EVENT BOARDSIZE 19 PLACE Two Nine Stone Openings - Opening 1 KOMI 5.5 SOURCE BGJ 1, Summer 1967, Page 5a SETUP B D4 K4 Q4 D10 K10 Q10 D16 K16 Q16 COM British Go Association 1967, 1999 ENDCOM W 2 C6 B 3 D6 W 4 D7 B 5 E6 W 6 C5 B 7 C4 W 8 E7 B 9 F4 MARK B@F9 A@F7 COM Black 9: Instead of playing 9, Black could play 9' at A, white 10' at B, black 11' at 9 because of /\. ENDCOM VAR B 1 F7 W 2 F9 B 3 F4 MARK F4 F9 F7 ENDVAR W 10 D13 B 11 F10 MARK A@F16 COM Black 11' could have been played at 13(A). ENDCOM W 12 G7 B 13 F16 W 14 G13 MARK C@F13 A@H10 COM White 14: If 14' was played instead at 15(A), Black's best reply would be C. ENDCOM B 15 H10 W 16 H16 COM White 16: White would not play 16 by choice, but is forced to lest black play here and cut off white completely. ENDCOM B 17 C15 MARK D@F14 COM Black 17: This play safeguards the corner, and is better than a continuation at D for then the variation causes complications which Black, of course, doesn't want. ENDCOM VAR B 1 F14 W 2 F13 B 3 H15 W 4 J15 B 5 J16 MARK J16 J15 H15 F13 F14 ENDVAR W 18 O17 B 19 Q14 W 20 O3 MARK E@H4 G7 COM White 20 threatens, with the support of 12, to invade at E and destroy potential black territory. ENDCOM B 21 K3 COM Black 21: A good play. It promises future attacks on white 20. ENDCOM W 22 R6 B 23 Q6 W 24 Q7 B 25 P6 W 26 R3 MARK O3 Q7 R6 F@R4 A@R5 K3 COM White 26: Since Black already has a stone at 21, White doesn't play 27(A). Black would then answer with F, and although 22 and 24 would live, 20 would stand alone and hard pressed. For this reason white first secures the corner with 26, thus abandoning 22 and 24 for the present, hoping for an opportunity to save them later. ENDCOM B 27 R5 W 28 Q3 B 29 P7 MARK O3 G@R7 COM Black 29: Black would like to play at 20, but as this is already occupied the best move is 29. G is used normally, but as [] is there 29 is better as it captures both stones. ENDCOM W 30 Q12 B 31 O14 MARK Q12 COM Black 31: A typical attack by white, reducing the black potential, answered in one of the best ways, separating the two white stones. ENDCOM W 32 S12 B 33 R10 MARK S12 G@R7 COM Black 33: A very good play in the circuumstances. White threatened to play G and then to connect to 32 or /\. After 33 the white stones have lost all chances of survival. ENDCOM W 34 O12 B 35 N16 MARK I@T14 H@O16 A@P17 COM Black 35: A play strongly attacking the white stone, possibly better at 43(A) which is simpler, for then white H, black 42, securing the corner and attacking the white stones strongly (see variation). ENDCOM VAR B 1 P17 W 2 O16 B 3 P18 MARK P18 O16 P17 ENDVAR W 36 Q17 B 37 R17 W 38 P16 B 39 Q15 COM Black 39: The normal play. Otherwise white will be able to connect through the black position. ENDCOM W 40 R18 B 41 Q18 MARK A@P18 J@S17 COM Black 41: The beginner, usually afraid to start a ko fight, would probably have played J instead. This would have been a poor play, as white would reply at 42(A) and even though the black group lives, it is worth very little, see variation. It is then best for Black to play 41 and engage in the ko fight. Should he lose the ko, he is bound to gain an advantage elsewhere. ENDCOM VAR B 1 S17 W 2 P18 ENDVAR W 42 P18 B 43 P17 W 44 S5 MARK G@R7 COM White 44: Black must answer this, or else white (playing G) would save his stones near there, and threaten black on the right side. ENDCOM B 45 S6 W 46 Q17 B 47 M13 MARK B@P11 A@C8 COM Black 47' could also have threatened at 58(A) or 49(B), but 47 is a safer play, since it not only secures his own stones but also cuts apart white's. ENDCOM W 48 Q19 COM White 48 takes because black has many more ko threats. ENDCOM B 49 P11 MARK M13 COM Black 49 continues the attack started with 47. He has lost the ko, but was able to make the important plays 47, 49 and generally made out well. ENDCOM W 50 J13 MARK K@N11 A@P12 COM White 50: If white had connected at 51(A) instead, black's reply at K would have cut white off completely, see variation. ENDCOM VAR W 1 P12 B 2 N11 ENDVAR B 51 P12 COM Black 51: This play doesn't seem necessary at this time. However, since black has no weak position to defend, the play is a good one as it prevents possible future developments of an unpleasant nature. ENDCOM W 52 C17 COM White 52: White wants to see how Black will react before deciding on his future plans. ENDCOM B 53 D17 COM Black 53: This is the correct answer. Black can play this because he has [] already. ENDCOM W 54 C14 MARK C17 COM White 54: In this way White still brings use from the sacrificed stone 52. ENDCOM B 55 B15 W 56 H5 B 57 H3 W 58 C8 MARK M@B8 L@C7 COM White 58: There was the constant threat that black might occupy 58, then white L, black M and white would have been very hard pressed here. ENDCOM B 59 S4 MARK A@M3 COM Black 59: A good play as white is forced to answer, to make sure that black cannot play 61' at 60(A) and seriously endanger the life of the white group. ENDCOM W 60 M3 B 61 K12 MARK Q@L12 P@J10 N@J11 COM Black 61: There was the threat that white might play N, black P, white Q reducing the large black potential. ENDCOM W 62 J7 COM White 62: Reducing the black potential slightly and stabilising this group. ENDCOM B 63 L7 COM Black 63: Completely securing the territory in the centre. After this white has almost no chance of winning, for though he may be able to reduce the north west corner somewhat the two /\ stones are very weak. ENDCOM