EVENT BOARDSIZE 19 BLACK Ernst Skrob, Austria WHITE John Diamond, Great Britain PLACE European 1967, Round 3 KOMI 5 RESULT B+Resign ANALYSIS Mr Nagahara {N} & John Diamond. SOURCE BGJ 2, Autumn 1967, Page 25 COM Copyright British Go Association 1967, 2001 ENDCOM B 1 c4 W 2 q3 B 3 d17 W 4 r17 B 5 e3 MARK A@c15 B@c14 C@d15 D@d14 COM Black 5: This is the commonest fuseki at the present time, and White usually plays one of 11, 12, 6 and 13. (A thru D) With variation, see comments to move 6. ENDCOM VAR B 1 e4 W 2 c15 B 3 c11 ENDVAR W 6 d15 MARK A@e4 COM White 6: If 5' were at A instead, 6' at 11 would not be good because of 7' at B. See variation to move 5. ENDCOM B 7 c13 W 8 c17 B 9 c16 W 10 d16 B 11 c15 W 12 c14 B 13 d14 W 14 b14 B 15 b17 W 16 c18 B 17 b15 W 18 b13 COM White 18: Good. {N} This is a joseki, as is 1 in the variation 1 but after 2-4 in the variation Black has a large potential. ENDCOM VAR W 1 e17 B 2 b13 W 3 e14 B 4 d13 ENDVAR B 19 e17 W 20 a15 B 21 b16 W 22 f16 B 23 b18 W 24 c12 B 25 d13 MARK A@e16 COM Black 25: Better than at 28(A) {N} because then the variation and although black is better in this corner, white stands better over the whole board. ENDCOM VAR B 1 e16 W 2 e15 B 3 f15 W 4 e14 B 5 f14 W 6 e13 B 7 g16 ENDVAR W 26 d12 B 27 f14 MARK A@f13 COM Black 27: Incorrect. Best is the variation where 27' at A has become an ideal play. {N} ENDCOM VAR B 1 f13 W 2 e16 B 3 e12 W 4 f17 B 5 d18 W 6 e18 B 7 c19 PRISONER c18 c17 W 8 d10 B 9 e11 W 10 c9 ENDVAR W 28 e16 B 29 f12 W 30 f17 B 31 d18 W 32 e18 B 33 c19 PRISONER c18 c17 W 34 e12 MARK #27 C@d9 COM White 34: Bad. This makes black into good shape and leaves 27 a good play. 34' at C is much better. {N} ENDCOM VAR W 1 d9 ENDVAR B 35 f13 W 36 f11 B 37 c7 MARK A@g11 COM Black 37: No good. 38(A) is much better. {N} ENDCOM VAR B 1 g11 ENDVAR W 38 g11 COM White 38: Good. {N} If Black had played here he would have been secure easily. ENDCOM B 39 j13 W 40 j16 MARK D@k16 COM White 40': D, making full use of the wall, is best. {N} ENDCOM VAR W 1 k16 ENDVAR B 41 k14 MARK E@l13 COM Black 41: Bad, simply play E. {N} The play shown only fortifies the north side. ENDCOM VAR B 1 l13 ENDVAR W 42 l16 B 43 q5 W 44 r5 B 45 q4 MARK #1 #5 COM Black 45: Black chooses this variation because of stones 1 & 5. ENDCOM W 46 r4 B 47 p3 W 48 q6 MARK F@f3 COM White 48 was played with the purpose of obtaining a wall to the south side, and then playing at F. This joseki can only be played by White if the ladder formed in the variation works for white. ENDCOM VAR W 1 q6 B 2 r3 W 3 q2 B 4 s3 W 5 p2 B 6 o3 W 7 o2 B 8 r6 W 9 p5 B 10 p4 W 11 n3 B 12 o4 W 13 o5 ENDVAR B 49 r3 W 50 q2 B 51 s3 W 52 p2 B 53 o4 W 54 o3 B 55 r6 MARK A@p4 COM Black 55' at 56(A) would be wrong as then the variation captures the corner. ENDCOM VAR B 1 p4 W 2 n4 B 3 p6 W 4 o5 B 5 p5 W 6 p7 B 7 o6 W 8 r6 ENDVAR W 56 p4 PRISONER p3 B 57 p5 W 58 o5 B 59 p6 MARK A@p3 COM Black 59: If black 59' takes at 47(A), then White plays 59. ENDCOM VAR B 1 p3 PRISONER