Library
The
original of
tiiisbook
is intine
Cornell University
Library.
There
are
no
known
copyright
restrictions
inthe
United States
on
the
use
of
the
text.THE
GAME
OF
GO
THE
NATIONAL
GAME
OF
JAPAN
BY
ARTHUR
SMITH
^
NEW
YORK
MOFFAT,
YARD
&
COMPANY
1908fs
BY ARTHUR SMITH NEWYORK AIIrights reserved Published,July,1908 -7.'-/,;
^
PAGE
Introduction . . vii
CHAPTER
IHistory ofthe
Game
. .....
. iCHAPTER
IIDescription of the Board and Stones
....
i8CHAPTER
IIIRules of Play . . . 26
CHAPTER
IVGeneral
Methods
of Play and Terminology of theGame
. 57CHAPTER
V
Illustrative
Games
68CHAPTER
VI"JosEKi" AND Openings
...
....
119CHAPTER
VIIThe End Game
...
186CHAPTER
VIIIPAGE
Sato Tadanobu, a Samurai of the Twelfth Century, defending himselfwith a "goban," when attacked
by his enemies Frontispiece
This book
is intended as a practical guide to thegame
of
Go.
It is especially designed to assist students of thegame
who
have
acquired a smattering ofit insome
way
and
who
wish
to investigate it further at their leisure.As
far as Iknow
there isno
work
in the Englishlanguage
on
thegame
ofGo
as played in Japan.There
is
an
articleon
the Chinesegame
by
Z. Volpicelli, in Vol.XXVI
of the"Journal
of theChina Branch
of theRoyal
Asiatic Society."
This
article Ihave
not consulted.There
is also a short description of the
Japanese
game
in awork
on
"Korean
Games
withNotes
on
theCorresponding
Games
of
China and Japan," by
Stewart Culin, but thisdescrip-tion
would
be of little practical use in learning to play thegame.
There
is, however, an exhaustive treatiseon
thegame
in
German
by O.
Korschelt.This
can befound
in Parts21—24
of the "Mittheilungen der deutschen Gesellschaftfiir
Natur-
und
Volkerkunde
Ostasiens."The
student couldreadily learn the
game
from Herr
Korschelt's article if itwere
available, but hiswork
has not been translated,and
it is obtainable only in a
few
libraries in this country. In the preparation of thisbook
Ihave
borrowed
freelyfrom
Herr
Korschelt'swork,
especially in the chapter devotedto the history of the
game,
and
Ihave
also adoptedmany
ofhis illustrativegames
and
problems.his
knowledge
of thegame
from
Murase
Shuho,
who
was
the best player inJapan
at the time his articlewas
written (about 1880).My
acquaintance with thegame
hasbeen
acquiredfrom
Mr.
Mokichi
Nakamura,
aJapanese
resident of thiscoun-try,
who
isan
excellent player,and
whose
enthusiasm
forthe
game
ledme
to attempt this book.Mr.
Nakamura
hasalso supplied
much
of the materialwhich
Ihave
used init.
Toward
theend
Ihave had
the expert assistance ofMr.
Jihei Hashiguchi, with
whom
readers of theNew
Tork
Sun
are already acquainted.
Wherever
possible Ihave
given theJapanese
words
and
phraseswhich
are used in playing thegame,
and
for thosewho
are not familiar with the system of writingJapanese
withRoman
characters, Imay
say that the consonantshave
thesounds
used in English,and
the vowels thesounds that are used in Italian, all the final vowels being sounded.
Thus,
"dame"
ispronounced
asthough
spelled"dahmay."
The
game
ofGo
belongs to the class ofgames
ofwhich
our Chess,though
very dissimilar, isan
example. Itis played
on
a board,and
is agame
ofpureskill, intowhich
the element of chance does not enter; moreover, it is
an
exceedingly difficult
game
to learn,and no
one can expect to acquire themost
superficialknowledge
of it withoutmany
hours of hard work. It is said inJapan
that a playerwith ordinary aptitude for the
game
would have
to playten
thousand
games
in order to attain professional rank ofthelowest degree.
When
we
thinkthatitwould
taketwenty-seven years to play ten
thousand
games
at the rate of onegame
per day,we
can getsome
idea of theJapanese
esti-jnate^of its difficulty.
The
difficulty of thegame
and
theremarkable
amount
of timeand
laborwhich
it is necessaryto
expend
inordertobecome
even amoderatelygood
player,are the reasons
why
Go
has not spread to other countries sinceJapan
hasbeen opened
to foreign intercourse.For
the
same
reasonsfew
foreignerswho
live therehave
become
familiar with it.
On
the other hand, its intense interest is attestedby
the following saying of the Japanese:
"Go
uchiwa
oyano
shini
me
nimo
awanu," which
means
that aman
playingthe
game
would
notleave off"evento be presentatthedeath-bed
ofa parent. Ihave found
that beginners in thiscoun-try to
whom
Ihave
shown
thegame
alwaysseem
to find itprogressed
beyond
the novice stage.The
more
it is playedthe
more
its beautiesand
opportunities for skillbecome
apparent,
and
itmay
be unhesitatinglyrecommended
tothat part of the
community, however
small itmay
be, forwhom
games
requiring skilland
patiencehave an
attrac-tion.It is natural to
compare
it withour
Chess,and
itmay
safely be said that
Go
has nothing to fearfrom
thecom-parison. Indeed, it is not too
much
to say that it presentseven greater opportunities for foresight
and keen
analysis.The
Japanese
also play Chess,which
they call "Shogi," but it is slightly differentfrom
our Chess,and
theirgame
has not
been
so well developed.Go, on
the otherhand,
hasbeen
zealously playedand
scientifically developed for centuries,
and
as willappear
more
at length in the chapteron
the History oftheGame,
it has, duringpart ofthis time,
been
recognizedand
fosteredby
thegovernment.
