British Go
Journal No. 65. July 1985. Page 6.
No Brakes
Matthew Macfadyen
Black: Tim Hazelden, 2d
White: Jim Clare
The game-file in Ishi and
SGF format.
In many games of Go both players are more or less in control of what
is going on. More often, one player takes charge while the other is
dragged around the board. Just occasionally, both players lose control
simultaneously, and the game itself takes over in a headlong downhill
rush, while the players merely try to hang on.
The spectators in this game from the British Congress in Worcester
were Tim Hazelden, who put the black stones down, and Jim Clare, who
captured them.
- Black 5: An amusing play, though it would make more sense to play
7' at A, then cut.
- White 32 should probably play 34 - 40, but Black should certainly
not answer with 33. He can push at 68 to save his stone, 31, in sente.
- Black 45 connects up but in bad shape. The proper move is to
connect at 67, then if white pushes and cuts, his cutting stones are
short of liberties, so Black should be able to manage.
- White 52, 54: The game is taking control.
- Black 55: Probably better simply to play 61. White will still play
56, and then Black doesn't lose a move protecting at 59.
- White 68: Very prudent.
- Black 71: Should be played at 72. Of course white can cut, but his
cutting group is short of liberties, so black B is possible.
- Black 75: Too thin. White's cut with 76-80 is severe.
- Black 99: Black has escaped, but white gets a large side.
- Black 107: This would be a good time to play C.
- White 110: Dangerous - his group on the side is not secure.
- White 112: Overplay. This stone gets killed almost immediately as
white has to play 118-122 to get eyes. Suddenly black gets a large
corner and a playable position.
- White 134: Very good. This play re-opens the attack on the black
centre group while helping the white stones on the side.
- Black 143 Must be at 144. Then if white secures the top corner the
game is close.
- White 144: Devastating now white can steal eyes with D or E,
so Black's 26 stone group is dead.
Black played on for a few more moves then resigned.
This game illustrates how weak groups drastically cramp your freedom
of play. Both players make big gains by punishing indiscrete play near a
weak group (75 and 112). And Black's final failure to strengthen a weak
group is fatal.
This article is from the
British Go Journal
Issue 65
which is one of a series of back issues now available on the web.
These pages are part of the
British Go Association
web site.
Last updated 24 Jan 1999
Email: bgj-earchive@britgo.org
Copyright © British Go Association 1985, 1999