EVENT BOARDSIZE 19 BLACK Unknown WHITE Unknown RESULT W+Resign SOURCE BGJ 0, Spring 1967, Page 5 COM Copyright British Go Association 1967, 1998 ENDCOM B 1 r16 COM Black 1 is the commonest opening; White can respond in any corner. ENDCOM W 2 d17 B 3 p17 COM Black 3 is a solid move which gives White, and not Black, the choice of playing in opposite corners or down the sides. ENDCOM W 4 q4 MARK #1 #3 COM White 4 is an influential move (4th line) balancing 1 & 3. ENDCOM B 5 c4 W 6 e3 B 7 h4 W 8 f4 B 9 d6 W 10 f6 MARK #7 #5 #9 A@k3 COM White 10 is another influential move, threatening Black's stone 7 (e.g. by playing A) and Black's 5 & 9 group. ENDCOM B 11 l4 W 12 c2 COM White 12 secures room for eyes and takes away similar possibilities from Black. ENDCOM B 13 b3 MARK #12 B@c9 COM Black 13 has a similar, but smaller, effect to that of White 12. It could be replaced by an extension to B but 13 by White will then threaten strong invasion. ENDCOM W 14 c10 B 15 c8 MARK #14 COM Black 15 is necessary to prevent white from jumping any nearer the black group after the attack with 14. ENDCOM W 16 e10 MARK C@c12 A@e8 COM White 16 is to discourage black from invading at C and threatens to wall black in at 17(A), leaving Black with a small live group and no influence at all in this area. ENDCOM B 17 e8 W 18 f8 COM White 18 still threatens to enclose black. ENDCOM B 19 f9 W 20 g8 MARK A@e9 D@f7 E@g7 F@h7 COM White 20 is good form, better than any other move in this area. Also White cannot cut black at 21(A) because of D, E and then F, attacking the white group. See variation. ENDCOM VAR W 1 e9 B 2 f7 W 3 g8 B 4 g7 W 5 h8 B 6 h7 ENDVAR B 21 e9 MARK #18-21 A@d15 COM Black 21 concludes the sequence stared with 18 by which White has strengthened his lower group with sente. White now has time to support his last corner with 22 (A) giving Black a choice between extension along the top or down the right hand side. ENDCOM W 22 d15 B 23 k17 COM Black 23 stops White forming an ideal formation of 5 stones in the top left corner. ENDCOM W 24 r10 COM White 24 then automatically grabs the other side - 24 is the best point - and now threatens to dominate the lower centre and right part of the board. Should black invade the corner white would wall him in and feel very pleased with his great outward influence from his right and left groups working together. ENDCOM B 25 o3 COM Black 25: So Black plays the usual attack and pushes further into the corner to strengthen his group against attack. ENDCOM W 26 q6 B 27 q2 W 28 r3 COM White 28 is large and best. ENDCOM B 29 r12 MARK G@r8 COM Black 29 is a good extension, threatening invasion at G. ENDCOM W 30 p10 MARK G@r8 COM White 30: prevents the invasion at G, forming an ideally strong 5-stone formation. ENDCOM B 31 p12 COM Black 31 leaves White to do something about Black's great sphere of influence and good prospects in the top right corner. ENDCOM W 32 k15 MARK H@h17 A@m15 COM White 32 is not the best way for to do something about Black's great sphere of influence and good prospects in the top right corner; H is better, and if black replies at 32 then white invades at, for example, 34 (A). ENDCOM B 33 k16 MARK A@f17 COM Black 33 is a good defensive move, though heavy, because it anticipates 39 (A). ENDCOM W 34 m15 COM White 34: Light, as it should be. Heavy play is far worse when attacking than when defending. ENDCOM B 35 j15 W 36 k14 B 37 j14 W 38 k13 MARK A@j13 COM White 38 is best. If White is tempted to play 42 (A), black will just cut at 38. ENDCOM B 39 f17 MARK J@c16 #32 COM Black 39: The profitable move, threatening invasion of the corner, for example at J, which White should have anticipated at move 32. ENDCOM W 40 f15 B 41 g16 W 42 j13 B 43 g14 W 44 m17 B 45 h13 W 46 f11 MARK #40-41 COM White 46 protects against a black invasion of White's territory, which black's creep to the left is threatening despite the strengthening exchange of 40 for 41. Now Black takes as much profit as he can in this bit