Until recently a systematic treatmentofthe
game,
such aswe
areaccustomed
to inour books on
Chess, has
been
lacking in Japan.A
copious literaturehad been
produced, but it consisted mostly of collectionsof illustrative
and
annotatedgames,
and
theGo
mastersseem
tohave
had
a desire tomake
their marginalannota-tions as brief as possible, in order to
compel
the beginnerto go to the master for instruction
and
to learn thegame
only
by hard
practice.Chess
and
Go
are both in a sense military games,but the military tactics that are represented in
Chess
areof a past age, in
which
the king himself entered the conflict—
his fall generallymeaning
the loss of the battle—
and
incour-age of single
noblemen
rather than through the fightingofthe
common
soldiers.Go,
on
the otherhand,
is not merely a picture of asingle battle like Chess, but ofa
whole
campaign
ofamod-ern kind, in
which
the strategicalmovements
ofthe massesin the
end
decide thevictory. Battles occur invarious partsof the board,
and sometimes
several are goingon
at thesame
time. Strong positions are besiegedand
captured,and whole
armies are cut offfrom
their line ofcommunica-tions
and
are taken prisoners unless they can fortifythem-selves in
impregnable
positions,and
a far-reaching strategyalone assures the victory.
It is dijfficult to say
which
of thetwo
games
givesmore
pleasure.
The
combinations inGo
suffer incomparison
with those of
Chess
by
reason of a certainmonotony,
because there are
no
pieces having differentmovements,
and
because the stones are notmoved
again after once being placedon
the board. Alsoto a beginner the play, especially in the beginning of thegame, seems
vague; there are somany
pointson
which
the stonesmay
be played,and
theamount
of territory obtainableby one
move
or the otherseems
hopelessly indefinite.This
objection ismore
appar-ent
than
real,and
as one'sknowledge
of thegame
grows,it
becomes apparent
that the first stonesmust
be playedwith great care,
and
that there are certain definite, advan-tageous positions,which Hmit
the player in his choice ofmoves,
just as the recognizedChess
openings guide ourplay in that
game.
Stones so played in theopening
arecalled
"Joseki"
by
the Japanese. Nevertheless, I thinkthat in the early part of the
game
the play issomewhat
hand, these considerations are balanced
by
the greaternumber
of combinationsand by
the greaternumber
ofplaceson
theboard where
conflicts take place.As
a rule itmay
be said that
two
average players ofabout
equal strength will findmore
pleasure inGo
than
in Chess, for inChess
it is almost certain that the first oftwo
such playerswho
loses a piece will lose thegame, and
further play ismostly
an
unsuccessful struggle against certain defeat. InGo, on
the other hand, a severe loss does notby any
means
entail the loss ofthegame,
for the player temporarily worsted can betake himself to another portion of the fieldwhere, for the
most
part unaffectedby
the reverse alreadysuffered, he
may
gain acompensating
advantage.A
peculiarcharm
ofGo
lies in the fact thatthrough
the so-called
"Ko"
an
apparently severe lossmay
oftenbe
made
ameans
of securing a decisiveadvantage
inanother portion of the board.
A
game
is somuch
themore
interesting the oftener the opportunities for victory or defeatchange,and
inChess
these chancesdo
notchange
often,
seldom
more
than twice. InGo,
on
the otherhand, they
change
much
more
frequently,and sometimes
just at the
end
ofthegame,
perhaps in the lastmoments,
an
almostcertain defeatmay
by
some
clevermove
be
changed
into a victory.
There
is another respect inwhich
Go
is distinctly superior to Chess.That
is in the system of handicapping.When
handicaps are given in Chess, thewhole opening
ismore
or less spoiled,and
the scale of handicaps,from
theBishop's
Pawn
toQueen's
Rook,
is not very accurate;and
in
one
variation of theMuzio
gambit, so farfrom
being aup
theQueen's
Knight. InGo, on
the other hand, thehandicaps
are in a progressive scale ofgreat accuracy, theyhave been
givenfrom
the earliest times,and
the openingswith
handicaps
have been
studied quite asmuch
as thosewithout handicaps.
In regard to the time required to play a
game
ofGo,
it
may
be said that ordinary players finish agame
inan
hour
or two, but as in Chess, achampionship
game
may
be continued
through
several sittings,and
may
last eight or ten hours.There
ison
record, however,an
authenticaccount of a
game
thatwas
played for thechampionship
at
Yeddo
during the Shogunate,which
lasted continuouslynine days
and one
night.Before taking
up
a description of theboard
and
stonesand
the rules of play,we
will first outline a history oftheThe
game
ofGo
isprobably
the oldest of allknown
games.
Itwas
playedby
theChinese from
earliestantiq-uity,
and
hasbeen
played in its presentform by
theJapa-nese forover eleven centuries, but while the
game
originated in China, theJapanese have
far surpassed the Chinese inskill at the
game,
and
it hascome
to be regarded inJapan
as their national
game.
In the old Chinese
works
three persons arenamed
as the originators of thegame,
but inJapan
its invention iscommonly
attributed to onlyone
of these.This
man
isthe
Chinese
emperor Shun,
who
reignedfrom 2255
to2206
B.C. It is said that this
emperor
invented thegame
in orderto strengthen the
weak mind
of his sonShang
Kiun.By
others the invention of the
game
is attributed to tluepre-decessor of
Shun,
theemperor Yao,
who
reignedfrom
2357to
2256
B.C. Ifthistheoryis correct itwould
make
thegame
about
forty-twohundred
years old.The
third theory isthat
Wu,
a vassaloftheChinese
emperor Kieh
Kwei
(1818-1767 B.C.) invented the
game
ofGo.
