British Go
Journal No. 40. February 1978. Page 13.
Comentary: David Mitchell.
A clash of style and temperments in every respect. Frank May plays very slowly, thinks
hard, and mixes excellent, imaginative moves with some very indifferent plays. David Mitchell
is the best lightening player in the country and frequently takes only a fraction of
his clock time. He plays with a combination of intuition and quick calculation. If he
doesn't find a move obvious, he may not see it till after the game, which can
be a handicap. He had an excellent tournament, losing only to Fujino in round 3 and
in round 7 to Macfadyen. Commentary to this game is by David Mitchell.
Black: David Mitchell, 3d
White: Frank May, ?d
The game-file in Ishi and
SGF format.
- Black 1 - 7: Recently I have taken to playing hoshi fuseki, such as
Black 1, Black 3 in this game, because this often leads to large moyos,
which produces invasions and running fights which I feel I can handle
well. I played Black 5 intending to play next at either Black 7 or White
6. Frank made his shimari and I was happy to achieve san-ren-sei.
- Black 9 - 17: Black 9 is often played one point to the right. White
10 is an inappropriate response, reminescent of a handicap game. Black
11 separates White 8, 10 and waits for White's response. When White
dives in with 12, Black 13 naturally cuts White off from the side on
which Black expects to make the most territory and this corner sequence
ends with Black 15, 17 pressing White low against the edge and expanding
Black's moyo which White will have to soon invade.
- White 18 occupies the largest area remaining. One point to the left
would be too low - Black could play one point to the right of 18
and keep White down while increasing his prospects on the right.
- Black 21, White 22: Black 21 is yosu-miru. If White 22' at 86 to defend the
outside and let Black live in the corner, Black 23' would be one above
19, pressing White. The idea of playing 19 at all is to keep down
White's potential area, while waiting for him to invade Black's moyo.
- Black 27: Black's first definite error is Black 27; this should be
one point higher. The knight's move, 25-27 can be broken by White
attacking the stones 19-23-25.
- White 28 - 31: White's error follows. His invasion point 28 was
poorly chosen and in poor relationship to Black 1 and Black 7. One point
nearer to either 7 or 1 is better. Black naturally defends his corner
with 29, White jumps to 30 and Black defends with 31. Black is making
territory and attacking, while White 30 and 28 are loose and difficult
to defend.
- White 32 - 43: White 32 is another loose move and Black immediately
pokes at White's weaknesses with 33. White dives underneath for eye
space with 34 and, up to Black 43, White is split in two and will only
succeed in living with one half of his stones.
- White 44 looks like good shape, but this is the half that
eventually dies, so perhaps 44' at 51 is better.
- White 46 probes to see how Black will defend the corner. 47 makes
it difficult for White to live there. 47' to the right of 29 would make
it easy, but would attack the lower White stones more strongly.
- 48 - 56 gives White space for eyes in exchange for greatly
strengthening Black's position and making the death of the White stones
38, 40 etc., very probable. 56 should however be at 57 - the vital
point for eye-shape which Black immediately hits.
- Black 61 threatens to rescue 57-59, so White makes an eye with
62 and, not wanting to be shut in, answers 63 by pushing out, 64 etc.,
but this solidifes Black's top area, so maybe White should have made two
eyes.
- White 80-Black 83 sees White finally out in the open with
chances of making territory on the left, but at the heavy cost of seeing
his lower right stones die. After 85-87, which is a standard way of
using the stone at 21, followed by 91-92 and 93 which defends Black
's upper side, Black has three ways to reduce White 's left hand moyo:
By pushing in from 91, through the gap between 4 and 84, or by using 85,
87, 89. So White's prospects in this area are not as bright as they may
appear at first glance.
- White 94-100 presses back Black's area a little and isolates
the 4 Black stones. However, at this late stage in the game, the White
stones cut off by Black 101 have nowhere to go, and the best that White
can manage is to secure his left edge territory and cut Black off from
centre left in exchange for giving Black some lower edge area.
- The sequence to 137 forces White to go back after all to live with
118 and ends White's hopes of large left edge area. His last hope, which
would scarcely be enough even if it were successful, is to take away
Black's upper right corner.
- White 138, 140 are a standard way of trying to make eye shape in
the corner. If Black pushes to the right of 138, White stops him
immediately and forces a ko. So I played 141, without being able to read
out all the possibilities, and being prepared to see White live in gote.
After the game we discovered that there is a sequence for White to live;
it's very difficult and will be found on page
23.
- The exchange 142 for 143 spoils this sequence.
The players finished the game and Black won by a large margin.
This article is from the
British Go Journal
Issue 40
which is one of a series of back issues now available on the web.