Japan many players attain a fair degree of skill without a thorough acquaintance with the "Joseki." It would certainly very greatly aid the beginner in attaining proficiency if he were to study these examples, and follow them as nearly as possible in actual play. It would seem to us that in compiling a work on "Joseki," or openings, we would commence with the openings where no handicap is given, and later study those where there were handicaps; it is another instance of the divergent way in which the Japanese do things that they do just the opposite, and commence their treatises with the study of openings where handicaps are given. Inasmuch as this is a book on a Japanese subject, I shall follow their example and shall commence the study of "Joseki" in games where Black has handicap. As we have already seen, the handicap stone is always placed on a certain fixed point, which is the fourth intersection from the edge of the board in each direction, and White has five recognized methods of playing his first stone in relation to such handicap stone. These are called "Kogeima kakari," "Ogeima kakari," "Daidaigeima kakari," "Ikken taka kakari," "Nikken taka kakari." We shall take up examples of these in their order. I HANDICAP WHITE 1. R 14. "Kogeima kakari." This is the most usual move for attacking the corner. The purpose of BLACK 2. N 17. This move supports the handicap stone and also gains as much ground as possible for Black. Even game. White has a small territory in the corner, but Black has greater possibility of expansion. 432 11 10 a misp A B C D E F G H J K L M N O P Q R S T 19 18 17 16 15 13 14 15 9 10 5 1 7 16 (168 (4) 2 10 C 3 11 8 (47) 9 23 651 (9 2 12 10 1137 A B 16 9 8 7 6 5 4 3 2 710 2 1 (11 1 A B C D E F G H J K L M N O P Q R S T 1 19 18 17 16 15 151 13 14 14 13 12 11 10 (9 45 (86 1. R 14. 3. R 17. 5. Q17. In place of trying to connect as before, White threatens to extend in the other direction. 7. S 16. Threatens to connect again. 9. S 17. 11. O 18. White again must form "Me" in the corner. White extends as far 13. N 18. as possible. 15. P 17. White must look out for the safety of the stones at N and O 18. WHITE 17. P 14. To prevent Black's extension and form a basis for territory on right side. 19. O 13. 2. N 17. 4. R 16. 6. P 16. Black prevents White from getting out. 8. S 15. Black stops it again. 10. R 15. 12. O 17. 1. 03. 3. Q3. This variation is called BLACK 14. M 18. Black stops the ad vance. 16. M 17. Black must connect. 20. NI 14. Again White has the corner and Black has better opportunities for expansion. 18. O 14. Black extends as far as he can. III HANDICAP Plate 19 (B) 2. R 7. 4. R 3. BLACK WHITE "Kiri Kaeshi." This move does not attack the corner so aggressively as the preceding examples. 5. R 4. This is the characteristic move of this variation. WHITE 7. R 2. White threatens the black stone. If Black defends White can divide the corner. 9. P 2. "Kake tsugu." If White does not make this move, Black will get the "Sente" with a superior position. 11. SI. White cannot neglect If Black were allowed this move. to play at R 1, he would get the better game. In this opening the corner is about evenly divided. 1. R 14. 3. P 14. Preparing for "Kiri Kaeshi" on the other side of handicap stone. IV HANDICAP 5. P 16. 7. Q17. "Kiri Kaeshi." The effect of this move is generally to divide the territory. 6. Q5. This is an important move for Black; if he plays elsewhere, he will get a bad position. 8. S 3. BLACK 10. S2. Formerly S 4 was given as Black's move, but it is not so good, because White replies at R 8 with a fine attack. 12. R 5. |