To
thesame
man
is often attributed the invention of
games
of cards. Itwould
seem
that this last theory is themost
credible,be-cause it
would
make
the inventionmore
recent,and
becausetheinventoris said to
have been
a vassaland
notan
emperor.game,
it is perfectly certain thatGo
was
alreadyknown
in
China
in early antiquity. In oldChinese
works, ofwhich
the oldest is datedabout
athousand
years beforeChrist, a
game
which
can be easily recognized asGo
ismentioned
casually, so that at that time itmust
have
beenwell
known.
We
are told also that inChina
somewhere
about
200B.C., poetry
and
Go
went
hand
inhand,
and
were
inhigh favor,
and
a poet,Bayu,
who
livedabout
the year240
A.D.,made
himselffamous through
poems
inwhich
he sang
the praises of thegame.
It is
remarkable
that in the oldbooks
it is stated thatin the year
300
a.d. aman
by
thename
ofOsan was
so skilled inGo
that he could take all the stonesfrom
theboard
after thegame
had been
finishedand
then play itover
from
memory.
This
is ofinterest also asshowing
that in the course of time playing thegame
hashad
the effectof strengthening the
memory
ofGo
players, because thereare
now
hundreds
of players inJapan
who
can replace3a
game move
formove
after it hasbeen
disarranged. It is in fact thecustomary
thing for a teacher of thegame
toplaythe
game
overinthatway
in orderto criticisethemoves
made
by
the student.Anecdotes
have
come
down
to usfrom
the old Chinesetimes in regard to the
game,
ofwhich
we
willmention
onlyone,
which shows
how
highly itwas
esteemed.Sha An,
aman
who
lived in thetime oftheTsin Dynasty
(265-419 A.D.), carried
on
awar
with hisnephew
Sha Gen.
Growing
tired of taking life, they left the victory to be de-cidedby
agame
ofGo, which
they played against eachThe
esteem inwhich
playerswere
held in the old Chi-nese times is alsoshown
by
the titles withwhich
theywere
honored;
to wit,"Kisei"
or"Ki
Shing,"from "Ki,"
mean-ing
Go, and
"Sei," a holyman,
and "Shing," magician
orsage.
In the time of the
Tang
Dynasty
(618-906 a.d.),and
again during the
Sung
Dynasty
(960-1126 a.d.), the firstbooks
about
Go
were
written.The game
thenflour-ished in China,
and
therewere
thenmany
distinguished players in that country.According
to theJapanese
reckoning of time,Go
was
introduced intoJapan
in the periodTern
pyo, duringthe reign of the
emperor
Shomu,
which
according to theChinese
recordswas
the thirteenth year of the periodTien
Tao,
and
during the reign of theemperor
Huan
Tsung.
Accprding
to our calendar thiswould
be about the year735 A.D.
A
man
otherwise wellknown
in the history of Japan,Kibi Daijin,
was
sent asan envoy
toChina
in that year,and
it is said that he brought thegame
back
withhim
toJapan.
Go
may
have
been
known
inJapan
before that date,but at
any
rate itmust
have been
known
about this time,forin theseventh
month
ofthe tenth year ofthe periodTem
pyo
(a.d. 738),we
are told that aJapanese
nobleman
named
Kumoshi
was
playingGo
with anothernoble-man
named
Adzumabito, and
that in a quarrel resultingfrom
thefame Kumoshi
killedAdzumabito
with his sword.On
its introduction intoJapan
anew
eraopened
inthe
development
of thegame,
but at first it spread very4
number
ofGo
playersamong
the nobility (and tothem
the
knowledge
ofthegame
was
entirely confined)was
verysmall indeed.
In the period called
Kasho
(848-851 a.d.),and
inNin
Ju
(851-854 A.D.), aJapanese
prince dwelt in China,and
was
there taught thegame
by
the best player in China.The
following anecdote is told in regard to this prince: that in order todo
him
honor
theChinese
allowedhim
tomeet
the best players,and
in order to cope withthem
he hitupon
the idea of placing his stones exactly in thesame
way
as those ofhis opponent; that is to say,when
his oppo-nent placed a stone atany
point, hewould
place his stoneon
a point symmetrically opposite,and
in thatway
he issaid to
have
won.
In regard to this anecdote itmay
besaid that the Chinese
must
have been
veryweak
players, or theywould
speedilyhave found
means
ofovercoming
this
method
ofdefense.We
next hear that in the year 850 aJapanese
named
Wakino
became
famous
as a great devotee of thegame.
He
played continuouslyday
and
night,and
became
so engrossedin the
game
that he forgot everything else absolutely.In the next
two
centuries theknowledge
of thegame
did not extend
beyond
the court at Kioto. Indeed, itappears that it
was
forbidden to playGo
anywhere
elsethan
at court.At
all eventswe
are told that in the period calledOtoku
(1084-1087 a.d.) the Prince ofDewa,
whose
name
was
Kiowara
no
Mahira,
secretly introduced thegame
into the province ofOshu, and
played there with hisvassals.
From
that time not only thenumber
ofthenobil-ity
who
played thegame
increased rapidly, but thecommon
Our
frontispiece illustratesan
incidentwhich
is said tohave
occurredabout
this time in the city ofKamakura.
A
samurai
named
SatoTadanobu,
who
was
a vassal ofYoshitsune, a brother of
Yoritomo,
the firstShogun
ofJapan,
was
playingGo
in his housewhen
hewas
sud-denly attacked
by
his enemies,and
he is depicted using the"Goban"
as aweapon
wherewith
to defend himself.The
print is
by
Kuniyoshi,and
isone
of a series the title ofwhich
might
be translated as"Our
FavoriteHero
Series."The
"Go
ban,"
"Go
ishi,"and
"Go
tsubo"
look precisely like thosewhich
are at present in use, butKuniyoshi
prob-ably represented the type in use in hisday and
not in thetime
ofYoritomo,
as it is pretty well settled that in theearly times the
board
was
smaller.There
is also a storywhich comes
down
from
theKama-kura
period in regard toHojo
Yoshitoki.He
is said tohave been
playingGo
with a guest at themoment
thatnews
arrived ofthe uprisingofWada
Yoshimori. Yoshitokiis said to
have
first finished thegame
in perfect calmnessbefore
he
thought of hismeasures
forsubduing
the revolu-tion.This
was
in the first year ofKempo,
or 1213 a.d.In the beginning of the thirteenth century
we
find thatGo
was
widelyknown
in thesamurai
class,and
was
played with zeal.