of the board and then turns elsewhere ... (see move 57) ENDCOM B 47 e13 W 48 f13 B 49 d11 W 50 d10 B 51 f14 W 52 d13 B 53 d14 W 54 c14 B 55 e14 W 56 c12 B 57 s11 COM Black 57: (from 46) ... to make this valuable move (about 8 points). ENDCOM W 58 s10 COM White 58: A necessary defensive move. ENDCOM B 59 o5 COM Black 59: An excellent move, increasing Black's territory while preventing White from doing likewise with the same move. ENDCOM W 60 h3 COM White 60: After 59, this is the furthest that white can safely come into the black group. ENDCOM B 61 j3 W 62 g3 B 63 j2 W 64 p15 COM White 64 is the usual attack on this corner formation and ... ENDCOM B 65 q14 COM Black 65: ... the usual defensive reply on that side. ENDCOM W 66 h11 COM White 66, 68: help to make White's large group alive. ENDCOM B 67 h12 W 68 j11 COM White 66, 68: help to make White's large group alive. ENDCOM B 69 o8 MARK K@q8 L@r8 COM Black 69 threatens K or L spoiling White's territory. But it is a risky move because it can be cut, as happens with the game, thereby jeopardising Black's chances in a position that is favourable to him, thanks to White's earlier mistake (with 32). ENDCOM W 70 o7 B 71 n7 W 72 o6 B 73 n6 W 74 n8 B 75 n9 COM Black 75' could be changed to N as in variation. ENDCOM VAR B 1 o9 W 2 o10 B 3 m9 W 4 m8 B 5 l8 W 6 l7 B 7 n9 COM This either captures three white stones or connects to the black stones above. ENDCOM ENDVAR W 76 m8 B 77 o10 W 78 o11 B 79 p8 W 80 q7 COM White 80 is the best way to save the two stones and prevent black from invading. Black now tries to connect to the top right corner but fails and has to try and make eyes in the centre or connect to another black group. ENDCOM B 81 n11 W 82 o12 B 83 p11 W 84 q11 B 85 n13 W 86 p13 B 87 q12 W 88 o13 B 89 n12 W 90 n14 B 91 l9 W 92 l8 B 93 p9 MARK L@r8 M@s8 N@s16 COM Black 93: Black supposed that this gave him the chance of playing at L later, but this is answered by M. ENDCOM W 94 q10 B 95 o16 W 96 o15 B 97 k8 W 98 k7 B 99 k9 W 100 l6 MARK #66 #68 COM White 100: After this, White threatens to cut with 108 thanks to 66 & 68. ENDCOM B 101 j7 W 102 j6 B 103 h8 W 104 h7 B 105 j8 W 106 h6 B 107 g9 W 108 m9 B 109 p14 COM Black 109 is a mistake as will be seen later. ENDCOM W 110 o14 B 111 l11 COM Black 111 - 127: All Black's moves from 111 to 127 are strong sente moves, profitable enough to put Black back in the game with a chance. ENDCOM W 112 m10 B 113 k11 W 114 m11 B 115 d18 W 116 c18 COM White 116 is necessary by white because of the alternative in the variation where black is alive in the corner. ENDCOM VAR W 1 e18 B 2 c17 W 3 e17 B 4 c16 W 5 d16 B 6 c18 W 7 c15 B 8 b14 W 9 b13 ENDVAR B 117 e18 W 118 c17 B 119 b9 W 120 b10 B 121 r2 W 122 s2 B 123 s1 W 124 s3 B 125 t10 W 126 t9 B 127 t11 COM Black 111 - 127: All Black's moves from 111 to 127 are strong sente moves, profitable enough to put Black back in the game with a chance. ENDCOM W 128 s8 B 129 p4 MARK P@r15 COM Black 129 should be played at P to prevent White's next coup. ENDCOM W 130 q16 B 131 q17 W 132 r15 B 133 q15 W 134 q13 B 135 r14 W 136 r13 B 137 s14 MARK #109-110 A@s13 COM Black 137: If black had not earlier made the exchange of 109 for 110, he could have saved himself after white 136 by playing 137' at 138 (A). ENDCOM W 138 s13 B 139 s15 PRISONER r15 COM Black 139: After this, the black stones are white's because if black plays at S then ... see variation. ENDCOM VAR B 1 s15 PRISONER r15 W 2 PASS B 3 t13 COM "S" ENDCOM W 4 t12 B 5 s12 PRISONER t12 W 6 r11 COM Black cannot fill both false eyes at once. ENDCOM ENDVAR W 140 l18 COM White 140, 142: After these two valuable moves, which reduce black's potential territory while slightly increasing white's, Black is losing by about 15 points. ENDCOM B 141 k18 W 142 o18 COM White 140, 142: After these two valuable moves, which reduce black's potential territory while slightly increasing white's, Black is losing by about 15 points. === Black resigned shortly after 142. ENDCOM