Answers To "How Good Is Your Go? - Part 1"

British Go Journal No. 15. Autumn 1971. Page 12.

The answers to the questions posed on page 6.
BGJ numbered the diagrams differently. Many of the terms used in this article are linked to the glossary definitions.


[Next] 1. The opening

Diagram 1



















BGJ had triangle as 'a', square as D2 and D as D1.
10 points – Black 1 in Dia 1
There is a bewildering number of places Black would like to play but black 1, keima, is the pivot point for both players. Now, after black 1, Black can devastate the upper side with black 1, white triangle and black J. On the other hand, if Black neglects 1 White will play ikkentobi there and swell his moyo on the upper side.
Ref. Diagram 1a


















Ref. Diagram 1b


















8 points – Black 1 in Ref Dia 1a
Black's shoulder attack 1 is logical, then the sequence up to white 6 is possible. However, this is not quite as good as the correct answer, so only 8 points.
8 points – Black 1 in Ref Dia 1b
Black 1, boshi, unfortunately encounters white 2. this applies also to black A when White will again reply at 2. Both black 1 and A score 8 points.
7 points – A, B, C, D, square
If Black encloses the corner at one of the three points A, B or C, it is a negative way of playing, so 7 points. Black's uchikomi D looks good and together with square gets 7 points.
6 points E, F, G, H, I, J, K, L
Black E and F give the impression of being a little loose, allowing White to enter the corner at the 3-3 point. Like G and H, these moves get 6 points.
On the upper side Black I, nozoki, and J, uchikomi, allow White I, ikkentobi, so they are not satisfactory. These plays score 6 points, as do K and L.
5 points – M, N, O, P, Q, R
Black plays in the wrong direction by defending the left side with M & N. Like O, they are unbalanced. 5 points, as for P, Q and R.
4 points – S
The numerous S points for Black are all inferior to the previous moves. Each of them gets 4 points.
3 points – All other reasonable moves

[Next] 2. Three-move problem

Diagram 2











10 points – 1 to 3 in Dia 2
First black 1, the appropriate tesuji to force white 2, then black 3, osae, is the correct order of moves. After this, if white 4 hane, Black can start a ko fight with 5. If White plays 5, tsuke, instead of 4, Black destroys White with 4, sagari. If you gave black 1 to 3, score 10 points.
Ref Diagram 2a











Ref Diagram 2b











7 points – Black 1 in Ref Dia 2a
If Black simply plays osae, 1, after white 2 his stones in the corner are unconditionally captured. This together with any of the tsugi moves, 3, A, B or C gets 7 points.
7 points – Black 1 in Ref Dia 2b
After black 1, tsuppari, white 2, black 3 is 7 points too.
Black A instead of 3 is also good.
Also 7 points is the variation black B, oki, instead of 1, white C, black D, white E. Yet another variation for 7 points – black D, hane, white C.
Ref Diagram 2c











Ref Diagram 2d











6 points – Black 1 in Ref Dia 2c
After black 1, tsuppari, and white 2, black 3, hane, is a little heavy. If Black plays tenuki, and White cuts at A, then black 3 is the point to play. If you answered as in this diagram – 6 points.
5 points
Black B, osae, white 2 then black 3' at A – 5 points.
4 points – Ref Dia 2d
After black 1, sagari, White's crawling move 2, and black 3, Black seems to have won the semeai, but white 4, tsukidashi, prevents this, and after white 6 and 8, Black is captured. 4 points.
0 points
All other moves.

[Next] 3. Playing inside the opponent's territory

Diagram 3






10 points – Black 1 to 9 in Dia 3
Black first plays the timely ikken-tobi, 1, then if White answers with tsugi, 2, black 3 is important. White 4, tsuke is the utmost he can do and the sequence up to 9 results in seki, which is the right answer. 10 points.
Ref Diagram 3a






10 points – Black 1 to 9 in Ref Dia 3a
If White plays 2, tsuppari in answer to black 1, black 3 and 5 are inevitable. Then white 6 to black 9 results in seki with White's sente. This is also a correct answer with 10 points.
If Black tries 7 instead of his 3, after white 5 he loses through meari-menashi (A semeai where the opponent has one eye and the other player none.).
Ref Diagram 3b






8 points – Black 1 to white 10 in Ref Dia 3b
After black 1 to black 9, White can only makea seki in gote, so this answer gets 8 points.
5 points
If White fills in a liberty at A instead of playing 8, Black creates a ko with kosumi B, 5 points.
Ref Diagram 3c






7 points – Black 1 to 6 in Ref Dia 3c
In this variation, after black 3, ate, and white 4, black 5 causes a great loss for White. White has made a mistake involving the capture of 8 of his stones, so only 7 points.
0 points
Other moves for black 1, e.g. 2, sagari, all fail.

[Start]


This article is from the British Go Journal Issue 15
which is one of a series of back issues now available on the web.





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