At
that timeeverybody
who
went
towar,
from
themost famous
generaldown
to themeanest
soldier, played the
game.
The
board
and
stoneswere
carried with
them
to the field of battle,and
as soon as the battlewas
over, theywere
brought out,and
the friendlystrife began.
Many
ofthemonks
and
poets ofthat period alsohad
a taste forGo,
and
several ofthem
areAll three of the great
Japanese
generals,Nobunaga,
Hideyoshi,
and
lyeyasu,were
devotees of thegame.
It isrelated that
Nobunaga
came
to Kioto in the tenth year ofTen
Sho, 1582 a.d.,and
lived in theHonnoji Temple.
One
night the celebratedGo
player, Sansha, of v^^hommore
hereafter,came
and
played withhim
until midnight.Sansha had
scarcely taken his departurewhen
the uprisingof
Akechi Mitsuhide broke
out.In the periods
Genki
(1570-1572),Ten
Sho
(1573-1591)until
Keicho
(1596-1614),and
Gen
Wa
(1615-1623), therewere
many
celebrated playersamong
themonks,
poets,farmers
and
tradespeople.They
were
called to the courtsofthe dairnios
and
to the halls ofthe nobles, either in orderthat the nobility
might
play withthem,
ormore
frequentlymerely to exhibit their skill at the
game.
This
custom
existed
up
to the time ofthe fall pfthe Shogunate.That
theJapanese
could find pleasure in merelywatch-ing a
game
that is so abstract in its natureand
so difficultto understand is evidence ofthe fact that they
were
then a highly cultivated people intellectually.We
find nothinglike it in this country except in the narrowest
Chess
circles.In the beginning of the seventeenth century
Go
attained such a high
development
that thereappeared
a series of expert playerswho
far surpassed anythingknown
before.
Of
these themost
famous were
Honinbo
Sansha
Hoin,
Nakamura
Doseki,Hayashi
Rigen,Inouye
Inseki,and Yasui
Santetsu.Sansha
was
the son of amerchant
of Kioto.When
hewas
nine years old he shaved his head,named
himselfNikkai,
and
became
aBuddhist
monk
in theTemple
ofNichi
Ren
sect in Kioto.From
his early lifeSansha
was
very skilful at the
game, and
upon
givingup
his profession as amonk,
he
obtained permission to institute a school ofGo
players,and he
then took thename
ofHoninbo
San-sha.
He
was
on
terms of farftiliar intercourse withNo-bunaga,
Hideyoshi
and
lyeyasu, oftenaccompanied
them
on
their travelsand
campaigns,and
was
present atmany
ofthe battles ofthat troublous epoch.
The
school ofGo
which
Honinbo
opened, however,was
merely
a private undertaking.The
first Stateinstitu-tion in
which
Go
was
taughtwas
founded
by
Hideyoshiin the period
Ten
Sho
(1573-1591)? but itseems
tohave
had
a short existence,and
thepermanent
institutionwhich
lasted until the fall of the
Shogunate
was
founded by
the successor of Hideyoshi, lyeyasu. lyeyasubecame Shogun
in the year 1603,
and
the foundation of theGo
Academy
or
"Go
In," as theJapanese
call it,must have
occurredsoon after he
ascended
the throne.Honinbo
Sansha,who
was
still the bestGo
player in Japan,was
named
asthe
head
ofthe institution.The
othermost
skilful masterswere
installed as professorswithgood
salaries.To
Honinbo
Sansha, the director,
was
given 350 tsubo of land (a tsubois as big as
two Japanese mats
or tatami,and
is thereforesix feet square),
and
an annual
revenue of200
koku
of rice(a
koku
is a littlemore
than
five bushels).Men
ofthe bestintelligence could
now
dedicate themselves to the education of studentsand
the furtherdevelopment
ofthegame,
freedfrom
the cares of earning a livelihood. In both respectsthe institute
was
eminently successful. Its graduateswere
much
more
skilfulthan
the previous generation ofGo
en-tirely to the
game, and
eitherfound
positions as players at the court of a daimio, or traveledthrough
the country(like the poets
and
swordsmen
of that period), playing thegame
and
giving instruction in its mysteries as theyfound
opportunity. Ifthey
came
to a placewhich
pleased them, they often let their years ofwandering
come
toan
end and
remained
there,making
their living as teachers ofthegame.
At
the time of thefounding
of theAcademy,
besidesHoninbo,
the previouslymentioned
masters, Hayashi,Inouye,
and
Yasui,were
installed as professors.For
some
reason,
Nakamura,
who
ismentioned above
asone
of thecontemporaries of
Honinbo,
did notappear
at theAcademy.
Each
of the four mastersabove
named
founded
his school ormethod
of play independently ofthe others,and
thecus-tom
existed that each teacheradopted
his best pupil as a son,and
thushad
a successor at his death; so the teachers in theAcademy
were
alwaysnamed
Honinbo,
Inouye, Hayashi,and
Yasui. (Lovers ofJapanese
prints areal-ready familiar with this continued similarity of names.)
The
best players of theAcademy
had
toappear
everyyear before the
Shogun
and
play for hisamusement.
