British Go
Journal No. 67. April 1986. Page 24.
Interpolis Match Game 3
Game 2 is on page 22.
You might wish to open a second window beside the first one to view Fig 1
whilst reading the text in the first window.
Black: Ronald Schlemper
White: Yong-Su Yoo
Komi: 6
The game-file in Ishi and
SGF format.
- White 6: This move sparks off a joseki which is to have a
significant bearing on the outcome of the game. Schlemper claimed this
move is not playable, given black's strong position bottom right, since
it gives black the ideal opportunity to play the fearsomely complicated
'Taisha' ('great slant') joseki with 7.
- Black 17: An alternative to the
traditional 'main line' of 1 in Dia 1. This diagram
shows why Schlemper condemns white 6 in Fig 1. White's stones are forced
to flee towards black's strong position, violating a fundamental
principle of Go (stay away from strength your own and your
opponent's). Yoo, however, believed 6 was perfectly playable. He
intended to follow Dia 2. This move sacrifices two
stones, but allows white to expand the upper side in sente. White also
retains various forcing moves around A [in Dia2]
to help him invade the right side later.
- White 20: Only possible if the ladder
starting from 1 in Dia 3 is favourable. If White
plays 20' at A [in Fig 1], Black follows Dia 4.
- White 22: Condemned as an outright blunder
by Dutch commentators. The point is, that after black 23 and 25, white,
it seems, must play at 26 to prevent black cutting across at A, and
falls virtually a move behind instead, the continuation in Dia 5 is an improvement given by the commentators.
Black's corner is smaller, and White's group, thanks to the sacrifice
stones, gets better eye shape. It is interesting to note, however, that
22 is given as standard in Ishida's Dictionary of Basic Joseki (Vol 2
page 178), with the continuation D, E, 27. Ishida's ghost writer notes
that white replies to black B with C.
A Japanese joseki book also gives Dia 6 as very
slightly better for White but of course there are no black stones
waiting in the bottom right. Finally, Dia 7, where
white plays 4 instead of A is also adjudged very slightly better for
White, while white 8' at B is given as another possibility White's
move in the game. What does all this prove? Certainly that book
judgements have to be taken in context; but maybe also that there's more
to this position than meets the eye.
- Black 33: An ideal move: an extension from a shimari that attacks
White's stones.
- White 34: Too slow. Better at 35 to prevent black's double wing
extension, and offer long distance succour to the right side group.
- White 36: Again slow, but this time absolutely necessary. Imagine a
black move on this point.
- Black 39-43: A standard sequence. Black takes root in white's
corner. But white 46 is again slow. It keeps black eyeless, and is worth
quite a few points. But better is 50 immediately, since black 49 is an
excellent point.
Dia 4. After 1 and 3, Black makes the severe two-step hane. If
White just connects now, so will black, and his outer thickness is
overwhelming. This position actually happened in the famous 'ear-
reddening' game between Shusaku, 'The Saint of Go' and Gen'an inseki in
1846.
- Black 53-67: Another standard sequence. 67 strengthens Black's
group, and makes 75 sente. White is now in difficulty, with two weak
groups on the board.
- White 68: Too straightforward. A better try is to peep at 78, then
comes black 80, white 79, black A, white B. Yoo felt he would have still
had a chance after that.
- Black 77: Good play. He calmly strengthens his last weak group,
giving white no chance to start a fight. White in the meantime has many
urgent points he wants to play (eg 94, 96, C, etc).
- White 78-88: A desperate attempt nonetheless to create a group to
attack.
- White 96-98 seals off a large territory, and injects some bad aji
into black's positions at the top. But leaves himself with two chronic
groups...
- White 102: The decisive mistake, since it makes 103 an ideal
splitting attack. Better is to play at 150, when black has no obvious
point of attack.
- Black 109: White's right hand group is looking ever sicker.
Figure 3 (121-199)
                  
                  
                  
                    
                     
                     
                     
                       
                        
                        
                      
                   
                     
                       
                           
                          
                        
                             
                    
138 at 130, 154 ko at 148.
[BGJ omitted 138 & 154. Best guess used here.]
[BGJ used 1-79 for 121-199. EBGJ uses 21-99 for these moves.]
|
- Black 127: A mistake. If Black plays first at 132 the game is over,
since White's sequence 128-138 no longer works and his centre group
probably dies.
- Black 139: The coup de grace. In the moves to 158 white saves a
part of his group and defends his lower left side, thanks mainly to the
fact that black plays safe and doesn't carry out his ko threat after
156. White then succeeds in the sequence up to 182 in capturing some
black stones. But even this leaves him behind (try counting the score).
So he makes a last desperate attempt to pull something off in black's
corner.
- Black 195: Almost a costly blunder. Should be at 196, when white's
tricks are exhausted. But if White now plays 196' at 198, a direct ko
for the life of white's group results see Dia 8.
Diagram 8
                   
                   
                 
               
             
           
              
              
6 ko at , 13 at
8, 17 at 8, 18 at 11, 19 ko at 
[BGJ annotation erroneous, fixed in EBGJ.]
|
White resigns after 199.
Discussion of game 4 & 5 results omitted.
Game 6 is on page
27.
This article is from the
British Go Journal
Issue 67
which is one of a series of back issues now available on the web.
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web site.
Last updated 1999-10-21
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Copyright © British Go Association 1986, 1999