Event Black Yong-Su Yoo White Ronald Schlemper Result B+6 Source BGJ 67, April 1986, Page 22 Com Copyright British Go Association 1986, 1999 EndCom B 1 r16 W 2 d17 B 3 d4 W 4 q3 B 5 c15 W 6 r5 Com White 6: Yoo had expected this move. EndCom B 7 f17 Com Black 7: An agressive move that leads to early fighting. EndCom W 8 e16 B 9 f16 W 10 e14 B 11 f15 W 12 e15 B 13 c12 W 14 k16 Mark A@d13 Com White 14: Usually played at 16(A). EndCom B 15 o17 Mark #1 Com Black 15: Essential, otherwise white can extend towards 1 and make a comfortable base. EndCom W 16 d13 Com White 16-28: An old fashioned joseki. EndCom B 17 c13 W 18 c16 B 19 c18 Com White 16-28: Note the similarity of black 19, which allows him to capture a stone in sente, to white 50 in game 1 (06719.go / 06719.sgf). EndCom W 20 b15 B 21 b14 W 22 d15 B 23 c14 W 24 d18 B 25 b16 W 26 b17 B 27 a15 Prisoner b15 W 28 b18 Mark #16-28 Com White 16-28: An old fashioned joseki. EndCom B 29 j14 Mark #7 #9 #11 A@g13 B@h15 Com Black 29: This was apparently described by Schlemper as a 'typical' overplay by Yoo. Better, in his view, would have been to play at 36(A), see variation. Another option is the shoulder hit one point above 29. In fact Yoo had not calculated the consequences of white's cut at 30(B), and was prepared to sacrifice the stones 7, 9 and 11 if necessary. EndCom VAR B 1 g13 W 2 g18 B 3 j14 ENDVAR W 30 h15 B 31 h14 W 32 g14 B 33 g15 W 34 h16 Mark A@j15 Com The brutal option is A. See variation. EndCom VAR W 1 j15 B 2 k14 W 3 g13 Com After 2 and 3, black probably has to abandon his four stones. EndCom B 4 k18 Com 4-12 is one possible continuation. EndCom W 5 m16 B 6 l16 W 7 l17 B 8 l15 W 9 k17 B 10 m17 W 11 l18 B 12 m18 W 13 h17 Mark A@j18 Com Black builds thickness and encloses the top, while white still has some bad aji (eg at A). EndCom ENDVAR B 35 f14 W 36 g13 B 37 f13 W 38 g12 B 39 f12 W 40 g11 B 41 l15 Mark A@k15 Com Another 'overplay', according to Schlemper, but he shys away from trying to punish it by pushing and cutting at 1and 3 in the variation to move 42. EndCom W 42 m17 Mark A@k15 VAR W 1 k15 B 2 k14 W 3 l14 B 4 m15 W 5 l13 B 6 j12 W 7 m17 Com After 4-7 a complicated fight in the centre would ensue. EndCom ENDVAR B 43 f11 W 44 g10 B 45 n15 W 46 g18 Mark A@f10 B@h18 Com White 46: White would love to play A, but after black B his group at the top would be in trouble. EndCom B 47 e9 W 48 g8 B 49 k15 W 50 o18 Mark A@n13 B@l16 Com White 50: A serious mistake, this move is too early. In the coming sequence Black's centre group is much strengthened, white loses all his territory at the top, and black 67(A) becomes sente. White should have played at 63(B) or just turned elsewhere. EndCom B 51 n18 W 52 n17 B 53 m18 W 54 o16 B 55 p17 W 56 l18 B 57 p18 W 58 m19 B 59 o19 Prisoner o18 W 60 n16 B 61 j16 W 62 j17 B 63 l16 W 64 l17 B 65 k17 Prisoner k16 W 66 j18 B 67 n13 W 68 f18 Com White 68: A painful necessity. EndCom B 69 d3 Mark A@e7 Com Black 69: How should black defend the right side? According to Schlemper, a professional would never play this move and permit white 73(A). If white invades at the 3-3 point, black's extra thickness would let him launch a severe attack on White's group. Yoo apparently thought it neither here nor there, whether a professional would play 73. He couldn't