British Go
Journal No. 67. April 1986. Page 27.
Interpolis Match Game 6
Game 3 is on page 24.
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: Yong-Su Yoo
White: Ronald Schlemper
Komi: 6
The game-file in Ishi and
SGF format.
- White 10 starts the "Large Avalanche", a very complicated
joseki. White 10' at 11 leads to the "Small Avalanche".
- Black 17: If at 34, white turns at 33. If black then captures 16,
white gives atari to the right of 9 and black gets a tiny corner and a
weak centre group.
- White 20 is an old move, either 34 or 33 are more common nowadays.
- Black 21: If at 22, White plays one point above 26, and black
cannot defend against both 24 and 21.
- White 24: The vital point, forcing black to make an empty triangle
(connecting would be far too passive). This stone becomes a sacrifice to
surround black.
- Black 33: A mistake, better is 1 in Dia 1.
- Black 35: Before 33, A was black's sente, and if white cuts at 37,
black captures him by playing 35. After 34 black must defend the cut,
but better is to play 5 and 7 from Dia 1.
- White 36 attacks black's eye space. If black descends to 42,
white's hane at B would be sente.
- Black 41 & 43: Black coolly leaves his group for white to
attack. The game will depend on how well White exploits it.
- White 50: An oversight. Better to play at C.
White wants to keep black's group weak. But after 50, black 1 in Dia 2 makes an eye.
- Black 51: A mistake. Black is not worried
about his group, which is alive anyway (check it yourself), but is
aiming at 1 in Dia 3. However this move is too
slow. Better is 58 or D.
- Black 53: Again slow. Better is to probe at E. It seems unlikely
white can hope to kill the intruder. After 54 and 56 white encloses a
very large corner.
- White 66: Makes miai of 67 and 68. At this stage White was
confident of winning.
- Black 81-83: Too direct. Black has no strong attack on white's
group. A better idea is to peep at F, white connects, then black 88.
- White 90: Simpler to play at 107, when the top becomes white
territory.
- White 96: If white cuts at 1 in Dia 4, black seems to be in trouble.
- Black 101-103 builds thickness. But first Black should play at 114.
If white blocks, black connects in sente, otherwise the bad cutting aji
enables black to live in white's corner. (How? the details are left as
a problem for kyu players.) White 112 and 114 are enormous (count just
how much) and put white into the lead.
Dia 1. The exchange of 1 for 2 is useful, then 5 and 7 make good
shape. (5 threatens to wedge in at A, forcing white 6*).
* BGJ had white 4 which makes no sense here.
Dia 2. If white 2, black exploits the cutting point at A with the
throw-ins at 3 and 7.
Figure 2a (120-200)
BGJ had Fig 2a and 2b as one diagram, Fig 2.
                     
                        
                      
                     
                   
                   
                    
                     
                  
                   
                    
                       
                         
                         
                          
                     
                             
                        
                      
175 ko at 169, 178 ko at 172.
[BGJ omitted 175 & 178. EBGJ best guess.]
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- White 162: A losing blunder when ahead by 4 or 5 points. Black 163
becomes sente, and enables him to start a ko that white dare not lose.
As a result black lives in white's corner and takes a large lead.
Figure 2b (201-233)
BGJ had Fig 2a and 2b as one diagram, Fig 2.
                  
                   
                  
                    
                    
                  
                  
                  
                       
                    
                   
                  
                   
                    
                     
                      
                   
                  
                 
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White resigns after 233.
[Discussion omitted.]
The final game went to Yoo by 1 point, and with it a handsome victory
of 7-2, putting his superiority as Europe's top amateur beyond doubt.
This article is from the
British Go Journal
Issue 67
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 1999-10-21
Email: bgj-earchive@britgo.org
Copyright © British Go Association 1986, 1999