Thisceremony
was
called"Go
zenGo,"
which
means
"playingthe
game
inthe august presence," or"O
shiroGo,"
"Shiro"
meaning
"the
honorable palace,"and
the masters of thegame
entered these contests with thesame
determinationthat
was
displayedby
thesamurai
on
the field of battle.An
anecdote hascome
down
to usfrom
the reign ofthe thirdShogun,
Tokugawa
lyemitsu,showing
how
highlythe
Go
masters regarded their art.At
that timeYasui
Sanyetsu
held the raiik of"Jo
zu,"which
was
almost as high, but which, according to the rules,would
entitlehim
to a
handicap
of oi.e stonefrom
his expert adversary;and
thesetwo men,
being the best players,were
selected to play in the Shogun's presence.Honinbo,
feeling con-scious of his skill, disdained to accept the handicap,and
met
his adversaryon
even terms.The game
was
proceed-ing in the presence of the court nobles before the
Shogun
had
appeared,and
among
the spectatorswas
Matsudaira
Higo
no
Kami,
one
of themost
powerfulnoblemen
ofthatepoch.
Yasui
Sanchiwas
a favorite ofMatsudaira
and
as he
watched
the play heremarked
audibly thatHoninbo
would
surely be defeated.Honinbo
Sanyetsu heard theremark,
and
pausingin his play, he allowed the stonewhich
he
was
about
to placeon
theboard
to fallback
into the"Go
tsubo"
orwooden
jar that holds theGo
stones, gently covered the"Go
tsubo,"and drawing
himselfup
with great dignity, said:"I
am
serving theShogun
withthe art of
Go, and
when
we
Go
masters enter a contest,itis in the
same
spirit as warriors goupon
the field ofbattle,staking
our
life, if necessary, to decide the contest.While
we
are doing thiswe
do
not allow interference orcomments
from any
one,no
matterhow
highmay
be his rank.Al-though
Iam
not the greatest master ofthegame,
I hold thedegree of 'Jo zu,' and, therefore, there are
few
players inJapan
who
are able to appreciatemy
plans, tactics, or strat-egy. Nevertheless, the Prince ofHigo
hasunwarrantedly
prophesied
my
defeat. Ido
not understandwhy
he hasdone
this, but if such acomment
were
allowed tobecome
a precedent,and
onlookerswere
permitted tomake
lo
that the
custom
oi^the'O
shiroGo'
should cease."Having
said this, he raised himselffrom
his s;at.At
thismoment
the court officersannounced
thecoming
oftheShogun, and
the
noblemen
who
had assembled
to see the contest,sur-prised
and
confusedby
the turn affairshad
taken, earnestlypersuaded
Honinbo
to reseat himselfand
continuethegame.
This
he obstinately refused to do,and endeavored
to leave the imperialchamber.
Prince Matsudaira,taken
aback,scarcely
knew
what
todo.However,
hekotowed
toHoninbo
and, profusely apologizing, besought the offended master
to finish the contest.
Honinbo
Sanyetsuwas
appeased,and resumed
his seat atthe board,and
both players, arousedby
the incident, exerted every effort to achieve victory.Honinbo
Sanyetsuwon,
whereupon
the Prince ofHigo
was
greatly humiliated. Since then the
name
of Sanyetsu has alwaysbeen
revered asone
of the greatest of theHoninbo
family.
In the degenerate days
toward
theend
oftheTokugawa
Dynasty
the"Go
zenGo"
became
amere
farce,and
thegames
were
all played throughand
studied out beforehand,in order that the
ceremony
in courtmight
not last too long.The
custom
was, however, maintained until the fall of theShogunate
in 1868.Honinbo
Sansha
established at the time of thefounda-tion of the
Academy
amethod
of classifying the playersby
givingthem
degrees,which
still exists, althoughno
longer
under
the authority of the State.When
aman
attainedto a certainmeasure
ofskill inthegame
he receivedthe title
"Shodan,"
or, ofthe first degree.The
stillstrongerplayers
were
arranged as"Nidan," "Sandan," "Yodan,"
high-est degree in the series
was
"Kudan,"
or the ninth degree.In order to attain the first degree, or
"Shodan,"
thecandi-date
must
bean
excellent player, sogood
in fact that hecould follow the
game
as a profession. In othergames
such
agraduated
system of classifying playerswould
bescarcely possible, but
among
good
Go
players it isfeasible, because the better player almost invariably wins,
even
if he be but slightly superior. If the difference inskill could not be equalized in
some
way
thegame
would
become
tiresome, as theweaker
playerwould
almost alwaysbe
able to foresee his defeat.The
stronger player, therefore,allows his adversary to place
enough
stoneson
theboard
as a
handicap
tomake
the adversaries approximately equal.According
to the rules oftheAcademy,
ifthe differencebetween
the skill of the playerswas
onlyone
degree, theweaker
playerwould
be allowedthefirstmove.
Ifthediffer-ence
was
two
degrees, theweaker
playerwould
be allowedto place a stone
on
the board,and
the stronger playerwould
have
the firstmove, and
so on; in other words, thediffer-ence
between
each
degreemight
be called half a stone.Thus,
a player of the fourth degreewould
allow a playerof
the first degree to placetwo
stoneson
theboard
as ahandicap, but
would
have
the firstmove.
A
player of theseventh degree
would
allow a player of the first degree threestones,
and
a player ofthe ninth degreewould
allow a playerofthe first degree fourstones.
Four
was
the highesthandi-cap
allowedamong
the players holding degrees, but, aswe
shall see later,among
players ofless skill greater handicapsare frequently given.
12
rank were
called"Kan
shu," or the half-way step,and
those of the ninth degree
were
called "Mei
shu," the clear, bright hand, or"Mei
jin," literally "celebratedman."
It is related thatthis last appellation arosein the time ofNo-bunaga,
who
was
a spectator ofagame
playedby
Honinbo
Sansha
withsome
contemporary,and
who
expressed hisadmiration of the skill of
Honinbo by
exclaiming"Mei
jin!"
which
thusbecame
the titleappHed
to players ofthe highest skill.Since the institution of this
method
of classifyingGo
players over threehundred
years ago, therehave been
only nine playerswho
have
attained the ninth degree,and
onlyfourteen players
who
have
attained the eighth degree.On
the other hand, therehave been
many
more
ofthe seventh,and
many
more
still ofeach ofthe lower degrees. In 1880, at the time Korschelt wrote the article previously referredto, there
was
onlyone
player inJapan
holding the seventhdegree,
and
thatwas
the celebratedMurase
Shuho.