bring himself to play such a 'slow' move. His idea is to invite 73, then cut at 1 in the sub-variation to move 70. Although 'bad style' (if the 'proper' cut at 2, white can get a ladder after 1) this cuts white into two weak groups. The moves to 25 are one possible continuation. EndCom W 70 n11 VAR W 1 e7 B 2 f8 Com See variation to this move - done to make numbering match BGJ. EndCom VAR B 1 f8 Mark \T@e7 2@f7 Com Although 'bad style' (if the 'proper' cut at 2, white can get a ladder after 1) this cuts white into two weak groups. The moves to 25 are one possible continuation. EndCom W 2 f7 Com EndCom B 3 g7 W 4 h8 B 5 g6 W 6 d9 B 7 f10 W 8 c7 B 9 d8 W 10 c8 B 11 d10 W 12 c9 B 13 d6 W 14 d7 B 15 c6 W 16 c10 B 17 c11 W 18 b6 B 19 b5 W 20 b7 B 21 j7 W 22 k10 B 23 m10 W 24 k8 B 25 l6 ENDVAR ENDVAR B 71 l11 W 72 l9 Com White 72: White avoids the fight, but will have to make a lot of territory at the bottom to have a chance. EndCom B 73 e7 W 74 p12 B 75 m10 W 76 o9 B 77 m9 W 78 l8 B 79 m8 W 80 l7 B 81 m7 W 82 m6 B 83 o7 W 84 n6 B 85 o8 W 86 q9 B 87 q8 W 88 r8 B 89 r7 Com Black 89 loses three stones, but leaves white with dreadful aji in the corner, which Black exploits with 109-11, putting him ahead. If White plays 116' at 119, then black 117, white takes, black 116, white connects, black plays one point below 115, and lives. EndCom W 90 p8 B 91 q7 W 92 p7 B 93 p6 W 94 p9 B 95 o6 W 96 q6 B 97 l6 W 98 k6 B 99 l5 W 100 k5 B 101 l4 W 102 k4 B 103 n5 W 104 c5 B 105 c4 W 106 f5 B 107 e6 W 108 f3 B 109 r9 Com Black 109 loses three stones, but leaves white with dreadful aji in the corner, which Black exploits with 109-11, putting him ahead. EndCom W 110 s8 B 111 s7 W 112 s9 B 113 q5 W 114 r6 B 115 r4 W 116 s6 Mark A@q4 Com If White plays 116' at 119(A), then black 117, white takes, black 116, white connects, black plays one point below 115, and lives. EndCom VAR W 1 q4 B 2 s5 W 3 p5 Prisoner q5 B 4 s6 W 5 q5 B 6 r3 Com If White plays 116' at 119, then black 117, white takes, black 116, white connects, black plays one point below 115, and lives. EndCom ENDVAR B 117 s5 W 118 t7 Prisoner q8 q7 r7 s7 B 119 q4 W 120 l3 B 121 n3 W 122 m3 B 123 n4 W 124 b4 Com White 124: White's only chance is to pull something off on this side. EndCom B 125 b3 W 126 b6 B 127 c7 W 128 b2 Com See 129. EndCom VAR W 1 b2 B 2 a2 W 3 c2 B 4 c3 W 5 d2 B 6 f4 W 7 g4 B 8 e4 ENDVAR B 129 c2 Com Black 129: A mistake. Yoo felt White's efforts were doomed to failure and so decided to swallow all his stones. It transpires that black would be safer to follow the variation to move 128. EndCom W 130 a3 B 131 c3 W 132 b7 B 133 b8 W 134 c8 B 135 b9 W 136 d7 B 137 d6 W 138 c6 Prisoner c7 B 139 e4 Mark A@c9 Com Black 139: Forced, elsethe variation follows and black loses the fight. EndCom VAR B 1 c9 W 2 a2 B 3 b1 W 4 d5 B 5 e5 W 6 e4 B 7 f2 W 8 g2 B 9 e2 W 10 g3 B 11 c1 W 12 d1 B 13 a1 W 14 a4 B 15 e3 W 16 f4 B 17 a7 W 18 f1 ENDVAR W 140 d9 Mark A@e10 Com White 140: A fatal error. White misses a tesuji at 141(A). Black's best move then is 1 in the sub-variation. But after white 2, black 3 fails: in the forced sequence to 16 black loses the fight by one liberty. So black must play 3' at 6, then white 3 and black takes. White's biggest ko threat is at 8 , black captures, white plays 10 and