EVENT WHITE Steve Brooker, 8k BLACK Bob Scantlebury, 8k RESULT B+48 BOARDSIZE 19 DATE 1981-12-31 PLACE London Open KOMI 5.5 SOURCE BGJ 55, March 1982, Page 6 ANALYSIS Jim Barty and Matthew Macfadyen COM Copyright British Go Association 1982, 2002 Black Rank: 8 kyu Write Rank: 8 kyu ENDCOM B 1 E3 W 2 D17 B 3 R16 W 4 Q4 B 5 P17 W 6 C4 B 7 D5 W 8 C5 B 9 D6 W 10 C7 B 11 C6 W 12 B6 B 13 D7 W 14 C8 B 15 D9 W 16 D8 B 17 E8 W 18 E9 B 19 F9 W 20 E10 B 21 G8 COM Black 21 should connect solidly there are too many cutting points here. ENDCOM W 22 C10 COM White 22: The atari from above is more solid. ENDCOM B 23 Q9 MARK A@O3 COM Black 23: Wrong direction, should be 35 (A) which makes better use of the wall. ENDCOM W 24 D4 B 25 E5 COM Black 25: Bad shape. ENDCOM W 26 E4 B 27 F4 W 28 F3 B 29 G3 W 30 F2 B 31 G5 W 32 G17 MARK A@O3 COM White 32: Better at 35 (A). ENDCOM B 33 G2 W 34 E2 B 35 O3 W 36 Q3 B 37 O5 W 38 R7 B 39 R8 W 40 P7 B 41 Q6 W 42 R6 COM White 42: White should connect regardless of the consequences. ENDCOM B 43 Q7 W 44 Q5 B 45 P6 COM Black 45: Black has a splendid result. ENDCOM W 46 R14 B 47 Q12 W 48 P14 B 49 O12 W 50 O17 B 51 O16 W 52 P16 B 53 Q17 W 54 O15 B 55 N16 W 56 N15 B 57 M16 W 58 M14 B 59 Q15 COM Black 59: Too slow. ENDCOM W 60 P13 B 61 P12 W 62 R13 B 63 R12 W 64 L12 B 65 M11 MARK A@L10 COM Black 65: Better at 84 (A), both to surround black territory and to invade White. ENDCOM W 66 L11 B 67 M10 W 68 L16 B 69 L17 W 70 M17 B 71 N17 W 72 K17 B 73 L18 MARK A@M18 COM Black 73: Must be at 75 (A). ENDCOM W 74 M15 B 75 M18 W 76 K16 MARK 68@L16 69@L17 70@M17 71@N17 72@K17 73@L18 74@M15 75@M18 76@K16 COM White 76: This sequence from 68 is excellent play by White. ENDCOM B 77 K18 MARK A@G11 COM Black 77: This is too slow, Black should play 80 (A). ENDCOM W 78 F10 B 79 G10 W 80 G11 B 81 H10 W 82 H11 B 83 J11 W 84 L10 B 85 L9 W 86 K10 B 87 K9 W 88 J10 B 89 D10 W 90 D11 B 91 J9 W 92 O2 B 93 N2 W 94 N3 COM White 94: Nice idea but it doesn’t work, Black can simply play atari above 94 and catch the stone on the edge. ENDCOM VAR W 1 N3 B 2 N4 W 3 M3 B 4 P2 MARK 1@N3 2@N4 3@M3 4@P2 ENDVAR B 95 O4 W 96 M2 B 97 P2 W 98 N1 B 99 P3 W 100 Q2 COM See 101 ENDCOM B 101 P1 MARK 0@Q2 COM White 100 & Black 101: This makes it much harder for white to live in the black territory. ENDCOM W 102 H2 B 103 G1 W 104 M4 MARK A@H4 B@G4 C@K2 COM White 104: Bad, eyes happen on the edge. White should also play the kikashi of 108 (A) first, black will reply with 110 (B) and then 116 (C) looks hard to kill. ENDCOM VAR W 1 H4 B 2 G4 W 3 K2 ENDVAR B 105 L3 W 106 K4 B 107 K3 W 108 H4 B 109 H3 W 110 G4 B 111 F5 W 112 J4 B 113 L4 W 114 J3 B 115 J2 W 116 K2 B 117 H1 W 118 L5 MARK A@L2 B@K1 C@K5 D@J1 COM White 118: Should play 119 (A), black 118, white 121 (B), black 128 (C) and white gives atari under 115 (D) starting a ko. ENDCOM VAR W 1 L2 B 2 L5 W 3 K1 B 4 K5 W 5 J1 ENDVAR B 119 L2 W 120 L1 B 121 K1 W 122 K6 B 123 M5 W 124 M6 B 125 N5 W 126 L7 B 127 J5 MARK A@J6 COM Black 127: Vulgar, should be at 140 (A). ENDCOM W 128 K5 B 129 N7 W 130 H6 B 131 H5 W 132 J7 B 133 H8 W 134 E7 B 135 F8 W 136 G6 B 137 F7 W 138 F6 B 139 E6 W 140 J6 B 141 E7 W 142 J8 B 143 M7 W 144 M9 B 145 N9 W 146 C15 MARK A@J18 COM White 146: White should count the game now, to win White needs all his moyo as territory, so he must block at 151 (A) and hope he can kill a black invasion. ENDCOM B 147 J17 W 148 H17 MARK A@H16 COM White 148: Should be at 155 which would enclose much more. ENDCOM B 149 J16 W 150 H18 B 151 J18 W 152 H15 B 153 J15 COM Black 153 to 169: Brilliant play, white is destroyed. ENDCOM W 154 J14 B 155 H16 W 156 G15 B 157 G16 W 158 F16 B 159 F15 W 160 E16 B 161 F14 W 162 H14 B 163 K14 W 164 K13 B 165 J12 W 166 F12 B 167 J13 W 168 H13 B 169 L13 MARK 53@J15 54@J14 55@H16 56@G15 57@G16 58@F16 59@F15 60@E16 61@F14 62@H14 MARK 63@K14 64@K13 65@J12 66@F12 67@J13 68@H13 69@L13 COM Black 153 to 169: Brilliant play, white is destroyed. ENDCOM W 170 M12 MARK A@K12 COM Black 171: Aargh! Must capture at 172 (A) killing the White bits. ENDCOM B 171 N11 W 172 K12 B 173 M13 W 174 H12 MARK A@L14 COM White 174: Must play the double atari at 177 (A), white’s only chance to escape. ENDCOM VAR W 1 L14 ENDVAR B 175 N12 W 176 K11 B 177 L14 COM Black 177: The last move recorded. Black eventually won the game by 48 points. ENDCOM