At
present there is one player
who
holds the ninth degree.His
name
isHoninbo
Shuyei,and
he is the only playerwho
has attained the ninth degree during the period called the " Meiji," or since the fall of theShogunate
forty years ago.This
arrangement
of the players in degrees isunknown
in
China and
Korea.On
the other hand, it is in use inthe
Ryukyu
orLoochoo
Islands.The
Japanese seem
tohave
regarded the classification indegrees as
an
absolute standard ofmeasurement.
Never-theless, it
must
necessarilyhave
variedfrom
time to time,Players of high
rank
who
are challengedby
the im-proving players ofthe lower grades will instinctively desire tomake
itmore
difficult for thenew
players to attain thehigher degree, because their
own
fame,which
is theirhighest possession,
depends
upon
the resuh of thegame;
and assuming
that all trialgames
could beconducted
inan
impartial
and
judicial spirit, nevertheless, all the playerswould become more
expertfrom
thehard
practice, eveniftheir skill in relation to each other
remained
the same.Thus
a seventh degree player of to-daywould
be better in a year although he stillremained
in the seventh degree,and
this constant raising of the standardmust
lead us tosuppose
that a player of the seventh degreenow
is quiteequal or
perhaps
superior toan
eighth or ninth degreeplayer ofa
hundred
ortwo hundred
years ago.As
an
illus-tration of this increase in skill,
we
onlyhave
tocompare
the standard set in the
Ryukyu
Islands.They
also estab-lished the classification in degrees soon after the foundation of theAcademy
inJapan,
and
then thetwo
institutionsseem
tohave
lost touch. Korschelt relates that forthe firsttime
about
the year 1880 aGo
player ofthe second degreefrom
theSatsuma
province visited those Islandsand
tried his skill with their best players,and found
that he couldeasilydefeat the players there classified as ofthe fifth degree.
The
position ashead
of theAcademy
was
much
coveted
by
Go
players, but itwas
generally heldby
the
Honinbo
family.One
of the last incidents in relation to theAcademy
tells ofan
attempton
the part ofInouye
Inseki, the eleventh ofthat line, to obtain the headship of the
Academy when
Honinbo
Jowa,
who
was
the twelfth14
the coveted position by. a contest,
and
therefore strove toobtain it
by
intriguefrom
theShogun's
officer intrustedvsriththe business of the
Academy.
When
Jowa
retired he v^asnot
unaware
of the desires of Inseki, but it did not troublehim much,
as he felt confident that the fourteenthHoninbo,
virhose
name
was
Shuwa,
could successfully defend histitle.
However,
at last matterscame
to such a point thatJowa
orderedShuwa
to present a petition to theShogun
requesting that the title be settled
by
contest, but the Sho-gun's officer,who
was
in league with Inseki, returned the petition,whereupon
all of theHoninbo
house
roseand
in-sisted
on
their rights in accordance withcustom
and
pre-cedent,and
at last their petitionwas
granted. Itwas
fixedthat the title
was
to be decidedby
tengames,
and
the firstgame
began
at the residence oftheShogun's
officer,Inaba
Tango
no
Kami,
on
the 29th ofNovember,
in the eleventhyear of
Tempo
(about sixty-six years ago),and
itended
the
same
yearon
the 13th ofDecember.
There was
anadjournment
offour days,and on one
occasion the contestlasted all night. Therefore in all it took nine days
and
onenight to finish the
game.
It is unnecessary to say that both players put forth all
their efforts in this life
and
death struggle,and
it is said that Inseki's excitementwas
so intense as to cause bloodto
gush
from
hismouth,
but he finally lostby
four stones,and
the other ninegames
were
not played. Inseki,how-ever, mortified
by
his defeat, again challengedShuwa.
This
game
began on
the i6th ofMay
in the thirteenth yearof
Tempo,
and
lastedtwo
days. Inseki again lostby
sixstones.
On
November
17th ofthesame
year a thirdofthe
Shogun
in his palace at Tokio. Inseki again lostby
four stones. In all these contests Inseki as the challengerhad
the firstmove, and
he finallybecame
convinced of hisinability to
win
from, the scion oftheHoninbo
family,and
abandoned
his life-long desire,and
it is related thatthere-upon
the houses ofHoninbo
and
Inouye
became
more
friendly
than
ever.In the first half of the nineteenth century
Go
had
aperiod of great development.
This
occurred according tothe
Japanese
calendar inthe periods calledBun
Kvv^a(1804-1818),
Bun
Sei (1818-1829),and
Tempo
(1830-1844).The
collection ofspecimen
games
of that time are to-day regarded as models,and
themethods
of playand
ofopening
the
game
then in use are still studied, although theyhave
been
somewhat
superseded.The
bestgames
were
playedby
theHoninbos
Dosaku
and
Jowa
and Yasui
Sanchi.On
the fall of theShogunate
in the year 1868 theGo
Academy
came
toan
end,and
with it the regulation ofthegame
by
the State.A
few
years later the daimioswere
dispossessed,
and
they did not feelan
obligation as private individuals to retain the services of theGo
playerswho
had been
in attendance at their courts.Thereupon
ensueda sad time for the masters of the
game,
who
had
thereto-fore for themost
part livedby
the practice oftheir art,and
to
make
things still worse, theJapanese
people lost their interest inGo.
Upon
theopening
of the country thepeople turned with
enthusiasm
to the foreigners. Foreignthings
were
more
prized than native things,and
among
the things ofnative origin thegame
ofGo
was
neglected.i6
GAME
day
it is fostered with asmuch
zeal as in the oldentimes.
