Event Black Steve Heavens White Mr Nagahra, 6d pro Date 1981 Result W+Resign Source BGJ 54 pg9 Setup B d4 k4 q4 d10 k10 q10 d16 k16 q16 Com Copyright British Go Association 1981, 1998 --- During his visit to Manchester Mr Nagahara played simultaneous games against eight of the local players, winning seven of them. Steve Heavens sent us his game, with some comments as to how he could have avoided losing. Remarks by Steve are labelled h in the following text. Other remarks are by Matthew Macfadyen, and are concerned not so much with Black's errors as with White's skilful use of them. EndCom W 2 c6 B 3 c5 W 4 d6 B 5 f4 W 6 o3 B 7 q6 W 8 r14 B 9 o16 W 10 h4 B 11 b5 W 12 r8 Mark \T@q2 #11 Com Black 11 was a bit slow, though not bad. Black, however, is thinking defensively. White 12 offers him the chance to make a similar play (one point below 38 (\t) for instance) where it would definitely be bad. EndCom B 13 q13 W 14 q14 B 15 p13 W 16 p14 B 17 o13 W 18 o14 B 19 n14 W 20 n13 B 21 r13 W 22 s13 B 23 s12 W 24 s15 B 25 t13 W 26 s14 B 27 r11 Mark 28@r17 #13 Com (H) 28 or one point below 28 would be more severe but would lead to complications. - This is typical of the results of playing at 13, a move widely recommended in books but which usually leads Black out of his depth in a 9 stone handicap game. EndCom W 28 r17 B 29 q17 W 30 r18 B 31 f6 W 32 f2 Mark #2 #4 34@p8 Com White 32: At this point many amateurs would feel tempted to try to save 2 and 4, but actually White would be delighted to see Black play again in this area (where he is already overconcentrated) to kill them. Instead White makes Black even heavier with 32 and then switches to the urgent point at 34. EndCom B 33 d2 W 34 p8 Com 34-82: All too predictable - of course Black had chances to save both of his groups, but the fact that they ever got weak is a measure of his failure. EndCom B 35 o4 W 36 n4 B 37 o5 W 38 q3 B 39 r3 W 40 p3 B 41 n6 W 42 r2 B 43 s3 W 44 p4 B 45 q5 W 46 n8 B 47 o9 W 48 o8 B 49 m14 W 50 n12 B 51 n10 W 52 n15 B 53 m17 W 54 l12 B 55 k14 W 56 m10 B 57 m9 W 58 n9 B 59 o10 W 60 l10 B 61 l8 W 62 s10 B 63 s11 W 64 s6 B 65 s9 W 66 r9 B 67 r10 W 68 s8 B 69 t10 Prisoner s10 W 70 s5 B 71 s4 W 72 l7 B 73 k8 W 74 m8 B 75 l9 W 76 m6 B 77 s2 W 78 q1 B 79 n5 W 80 m5 B 81 k7 W 82 m3 Com 34-82: All too predictable - of course Black had chances to save both of his groups, but the fact that they ever got weak is a measure of his failure. EndCom B 83 l6 W 84 m7 B 85 k3 W 86 h6 Com 86-106: White adopts a blunt strategy - he wants to see how many eyes this group is allowed to get before deciding what to do on the left side. Little mistakes like 95 (which should be one point to the left) are a great help in such circumstances. EndCom B 87 j5 W 88 h5 B 89 f8 W 90 g7 B 91 f7 W 92 h9 B 93 j11 W 94 j7 B 95 k6 Com 86-106: White adopts a blunt strategy - he wants to see how many eyes this group is allowed to get before deciding what to do on the left side. Little mistakes like 95 (which should be one point to the left) are a great help in such circumstances. EndCom W 96 g10 B 97 g12 W 98 f12 B 99 f13 W 100 e12 B 101 g11 W 102 e10 B 103 e9 W 104 f11 B 105 d11 W 106 g13 Com 86-106: White adopts a blunt strategy - he wants to see how many eyes this group is allowed to get before deciding what to do on the left side. Little mistakes like 95 (which should be one point to the left) are a great help in such circumstances. EndCom B 107 j13 W 108 f17 B 109 e18 W 110 j16 B 111 j17 W 112 h17 B 113 j18 W 114 c13 Mark #111 #113 Com White 114: (H) Black should probably have played here instead of continuing to attack with 111 and 113. Certainly White has no cause to complain as he runs all over Black's potential territory - the eyes will come somehow. EndCom B 115 c15 W 116 j15 B 117 f14 W 118 k15 B 119 l16 W 120 l15 B 121 l14 W 122 m15 B 123 o15 W 124 n17 B 125 n16 W 126 m16 B 127 m18 W 128 l17 Mark \T@k17 \S@n18 Com White 128: There's always a tesuji when you know how (Black cannot reply at \t because \s would then be sente for White and five Black stones would get cut off). EndCom B 129 l18 W 130 k17 Prisoner k16 l16 B 131 k18 W 132 j14 B 133 k13 W 134 e15 B 135 g14 W 136 g16 B 137 e16 W 138 f15 B 139 g3 Mark \T@c14 Com Black 139: (H) I couldn't see how to continue. - 140 (\t) seems best. EndCom W 140 c14 B 141 c17 W 142 c9 B 143 g9 Com Black 143: Commendably vigorous, but there's nothing like a ko for White to pick up odd points here and there. EndCom W 144 h10 B 145 f10 W 146 f9 Prisoner f10 B 147 h15 Mark \T@g15 Com Black 147 gives White an extra eye - it should be at 150 ('triangle') EndCom W 148 h14 B 149 h13 Prisoner g13 W 150 g15 B 151 f10 Prisoner f9 W 152 e5 B 153 f5 W 154 f9 Prisoner f10 B 155 q2 W 156 p2 Prisoner q2 B 157 f10 Prisoner f9 W 158 o18 B 159 o17 W 160 f9 Prisoner f10 B 161 q7 Mark \T@q9 Com Black 161 gives up over 10 points - the correct threat here was to the right of 162 (\t), and by the time Black wins the ko the game is getting close. EndCom W 162 p9 B 163 f10 Prisoner f9 W 164 q18 B 165 e11 Prisoner e10 W 166 n18 B 167 b11 W 168 p10 B 169 o11 W 170 b15 B 171 f18 Mark \T@f19 Com Black 171: (H) Idiot - 188 (\t) is the tesuji for connecting. EndCom W 172 g18 B 173 b16 W 174 d15 B 175 c16 W 176 b10 B 177 c10 W 178 b8 B 179 a10 W 180 a9 B 181 a11 Com Black 181: good - White is completely dead. EndCom W 182 e13 B 183 b14 W 184 b13 B 185 a15 Prisoner b15 W 186 e17 B 187 d17 Mark \T@d18 Com Black 187 should be at 189 (\t), 187 loses three points, it's getting closer. EndCom W 188 f19 B 189 d18 W 190 l2 B 191 k2 W 192 k1 B 193 j1 W 194 l1 B 195 j2 W 196 p11 B 197 o12 W 198 t8 B 199 t9 W 200 q12 B 201 r12 W 202 t12 B 203 m12 W 204 b6 Com White 204: Can't do any harm trying. EndCom B 205 d8 W 206 c8 B 207 a6 Mark \T@a7 Com Black 207: Oops. If this had been at 208 (\t) White would not even have had a ko threat to live. EndCom W 208 a7 Com Black resigned a few moves later. EndCom