Lesson 115 : Brilliant Move With No Name (1)
Indeed, even the player himself cannot explain the process that makes him play the specific move. Perhaps these kinds of moves are given by a god of Baduk, and are better classified as ‘intuition’ rather than skill.
The following is one of the many magnificent moves that have no name.
A Korean professional player, Moon Yongjik, suggested calling these kinds of moves “Nal-Boochigi,” which means “flying attachment.” I agree with his point of view that we haven’t put enough effort into defining the moves that we play, and many techniques remain unexplained to amateurs.
However, his concept of “Nal-Boochigi” comes in so many forms and moves that I still don’t know how I would classify the following example.
Diagram 1 White 2 is what we should pay attention to. This was taken from a game played by Sakada (White) and Hujisawa (Black) of Japan in 1960. With this move, White could save the group, which looks to be under siege by Black 1.
Diagram 2 If White attempts to go out tactlessly with 1 and 3, Black can cut the connection pushing at 6 and 8. If White answers the atari with A, Black will cut at B.
Diagram 3 However, the situation will change if Black answers with 1 as in this diagram. As you can see, White can escape with 2 to 6, since the ▲-marked stone composes a tiger’s mouth when White answers with B against Black’s pushing at A.
Diagram 4 The result wouldn’t change much even if Black plays otherwise. For example, if Black pushes at A, White will cut the three black stones with 2 and 4, and enlarge his sacrificing stones with 6 to play 10 in sente. After Black is forced to answer with 11, White can escape the siege with 12. Similarly, if Black bends at 6 instead of pushing at 1, White will cut with 1 as well as making a bamboo joint, and again go out with 12 after Black answers the cut.
Diagram 5 The second example is taken from a game between Kato and Kobayashi Koichi. White 1 looks somewhat silly, and Black played 2 in sente and went elsewhere to play a large end game move. However, it was an unexpected yet big mistake for Black to underestimate the destructive power of White 1. It was groundwork for playing White 5.
Diagram 6 If Black bends at 1, White will peep at 2. To connect at 3 is necessary not to lose the two black stones on the side. However, then White will destroy the Black territory with 4 to 8. Against Black A, White will cut at B, which gives atari to the △-marked stone and aims to give another atari with C. Even if Black bends with 5 instead of 1, the result would be almost the same, because of White’s cut at 4.
Diagram 7 To extend at 1 instead of bending would not reduce the damage. If Black connects at A replying to White 4, White will live inside the corner, and if Black tries to kill them, the situation will be a ko with the sequence up to 14, which is devastating for Black.
The writer is a baduk professor at Myongji University and a professional player of the game