Most
ofthe higher officials of thegovernment, and
also the officers in thearmy
and
navy, are skilled players.The
great dailynewspapers
of the capitalshave
aGo
depart-ment, just as
some
of our periodicalshave
adepartment
devoted to Chess,and
thegame
is verymuch
played at thehot springs
and
health resorts,and
clubs,and
teachers ofthe art are
found
in all of the larger cities.Go
hasalways retained
something
of its early aristocratic character,and
in fact, it is still regarded as necessary for aman
ofrefinement to possess a certain skill at the
game.
During
the recentRusso-Japanese
War
the strategyemployed by
theJapanese
commanders
certainly suggestedthe
methods
of play used in thegame
ofGo.
Whether
this
was
an
accidental resemblance or not I cannot say.At Liao
Yang
itseemed
as ifMarshal
Oyama
had
got threeof the necessary stones advantageously placed, but the
Russians escaped before the fourth could be
moved
into position.At
the final battle ofMukden
the envelopingstrategy characteristic of the
game
was
carried, out withstill greater success.
At
the present time the division into the four schools ofHoninbo,
Inouye, Hayashi,and
Yasui,no
longer exists,and
Go
players are divided into the schools ofHoninbo
and Hoyensha.
This
latter schoolwas
established aboutthe year 1880
by
Murase
Shuho,
towhom
reference hasalready
been
made.
The
Honinbo
school is the successor ofthe oldAcademy,
longer
than
twenty-four hours without interruption.The
Hoyensha
school also recognized the degree"Inaka
Sho-dan,"which
means
the "first degree in the country,"and
is allowed to a class ofplayers
who
are regarded as entitledto the firstdegree in theirnative town, but
who
are generallyundeceived
when
theymeet
the recognized"Shodan"
players ofthe metropolis.
While
inJapan
Go
has attained such a highdevel-opment,
largelythrough
the help of the government, ashas
been shown,
itseems
to be decadent in itsmotherland
of China.
The
Japanese
players assure us that there isno
player inChina
equal to aJapanese
player of the firstdegree. In
Korea
also thegame
is played, but the skillthere attained is also
immensely below
theJapanese
stand-ard.Having
now
givenan
idea ofthe importance of thegame
in the eyes of the Japanese,
and
the length of time it hasII
DESCRIPTION
OF
THE BOARD
AND
STONES
The
board, or"Go
Ban"
as it is called in Japanese,;is a solid block of
wood,
about seventeenand
a half inches long, sixteen inches broad,and
generallyabout
four or fiveinches thick. It has four detachable feet or legs so that as it stands
on
the floor it is about eight inches high.The
board and
feet are always stained yellow.The
best boards inJapan
aremade
of awood
called"
Kaya
" (Torreya Nucifera) a species of yew.They
are alsomade
of awood
called"Icho"
orGingko
(Salishuria adiantifolid)and
of"Hinoki"
(Thuya
Obtusa) a kind of cedar.At
all events theymust
be ofhard wood, and
yetnot so
hard
as to be unpleasant to the touchwhen
the stoneis placed
on
the board,and
thewood
must
further havethe quality of resonance, because the
Japanese
enjoy hear-ing thesound
made
by
the stone as it is played,and
theyalways place it
on
theboard
with considerable forcewhen
space will permit.
The
Japanese
expression for playingGo,
to wit, "Go
wo
utsu," literallymeans
to "strikeGo,
referring to theimpact
of the stone. InKorea
thisfeature is carried to such
an
extreme
that wires arestretched beneath the board, so that as a stone is played
a distinct musical
sound
is produced.The
best boards should, of course, be freefrom
knots,and
the grain shouldIn the
back
of theboard
there is cut a square depres-sion.The
purpose
of this is probably tomake
the blockmore
resonant, although the oldJapanese
stories say that this depressionwas
put there originally to receive the bloodof the
vanquished
in case the excitement of thegame
ledto a sanguinary conflict.
The
legs oftheboard
are said to beshaped
to resemblethe fruit of the plant called
"Kuchinashi"
orCape
Jessa-mine
(Gardenia floribunda), thename
of v^hich plantby
accident alsomeans
"without
amouth," and
this is sup-posed to suggest to onlookers thatthey refrainfrom
making
comments
on
thegame
(a suggestionwhich
allChess
play-ers will appreciate).On
the board, parallel with each edge, are nineteenthin, lacquered black lines.
These
lines are about fourone-hundredths
ofan
inch wide. It has been seen fromthe dimensions given that the
board
is not exactly square,and
the field therefore is a parallelogram, the sides ofwhich
are sixteen
and
a halfand
fifteen inches long respectively,and
the lines inone
direction are a little bit farther apartthan
in the other.These
lines,by
their crossing,produce
three
hundred
and
sixty-one points of intersection,inclu-ding the corners
and
the points along the edge of thefield.
The
stones are placedon
these points of intersection,and
not in the spaces as the pieces areinChess
orCheckers.These
intersections are called"Me"
or"Moku"
in Jap^ anese,which
reallymeans
"an
eye."Inasmuch
as theword
as used in this connection is untranslatable, I shall hereafter refer to these points of intersectionby
their20
On
the board, asshown
in thediagram
(Plate i), are nine Httle circles. It ison
these circles that the handicapstones
when
given are placed.They
have no
other func-tion in thegame,
but they aresupposed
also tohave
some
sort of
symbohcal
meaning.
Chamberlain
states that rthese spots or
"Seimoku"
aresupposed
to represent the chief celestial bodies,and
that the centralone
is called"Taikyoku";
that is, the primordial principle of theuni-verse. In the
work
of Stewart Culin referred to in the preface it is stated that they correspond to the nine lightsof
heaven
—
the sun,moon
and
the seven stars of theconstellation
"Tau"
(Ursa Major).Indeed
the wholearrangement
of theboard
is said tohave
some
symbolicalsignificance, the
number
of crosses (exclusive of thecen-tral one) representing the three
hundred and
sixty degrees i; ;of latitude,
and
thenumber
ofwhiteand
black stones cor- ']responding to the
number
of days of the year; butnowa-days the
Japanese
do
notmake
much
of a point ofthe astronomical significance of the
board
or of the"Sei-moku."