p4 W 2 p6 ENDVAR W 60 n4 PRISONER o4 B 61 q7 PRISONER q6 COM Black 61: This is very important otherwise white can save his stone and build a wall as in the variation. ENDCOM VAR B 1 PASS COM Plays elsewhere. ENDCOM W 2 q7 B 3 p7 W 4 r7 B 5 s6 W 6 p8 B 7 o7 W 8 o8 B 9 n7 W 10 s7 B 11 s5 W 12 q9 ENDVAR W 62 f3 B 63 e4 W 64 r11 MARK A@q12 B@r9 COM White 64: Wrong point, A is best. {N} This threatens a further play at B, and also follows the proverb: "Don't play close to your opponent's strength". ENDCOM VAR W 1 q12 ENDVAR B 65 q16 W 66 q17 COM White 66: The decision on which side to play is very difficult. ENDCOM B 67 p16 W 68 r16 B 69 q14 W 70 r15 B 71 p14 MARK C@o13 COM Black 71: Not joseki, correct is C. ENDCOM W 72 o17 MARK D@r13 #64 COM White 72: Although following joseki, as White is strong on the north side, 72' had better be played at D to reinforce 64. {N} ENDCOM VAR W 1 r13 ENDVAR B 73 r14 W 74 p11 B 75 j11 MARK E@k11 COM Black 75: E is better form. {N} ENDCOM VAR B 1 k11 ENDVAR W 76 n16 MARK F@n17 COM White 76: White was worried about the possibility of black playing at F. ENDCOM B 77 n14 W 78 o7 COM White 78: Very good {N} For if 79' is played as the variation, then the sequence to 91 is forced. Thus black is cut off between two strong white groups. ENDCOM VAR W 1 o7 B 2 o6 W 3 n6 B 4 n7 W 5 p7 B 6 q6 W 7 n8 B 8 m7 W 9 q8 B 10 r8 W 11 s6 B 12 r7 W 13 q9 B 14 s5 ENDVAR B 79 q10 W 80 q11 B 81 r10 MARK A@o9 COM Black 81: Poor. 106(A) would have been very strong. {N} Separating the white stones. ENDCOM VAR B 1 o9 ENDVAR W 82 p10 B 83 s10 MARK G@r8 COM Black 83: Black was afraid of white playing G next. ENDCOM W 84 m14 COM White 84 enables 88 to be played with sente. ENDCOM B 85 m13 W 86 l14 B 87 l13 W 88 s12 MARK #84 H@n13 COM (White 84 enables 88 to be played with sente.) White 88 threatens a disconnection at H. ENDCOM B 89 m15 W 90 m16 B 91 d10 MARK I@e10 J@e11 COM Black 91: Better at I, then if white J, black 92 reduces the group to only one eye. {N} ENDCOM W 92 c10 MARK J@e11 COM White 92: Indirectly protecting the cutting point at J and strengthening the white stones. ENDCOM B 93 c9 W 94 b10 B 95 d9 W 96 c3 MARK K@b3 COM White 96: This threatens to take away black's corner or build up a large territory on the south side if black answers at K. {N} ENDCOM B 97 e2 COM Black 97: Good, this stops the formation of a white territory on this side. {N} ENDCOM W 98 b9 B 99 b8 W 100 a12 COM White 100: Poor, as it doesn't secure two eyes. The variation demonstrates this and should have been played [by black] up till move 111. {N} ENDCOM VAR W 1 a12 B 2 b11 W 3 a11 B 4 a9 W 5 d11 B 6 a14 ENDVAR B 101 s13 W 102 b4 B 103 c5 COM Black 103: White can now live in the corner by playing at the 2-2 point. But it isn't worth it yet. ENDCOM W 104 r12 B 105 o12 W 106 o9 MARK A@p7 COM White 106: 107(A) would be better; for if Black doesn't answer then Dia 9 follows and white has gained the corner with sente. {N} ENDCOM VAR W 1 p7 B 2 PASS COM Plays elsewhere