Ethics may seem a subject that ...

By Rob Van Zeijst

Ethics may seem a subject that is far removed from the go board. What if you know the correct move in a certain situation but play another one in the hope the opponent will make a mistake? Is that deception? Is it an immoral thing to do? Or, is it just simply dumb?

The above assumes that you are in the know, but if you were unaware of the correct move, do the same ethical standards apply? In go, such a correct move is called "honte," or "proper move," while other moves in that situation are referred to as "lies."

Two weeks ago, we started the sixth game in the best-of-seven Meijin title match between current Meijin Cho U (White) and challenger Satoru Kobayashi. Before this game, Cho was leading 3-2. Let's see how the sixth game turned out.

Diagram 1 (1-21 represents moves 85-106): White has just played the marked stone to undermine Black's group at top left. While defending his group, Black has to be careful the battle does not spill over to the lower left and endanger his group there. Black 5 is a poor move. Instead, Black should have played at 6, followed by white 5 and black 7. In the game, Black is locked up after 6 and 8, barely surviving in the sequence through 21. This enables White to start a new attack with 22. Black manages to hold White off, build a lead, then lose it, until he finally won by half a point. By winning this game, Kobayashi drew even with Cho. However, Cho held off the challenger in the seventh game to retain his title and pick up a purse of 37 million yen.

Hints for improving your game

Honte is often a purely defensive move that gets rid of the weaknesses in your own position. This type of move seems slow and does not lend itself to an attack, but it usually stops an opponent's pursuit and has latent strength. In a way, honte is the opposite of aji-keshi, as the latter involves a move that removes the weak points in your opponent's position. The following diagrams offer examples of honte moves.

Diagram 2: After White pushes at A and Black defends at 1, white 2 is a typical example of honte. It stops Black from playing at B. It guards against a sente move at C, which would lead to the sequence white 2, black D and white E, as well as other sente moves and threats.

Diagram 3: When White plays the marked stone, Black will generally defend against a white clamp at A at an early stage. There are various ways to do that.

Diagram 4: Black 1 is the honte move, i.e., this defense leaves White with the smallest number of options.

Diagram 5: Black can also connect at 1. This seems to make more corner territory, but in fact, White can now exchange 2 and 4 for 3 and 5 in sente. On the other hand, Black has slightly more strength in the center compared to Diagram 4.

Diagram 6: However, many players will want to exchange 1 for 2, and then play tenuki (elsewhere) if that is important. This 1-2 exchange assists in defending the corner but leaves White with plenty of potential.

Diagram 7: In response to 1, if Black plays at 2, White stays alive with the sequence through 7, capturing most of Black's territory and removing his eyes.

Diagram 8: If Black descends with 2, White can follow up with the moves through 9. Black cannot simply kill White by playing at A, which would be followed by white B and black C, because White will set up a ko with D. Black is also handicapped by a possible cut at E.

Solutions to last week's problems

Solution 1: To capture the marked stones, before pushing in at 3, Black should first exchange 1 for 2 first. After 4 and 5, if White connects with 6, Black throws in at 7, then plays atari with 9. If White connects his three stones by playing at 7, black A kills White's entire group. Note, White can also start a ko by playing 6 at 9, but White has more at stake than Black.

Reference 1: Playing aji-keshi sente moves can lead to disaster. If Black plays 1 first, then 3, white 4 is atari on two black stones. This way, White can save his stones.

Solution 2: Black 1 is a possible solution. Black can now force the moves through 6, then play at 7. If White tries to kill Black's marked stones with 8, black 9 puts White's stones in atari to win the capturing race and set his marked stones free.

New problem

Problem 1: After the joseki to 9, White has a choice between A and B. However, he does not need to make that choice immediately. If he plays elsewhere, how can Black destroy White's options?

Want to find out more? Come to Ben's Cafe in Takadanobaba, Tokyo (03) 3202-2445, where the English-speaking go community congregates every Sunday. You can enjoy free lessons, 11 a.m.-1 p.m. Ben's Cafe can be accessed at www.benscafe.com.

Van Zeijst is a four-time European go champion and European representative at the Fujitsu World Championship.

By Richard Bozulich

By Rob van Zeijst