EVENT BOARDSIZE 19 Black Dr G Gray, 5 kyu White C Edwards, 6 kyu Place 1971 Leeds Congress Date 1971 Komi 5.5 Result B+Resign Analysis J Diamond and J Tilley Source BGJ 19, January 1973, Page 4 B 1 r16 Com 1-7: A good start, no mistakes at all. Black plays 5 in the left corner, so that, when White plays 6, Black 7 is an ideal extension cum squeeze attack. This occurs frequently and should be learnt. EndCom W 2 c3 B 3 d17 W 4 r3 B 5 c15 W 6 p17 B 7 m17 Mark ALL Com 1-7: A good start, no mistakes at all. Black plays 5 in the left corner, so that, when White plays 6, Black 7 is an ideal extension cum squeeze attack. This occurs frequently and should be learnt. EndCom W 8 p15 B 9 q14 W 10 r17 Com White 10: White correctly decides to live in the corner. EndCom B 11 s17 W 12 q17 Mark A@s18 Z@r18 Com White 12: Very bad. White has no base if Black plays A and this group will be left floating and subjected to a fierce attack. White must play sagari (Z). EndCom B 13 r10 Mark A@s18 Com Black 13: A is better to undermine White’s position. EndCom W 14 r8 Mark A@s18 Com White 14: A is essential. For the rest of this game A is a key point for both. EndCom B 15 n15 W 16 o14 B 17 n14 Mark B@m13 A@s18 Com Black 17: A little heavy. An attack with keima at B maps out more territory and keeps up a more aggressive attack, but A is still more important. EndCom W 18 o13 B 19 q12 W 20 k16 Mark C@k4 D@d18 Z@c10 Com White 20: Very bad. This move is too close to Black’s strength. White need not worry about Black making too much territory on the upper side as Black needs three more moves at least. White should play 30 (Z) or C. Later D is a useful point on the upper side. EndCom B 21 k14 Mark Z@g16 Com Black 21: Good. A move around 22 (Z) would gain territory but would weaken Black’s three stones. EndCom W 22 g16 B 23 f4 W 24 d6 B 25 q4 W 26 r4 B 27 q5 W 28 r5 Com White 28: In this case essential. Black 28 would be too big. EndCom B 29 q3 Mark Z@q6 C@k4 E@r7 Com Black 29: Not so good. There is no need to play on the third line as Black shouldn’t expect to make territory there - it was White’s position after all! 52 (Z) is the vital point for both - "the head of three stones" - White E would be the best answer and then Black C is big, threatening 29. EndCom W 30 c10 Mark C@k4 Com White 30: Black 29 left a very wide gap between Black’s positions on the lower side, and White should play C. There are more important things than territory now. EndCom B 31 l3 Mark Z@q6 C@k4 E@r7 Com Black 31: 52 (Z), White E and Black C better. EndCom W 32 h4 Mark #23 #31 Com White 32: OK. The gap between 23 and 31 was too wide. EndCom B 33 h3 Mark Z@f6 Com Black 33: Horrible. Don’t attach to weak stones. A simple one point jump to 41 (Z) is best. EndCom W 34 g3 Mark Z@j3 #33 Com White 34: Better to play 37 (Z). White wants to develop to the left of 33, so he should play to the right first. EndCom B 35 g4 W 36 f3 B 37 j3 W 38 e4 B 39 e5 Com Black 39: This move fills in liberties and doesn’t help Black’s shape. EndCom W 