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How to Read Japanese Go Analysis

From Kidō, January 1963


This is a continuation of last month’s edition. It finishes the text of a complete article so that readers now have basic knowledge about how to read an average, simple Japanese go article. As always, the notes will explain in detail both the vocabulary and grammar, so that one can get a good grasp of the subject even without having studied Japanese previously. First, the vocabulary on the page above is given, then the rōmaji reading of the text, then grammatical notes, and finally the translation. The go analysis here is by Sakata.

For reference sake, all of the moves of the game are given at the end of this section.


3譜 San-pu Figure 3
Kuro Black
アテ Ate Atari
トッて Totte Capture (and…)
両劫 Ryōkō Double kō
ワタリ Watari Connection underneath
確かめ Tashikamete Make certain (and…)
先手 Sente Initiative
取って Totte Capture (and…)
大きく Ōkiku Large (scale)
囲う Kakou To surround
手順 Tejun Move order
大勢 Taisei General situation
定まった Sadamatta (Something is) settled
しかるに Shikaru ni Nevertheless
突き出し Tsuki-dashi Push through
無用 Muyō Useless
ガンバリ Ganbari Hanging tough
おだやかに Odayaka ni Mildly; gently
受けておけば Ukete-okeba Put defense (in place)
Go Go (Game, i.e., outcome)
それまで Sore made That would be it
ヒイて Hiite Pull back
終局 Shūkyoku End of the game
急ぐ Isogu Hasten
省いて Habuite Omit (playing a move)
Shiro White
トビ込み Tobi-komi Jump-in [noun]
許す Yurusu Allow
わけ Wake Reason (to do something)
上辺 Jōhen Upper side
無限 Mugen Unlimited (infinite)
抵抗 Teikō Resistance
結局 Kekkyoku In the end (The upshot)
譲歩 Jōho Concession
荒らされて Arasarete Have destroyed
形勢不明 Keisei fumei [Game] outlook unclear
最後 Saigo Last
敗着 Haichaku Losing move
Te Move
Zu Diagram
オサエて Osaete Block (and…)
左辺 Sahen Left side
Ji Territory (literally, “land”)
極力 Kyokuryoku To the utmost
守れば Mamoreba If defending
勝負 Shōbu Issue of the game
怠れば Okotareba If neglected
ケイマ Keima Knight’s move
活き筋 Iki-suji Line (of play) to live
投げた Nageta Gave up
ツゲば Tsugeba If connecting
以下 Ika Following
一手負け Itte-make One move loss
十目 Jūmoku Ten points
越える Koeru More than
Sa Difference
免れぬ Manukarenu Cannot be avoided
コウトル Kō toru Kō capture
6ノ右 Roku no migi Right of six
3子トル San ko toru Three stone capture
1子トリ返す Ikko tori-kaesu One stone recapture
3子ツグ San ko tsugu Three stone connection
投了 Tōryō Resignation
中押勝 Chūoshi-kachi Win while pushing (literal definition)


San-pu (103-193)

Kuro go no ate kara nana to totte ryōkō ni yoru watari wo tashikame, sente wo totte kuro jū-ichi to ōkiku kakou tejun ni natte wa taisei wa koko ni sadamatta.

Skikaru ni, kuro jū-san no tsuki-dashi wa muyō no ganbari, odayaka ni kuro jū-kyū to ukete okeba go wa sore made datta.

Kuro jū-go mo kuro nijū-go to hiite shūkyoku wo isogu tokoro.

Kuro jū-kyū wo habuite shiro jū-kyū no tobi-komi wo yurusu wake ni wa ikanai.

Shiro nijū-roku made to natte koko wa kō dag a, jōhen ni mugen no kō ga aru kara kono kō wa teikō dekinai. Kekkyoku, kuro nijū-nana, nijū-kyū to jōho suru koto ni natta ga, shiro sanjū-ni made to ōkiku arasarete wa keisei fumei to natta.

Shiro sanjū-yon wa saigo no haichaku, kono te de

Go zu Shiro ichi to osaete sahen no shiro ji wo kyokuryoku mamoreba, kore kara ga shōbu datta.

Shiro yonjū-hachi wo okotareba kuro yonjū-hachi no keima de iki-suji ga aru.

Kuro kyūjū-san de shiro wa nageta ga,

Roku zu Shiro ichi to tsugeba kuro ni ika roku de shiro itte-make, koko made kite wa jū moku wo koeru sa wa manukarenu yō de aru.

[On the right side of the board:]

Kuro nijū-san kō toru (roku no migi) shiro yonjū-roku “ [= same] kuro yonjū-nana “ kuro gojū-kyū kō toru (roku no migi) shiro rokujū-yon san ko toru kuro rokujū-go ikko tori-kaesu shiro hachijū-hachi san ko tsugu


The text uses a mixture of old-fashioned go terms, side by side with katakana and kanji intertwined, sometimes in the same sentence! For instance in the first sentence there is “ate” and “watari” in katakana, the rationale being that these are technical terms where it is suitable to use katakana. But in the same sentence, there is “totte,” which is first rendered in katakana for the root with a hiragana suffix. That in itself is strange, but later on the word “totte” is rendered with the kanji root and the hiragana suffix! Otherwise, the sentence is quite normal. However, at the end of the sentence there is the word “sadamatta” rendered in common speech.

The next paragraph also ends with a common suffix, “data.”

And the following paragraph ends with “tokoro.” This is all informal language. It continues that way until the end of the text, where the formal phrase “de aru” is used.


[From the first page of this article: Game 4

White: 9 dan Handa Dōgen

Black: 9 dan Hashimoto Utarō

(Giving 5½ points komi)

Analysis by Honinbō Eiju]

Translation of this third page of the article:

Figure 3 (103-193)

From the atari of Black 5 to the capture of 7, a connection underneath is made certain by way of a double kō, so that Black has the move order to surround territory on a large scale with 11, and this established an overall advantage.

Despite this, pushing through with Black 13 is a useless kind of hanging tough, and if Black just defends mildly at 19, that would be the game.

For Black 15 as well, drawing back with 25 would hasten the end of the game.

Should Black omit 19, permitting White to jump in at 19 would be no good.

Up to White 26, a kō is produced here, but Black has an endless source of kō threats on the upper side, so it is impossible to put up resistance with this kō. Eventually, Black had to give way with 27 and 29, so that when White lays waste to a great swath of territory though 32, the outlook in the game was unclear.

White 34 was the final losing move. With this move

Diagram 5 Had White blocked with 1, defending the territory on the left side to the utmost, the outcome of the game was still in doubt.

Should White neglect to play 48, the knight’s move of Black 48 is a line [or technique] for life.

When Black played 93, White resigned, but

Diagram 6 If White connects with 1, Black 2 through 6 leaves White one move short [in the race to capture], and getting to this point there is a 10 point difference that cannot be overcome.

[On the right side of the board:]

Black 23 takes kō (right of 6); White 46 same; Black 47 same; Black 59 takes kō (right of 6); White 64 takes three stones; Black 65 recaptures one stone; White 88 connects three stones

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