EVENT BOARDSIZE 19 BLACK Geoff Kaniuk, 3 kyu, Hammersmith WHITE Gunter Klemm, 3 kyu, Hanover PLACE Amsterdam DATE May 1982 RESULT B+20 ANALYSIS Jim Barty SOURCE BGJ 56, June 1982, Page 22 COM Copyright British Go Association 1982, 2004 ENDCOM B 1 r16 W 2 q4 B 3 d17 W 4 d4 B 5 p17 COM Black 5: Black should make the other shimari, preventing White 6 which is a better move for White than the other kakari because it is an extension from a white position. ENDCOM W 6 d15 B 7 f16 W 8 d16 MARK A@c17 COM White 8: With black 7 already on the board the exchange of 8 for 9 (A) is bad for White. White should attach at 9 instead. ENDCOM B 9 c17 W 10 b16 COM White 10: Too slow, White needs to extend along the side to give his group a base, with 10 White has given Black a target to attack and a splendid opportunity to seize the initiative thereby. ENDCOM B 11 f17 COM Black 11: Not yet necessary. ENDCOM W 12 r4 MARK A@r10 #6 #8 #10 COM White 12: A more normal move would be to extend to 31 (A) in front of Black's shimari, or make a shimari himself. These are big points but protecting 6, 8,and 10 is urgent. Preventing the opponent from taking the initiative is more important than territory. ENDCOM B 13 q10 COM Black 13: Much the same remark applies to this and a lot of the following moves. ENDCOM W 14 r8 B 15 f3 W 16 e2 B 17 j3 W 18 n17 MARK #15 #17 COM White 18: White should pincer 15 and 17 which would also be an extension. ENDCOM B 19 p15 W 20 k17 B 21 k15 MARK #15 #17 COM Black 21: Black should protect 15 and 17 first because White can make territory while attacking them. ENDCOM W 22 h17 B 23 f14 MARK A@d13 COM Black 23: Black's worst move so far. White should have been very relieved to be able to play 24 (A). ENDCOM W 24 d13 B 25 c6 W 26 b17 MARK #24 #25 COM White 26: This move and a further extension from 24 are miai of sorts but it would seem better to play the extension as it is also a pincer on 25. ENDCOM B 27 b4 W 28 r11 MARK A@r10 B@r13 #13 COM White 28, Black 29: Black should cut off 28 by playing at 31 (A). One reason for this is that if white answers 29 (B) at 31 himself then 13 is left on a silly point. ENDCOM B 29 r13 MARK A@r10 #13 COM White 28, Black 29: Black should cut off 28 by playing at 31 (A). One reason for this is that if white answers 29 at 31 himself then 13 is left on a silly point. ENDCOM W 30 m3 B 31 r10 W 32 s10 B 33 s9 W 34 s11 B 35 r9 W 36 s8 B 37 t9 W 38 q11 B 39 p10 W 40 p12 B 41 q8 W 42 r6 B 43 n10 W 44 q13 B 45 r14 W 46 n13 B 47 n15 W 48 m12 B 49 o7 W 50 q7 B 51 p7 W 52 n5 B 53 l14 MARK A@l11 #21 COM Black 53: This is an attack from the wrong direction. Black should play 54 (A), Black 21 does not need strengthening. White will probably force that himself if himself if Black attacks from 54. ENDCOM W 54 l11 B 55 l9 W 56 j12 B 57 l17 MARK A@l18 COM Black 57 to 63: The attachment and crosscut is a useful tesuji, but Black would do better by playing 57' at 58 (A) to take the eyes out of the whole group. ENDCOM W 58 l18 B 59 k18 W 60 j18 B 61 m18 W 62 k19 PRISONER k18 B 63 m17 MARK #57-63 59@k18 COM Black 57 to 63: The attachment and crosscut is a useful tesuji, but Black would do better by playing 57' at 58 to take the eyes out of the whole group. ENDCOM W 64 g18 B 65 f18 W 66 g15 B 67 f15 W 68 f12 B 69 g14 W 70 h15 B 71 h14 W 72 d10 B 73 c14 W 74 d14 B 75 b9 W 76 b11 B 77 b10 W 78 c11 B 79 a11 W 80 a12 B 81 a10 W 82 b13 B 83 d9 W 84 e9 B 85 d8 W 86 e8 MARK A@e5 B@c3 COM White 86: The game record ends here. Black chose to play at B, taking away the eyes of white's group, but it might have been better to shut it in with A, securing his two stones on the side while attacking. Geoff eventually succeeded in cutting the White group in the centre in half and killing part of it. He won by 20 points. ENDCOM