Should White wish to continue attacking, extending with White 1 in Diagram 9 is the only move, but Black butts against White’s stone with 2 as a forcing move, then Black can expand outward with 4.

With this, no matter what happens, the Black group will live.

If I was playing in Black’s place, I would desperately cut at this kind of place, but Sugiuchi Sensei calmly extended at Black 121.

The intention is perhaps to turn the center into a big race to capture, but whatever else, White’s connection underneath at “a” must be prevented first of all, so this must have been a mistake in reading.

Figure 5: A Shaky Success


Figure 5 (122-154)

It is natural for White to press against Black’s stone with 22.

Black 23 prevents the connection underneath as the precondition to the race to capture, but once White jumps out at 28, no matter what happens it will not go well for Black.

During the analysis after the game, we looked at various things, but the conclusion was that finally there was nothing favorable for Black.

For example, when White extends at 38…


Diagram 10

…Black’s tenaciously connecting with 2 in Diagram 10 incurs White’s running away with 3, and with White’s marked stones well placed, these stones cannot be captured.

For that reason, the atari of Black 39 is unavoidable, but following White 40, the moves through White 46 ensure that Black’s four stones are captured, and Black has no means to reverse the losing trend of the game.

Black cannot omit making eye shape with 47 and 49. Then, it is too sweet a story that the connection of White 50 captures Black’s group in the lower right.

Black can only try playing 51 and 53.

White 54 ends it.

Playing White against such a strong sensei, I would have no chance of winning.

Therefore, I started the game intentionally using a psychological strategy.

Speaking in disparaging terms, playing recklessly I gained a shaky win in this game.

154 moves. White wins by resignation.

[Game Record]

A new game starts next week here.

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