40 d4 B 41 f6 Mark Z@h5 Com Black 41: Bad. Must play 42 (Z) to capture. EndCom VAR B 1 h5 Com [Ed: This ladder was not shown in the original article.] EndCom W 2 j4 B 3 k4 W 4 j5 B 5 j6 W 6 k5 B 7 l5 W 8 k6 B 9 k7 W 10 l6 B 11 m6 W 12 l7 B 13 l8 W 14 m7 B 15 n7 W 16 m8 B 17 m9 W 18 n8 B 19 o8 W 20 n9 B 21 n10 W 22 o9 B 23 p9 W 24 o10 B 25 o11 W 26 p10 B 27 q10 W 28 p11 B 29 p12 W 30 q11 B 31 r11 Prisoner h4 j5 j4 k6 k5 l7 l6 m8 m7 n9 n8 o10 o9 p11 p10 q11 ENDVAR W 42 h5 Com White 42: Correct. Black is in trouble here. EndCom B 43 h7 Mark Z@g7 Com Black 43: Too loose. 46 (Z) would be better. EndCom W 44 g6 Com White 44 & 46: Good. EndCom B 45 f5 W 46 g7 Com White 44 & 46: Good. EndCom B 47 f7 W 48 d7 Mark Z@g8 Com White 48: A game-losing move. Must play 49 (Z). Moves like 48 are sometimes good, but here it goes against the rhythm of play. EndCom B 49 g8 W 50 h8 B 51 h6 Com Black 51: White has lost everything he had here. EndCom W 52 q6 Com White 52 & 54: Good. 52 is a vital point. EndCom B 53 p6 W 54 p7 Com White 52 & 54: Good. 52 is a vital point. EndCom B 55 q7 W 56 r6 B 57 q8 Com Black 57: Rather reckless. A better sequence is shown in the variation. EndCom VAR B 1 o7 W 2 p8 B 3 o8 W 4 q8 B 5 o5 ENDVAR W 58 p8 B 59 q9 W 60 o6 B 61 p5 W 62 l12 Mark #60 G@o5 Com White 62: No. He must strengthen his very weak group 60 etc. If he plays G then all will be well. EndCom B 63 o7 Mark H@n8 Com Black 63: Better to play H - attack at a distance. EndCom W 64 n6 B 65 n7 Mark F@o8 Com Black 65: F is correct. EndCom VAR B 1 o8 Com [Ed: This sequence was not shown in the original article.] EndCom W 2 p9 B 3 o10 W 4 p10 B 5 p11 W 6 q10 B 7 q11 W 8 o9 B 9 n9 Prisoner o9 p10 p9 p8 p7 q10 ENDVAR W 66 m7 B 67 o9 W 68 m8 B 69 n9 W 70 m6 Com White 70: A little too solid in this position. White must try to make eye shape and protect the cut at the same time. The variation is recommended. EndCom VAR W 1 m4 B 2 n2 W 3 l10 ENDVAR B 71 l10 Com Black 71: Good. White has too many weak groups to have much hope now. EndCom W 72 m10 B 73 m9 W 74 l9 B 75 m11 Mark Z@k10 Com Black 75: 90 (Z) correct. Don’t play atari unless necessary. "Extend one stone in a crosscut". EndCom W 76 k9 B 77 l11 Mark Z@k10 Com Black 77: 90 (Z) correct. EndCom W 78 g9 B 79 f8 Mark K@j7 Com Black 79: Should capture as now White K is no longer sente. EndCom W 80 h10 Com White 80: See variation. EndCom VAR W 1 j7 B 2 g5 Prisoner g7 g6 W 3 h9 Mark N@j6 Com Later White N is good. EndCom ENDVAR B 81 j8 W 82 j9 B 83 k7 Com Black 83: Good. EndCom W 84 l8 Com White 84: Must play atari one line to the left. EndCom B 85 e10 W 86 m12 Mark A@s18 Com White 86: Meaningless. Must play A. EndCom B 87 k12 Mark P@j11 Com Black 87: He should jump out to P. EndCom W 88 k11 B 89 k13 Mark Q@n11 Com Black 89: Q correct. EndCom W 90 k10 Mark A@s18 O@h12 R@l15 Com White 90: White must play Q, Black takes, White 90. This squeeze is a 'must'. White now has three weak groups and no real hope. He could play A, O, or R next, but one group must die. EndCom