The
stones or"Ishi"
withwhich
thegame
is playedare three
hundred and
sixty-one innumber,
correspondingto the
number
of"Me"
or points of intersectionon
theboard.
One
hundred and
eighty of these stones are whiteand
the remaining onehundred
and
eighty-one are black.As
theweaker
player has the black stonesand
the firstmove,
obviously the extra stonemust
be black. In prac- : :tice the entire
number
of stones is never used, as at the end of thegame
there are always vacant spaceson
the board.The
Japanese
generallykeep
these stones in gracefully| j
shaped, lacquered boxes or
"Go
tsubo."!| j
I „ .— I'
11 1, 1
., 1, li
Plate I
The
white stones aremade
ofa kind of white shell; they are highly polished,and
are exceedingly pleasant to the touch.The
bestcome
from
the provinces of Hitachiand
Mikawa.
The
black aremade
of stone, generally a kind of slate thatcomes
from
theNachi
cataract in Kishiu.As
theyare used theybecome
almost jet-black,and
they are also pleasant to the touch, but not somuch
so as the white.A
good
set is quite dear,and
cannot bepurchased
underseveral yen.
The
ideograph formerly used for"Go
ishi" indicates that originally theywere
made
ofwood, and
notof stone,
and
the old Chinese ideographshows
that inthat country they
were
wooden
pieces painted black andwhite.
The
use of polished shell for the white stoneswas
first introduced in the
Ashikaga
period.In
form
the stones are disk-shaped, but not always ex-actly round,and
areconvex
on
both surfaces, so that theytremble slightly
when
placedon
the board.They
areabout three-quarters of
an
inch in diameter,and
aboutone-eighth of-
an
inch in thickness.The
white stones are generally a trifle larger than the black ones; forsome
strange reason those of both colors are a little bit wider than they should be in order to fit the board. Korschelt
carefully
measured
the stoneswhich
he used,and
foundthat the black
were
seventeen-sixteenths of the distancebetween
the vertical lineson
his board,and about
eighteen-nineteenths of the distance
between
the horizontal lines,while the white stones
were
thirteen-twelfthsofthe distancebetween
the vertical linesand
thirty-six thirty-seventhsofthe distance
between
the horizontal lines. Ifound
aboutthe
same
relation of size in theboard
and
stoneswhich
The
result of this is that the stonesdo
nothave
quiteroom enough
and
lap over each other,and
wrhen theboard
is very full, they
push
each other out of place.To
make
matters still
worse
theJapanese
are not very careful to put the stones exactlyon
the points of intersection, but placethem
carelessly, so that theboard
hasan
irregular ap-pearance. It is probable that theunsymmetrical
shape ofthe
board
and
the irregularity of the size of the stonesarise
from
the antipathy that theJapanese have
to exactsymmetry.
At
any
rate, it is all calculated to breakup
themonotonous
appearance
v^^hich theboard
would
have
ifthespaces
were
exactly square,and
the stoneswere
exactlyround and
fitted properly in their places.In
Japan
theboard
is placedon
the floor,and
the playerssit
on
the floor also, facing each other, asshown
in the illustration,and
generally thenarrower
side of theboard
isplaced so as to face the players. Since the introduction of
tables in
Japan
Go
boards are alsomade
thinnerand
without feet, but the
game
seems
to losesome
of itscharm
when
thecustoms
of the oldJapan
are departed from.The
Japanese
always take the stonebetween
themiddle
and
index fingers,and
notbetween
thethumb
and
indexfinger as
we
are likely to do,and
they place iton
theboard
smartly
and
with great skill, so that it gives a cheerfulsound, as before stated.
For
use in this country theboard need
not be so thick,and need
not, of course,have
feet, but ifit is attempted toplay the
game
on
cardboard,which
has adead
sound
asthe stones are played, it is surprising
how much
the24
that Casino chips are the best substitute for the
Japanese
stones.
Originally the
board
used for thegame
ofGo
was
not so large,and
the intersecting lines in each directionwere
only seventeen innumber.
At
the time of the foundationof the
Go
Academy
thiswas
the size ofboard
in use.As
the
game
developed the presentnumber
of linesbecame
fixed after trial
and
comparison
with other possible sizes.Korschelt
made
certain experiments with the next possible larger size inwhich
thenumber
of lines in each directionwas
twenty-one,and
itseemed
that thegame
could stillbe played, although it
made
necessary the intellect of a past master to grasp the resulting combinations. Ifmore
than
twenty-one lines are used Korschelt states that thecombinations are
beyond
the reach of thehuman
mind.
In closing the description of theboard
itmay
beinter-esting to point out that the
game
which
we
call"Go
Bang"
or "Five in a
Row,"
is playedon
what
isreally aJapaneseGo
board,and
theword
"Go
Bang"
is merely anotherphonetic imitation of the
words
by
which
the Japanesedesignate their board. I
have
found, however, that the"Go
Bang"
boards sold in the stores in this country arean
imitation of the originalJapanese
"Go
ban,"and
have only seventeen lines,and
are therefore a little too small for thegame
asnow
played.The game
which
we
call"Go
Bang"
also originated in Japan,and
is wellknown
and
still played there.They
call it"Go Moku
Narabe,"
which
means
to arrange five"Me,"
theword
"Go"
in thiscase
meaning
"five,"and
"Moku"
being the alternativeway
ofpronouncing
the ideograph for eye."Go
Moku
for relaxation, as it is a vastly simpler
game
thanGo,
and
can
be finishedmuch
more
rapidly. It is not, however,to be despised, as
when
playedby good
players there isconsiderable