lives. Black then has sente to play, eg at A, and the game is still undecided. EndCom VAR W 1 e10 B 2 d10 VAR B 1 d10 Mark \T@e10 W 2 d9 B 3 e8 VAR B 1 c9 W 2 e8 B 3 d8 Prisoner d9 W 4 a5 B 5 f8 Prisoner e8 W 6 a2 Mark A@r13 Com So black must play 3' at 6, then white 3 and black takes. White's biggest ko threat is at 8 , black captures (at 149 in Fig 2), white plays 10 and lives. Black then has sente to play, eg at A, and the game is still undecided. EndCom ENDVAR W 4 c10 B 5 d11 W 6 c9 B 7 b10 W 8 a5 B 9 a7 W 10 a2 B 11 b1 W 12 c11 B 13 b11 W 14 d12 B 15 e11 W 16 f10 Com White 140: A fatal error. White misses a tesuji at 141. Black's best move then is 1 in Dia 6. But after white 2, black 3 fails: in the forced sequence to 16 black loses the fight by one liberty. So black must play 3' at 6, then white 3 and black takes. White's biggest ko threat is at 8 , black captures (at 149 in Fig 2), white plays 10 and lives. Black then has sente to play, eg at A, and the game is still undecided. EndCom ENDVAR ENDVAR B 141 e10 W 142 c10 B 143 b10 W 144 c11 B 145 b11 W 146 d12 B 147 d10 W 148 e8 B 149 f8 W 150 f9 B 151 d8 Prisoner e8 W 152 a5 B 153 a7 W 154 e8 Prisoner d8 B 155 f7 W 156 c9 B 157 d11 W 158 f10 B 159 e11 W 160 c7 Com guess EndCom B 161 d8 Prisoner e8 Com guess EndCom W 162 a2 B 163 b1 W 164 e8 Prisoner d8 Com guess EndCom B 165 a8 W 166 a6 B 167 d8 Prisoner e8 Com guess EndCom W 168 s16 Com White 168: Not big enough. Black will connect wherever white plays. EndCom B 169 e8 Com guess EndCom W 170 r17 B 171 r18 Mark A@s4 Com Black 171 and 173: He submits in order to play at 181(A) (worth 8 points in reverse sente). After this move black cannot be overhauled. EndCom W 172 q16 B 173 s18 W 174 r15 Prisoner r16 B 175 g7 W 176 j8 B 177 g3 Com (Note however that 177 was a bad exchange for 178.) EndCom W 178 g2 B 179 f4 W 180 h3 B 181 s4 Com Black 171 and 173: He submits in order to play at 181 (worth 8 points in reverse sente). After this move black cannot be overhauled. EndCom W 182 n2 B 183 o2 W 184 m2 B 185 o1 W 186 g4 Prisoner g3 B 187 p14 W 188 q14 B 189 j10 W 190 k11 B 191 k10 W 192 k12 B 193 l10 W 194 l12 B 195 m12 W 196 h8 B 197 l13 W 198 k13 B 199 k14 W 200 h12 B 201 o15 W 202 e2 B 203 h10 W 204 j12 B 205 h5 W 206 h6 B 207 g5 W 208 g6 B 209 f6 W 210 j5 B 211 e5 Prisoner f5 W 212 h4 B 213 p13 W 214 q13 B 215 o12 W 216 o11 B 217 p11 W 218 q12 B 219 n12 W 220 d1 B 221 c1 W 222 PASS Com sgb: No idea where this was played EndCom B 223 n9 W 224 o10 B 225 m4 W 226 n1 B 227 s17 W 228 q17 B 229 t16 W 230 t15 B 231 t17 W 232 e17 B 233 p16 W 234 k18 B 235 q18 W 236 q15 B 237 PASS Com sgb: No idea wher this was played EndCom W 238 a17 B 239 k9 W 240 a16 B 241 k8 W 242 k7 B 243 b15 W 244 d2 B 245 a1 W 246 h7 B 247 a4 Prisoner a3 a2 b2 W 248 a3 Prisoner a4 Com Guess EndCom B 249 a2 Com Guess EndCom W 250 g17 B 251 t5 W 252 m16 B 253 m15 W 254 k16 Prisoner k17 B 255 j15 W 256 g16 B 257 n19 W 258 l19 B 259 PASS Com sgb: No idea where this was played. EndCom W 260 PASS Com sgb: No idea where this was played. EndCom B 261 PASS Com sgb: No idea where this was played. EndCom W 262 m11 B 263 PASS Com sgb: No idea where this was played. EndCom W 264 PASS Com sgb: No idea where this was played. EndCom B 265 s14 W 266 s15 Com Black wins by 6 points. EndCom