ENDCOM W 3 o6 B 4 q6 W 5 q8 B 6 r8 W 7 s6 B 8 r7 W 9 s4 B 10 t4 W 11 s5 B 12 s7 W 13 s2 B 14 t6 W 15 r2 B 16 t5 PRISONER r5 r4 s6 s5 s4 ENDVAR B 107 p7 COM Black 107: Good. {N} ENDCOM W 108 n7 B 109 j4 COM Black 109: Threatening the centre. ENDCOM W 110 k2 B 111 e11 W 112 d11 B 113 e10 W 114 j3 B 115 h4 W 116 k4 B 117 k5 MARK A@j8 COM Black 117: 119(A) directly is better. {N} ENDCOM VAR B 1 j8 ENDVAR W 118 l5 B 119 j8 W 120 k6 B 121 j5 W 122 l7 B 123 h3 W 124 j7 MARK A@h2 B@h7 COM White 124: Bad. {N} Better at 128(A), then white 126' at 125(B). ENDCOM B 125 h7 W 126 k8 B 127 j9 W 128 h2 B 129 h6 MARK A@g2 COM Black 129: Black cannot play at 133(A) because then the variation and a large ko fight ensues. ENDCOM VAR B 1 g2 W 2 g3 B 3 f2 W 4 h6 B 5 j6 W 6 g4 MARK \T@j7 \T@k7 ENDVAR W 130 b2 COM White 130: Good. {N} Now white lives in the corner. This is worth 27 points. ENDCOM B 131 b5 W 132 a4 B 133 g2 W 134 s2 COM White 134 is worth 6 points with sente. ENDCOM B 135 r2 W 136 r1 B 137 t2 W 138 s1 B 139 s5 W 140 g1 MARK A@f18 COM White 140: A big mistake. 143(A) is much better, as 142 is not sente. {N} ENDCOM B 141 f1 W 142 h1 MARK A@f2 B@e1 C@c1 D@c2 COM White 142: If 144' at A, 145' at 163(B) and white must protect the corner with 171(C) or 172(D) otherwise it will die. ENDCOM B 143 f18 W 144 g18 B 145 e19 PRISONER e18 W 146 h17 B 147 p17 W 148 p18 B 149 o16 W 150 o18 B 151 s15 W 152 s16 B 153 m10 W 154 n11 B 155 m11 W 156 n12 B 157 n13 W 158 q9 B 159 r9 W 160 l9 B 161 l10 W 162 d2 B 163 e1 MARK A@f2 COM Black 163: Otherwise A saves one stone. ENDCOM W 164 h14 B 165 h13 COM Black 165: Otherwise white will capture three stones with the variation. ENDCOM VAR B 1 PASS COM Plays elsewhere. ENDCOM W 2 g12 B 3 g13 W 4 h13 B 5 h12 W 6 e14 ENDVAR W 166 g14 B 167 g13 W 168 f15 B 169 d3 W 170 a2 MARK A@d1 COM White 170' at 173(A) is impossible, for then the corner comes to ko after the variation. ENDCOM VAR W 1 d1 B 2 b1 W 3 c2 B 4 a2 W 5 a3 B 6 a5 W 7 a1 PRISONER a2 ENDVAR B 171 c1 W 172 c2 B 173 d1 W 174 b1 B 175 m9 W 176 t15 B 177 s14 W 178 n9 MARK A@m8 B@o8 C@o11 COM White 178' at 180(A) would lose two stones after black 178, white B. black 182(C). ENDCOM VAR W 1 m8 B 2 n9 W 3 o8 B 4 o11 MARK ALL ENDVAR B 179 q8 MARK A@m8 COM Black 179: 180(A) is worth more. ENDCOM VAR B 1 m8 ENDVAR W 180 m8 B 181 p9 PRISONER q9 W 182 o11 COM White 182: Otherwise black 193, white 194, black 182. ENDCOM VAR W 1 PASS COM Plays elsewhere. ENDCOM B 2 n10 W 3 o10 B 4 o11 MARK ALL ENDVAR B 183 p12 W 184 k9 B 185 k10 W 186 a5 COM White 186 is worth 4 points with gote. ENDCOM B 187 a6 W 188 a7 B 189 b6 W 190 a8 B 191 a9 W 192 a10 PRISONER a9 B 193 n10 W 194 o10 B 195 j6 W 196 k7 COM White 196: White cannot fight a ko. ENDCOM B 197 o6 W 198 n6 B 199 j15 W 200 h15 B 201 k15 W 202 m12 B 203 l12 W 204 a14 COM White 204: A mistake, this costs at least two points. ENDCOM B 205 k16 W 206 k17 B 207 j18 COM At 208, White resigns. ENDCOM VAR B 1 j18 W 2 h18 B 3 j17 W 4 h16 B 5 l17 W 6 k18 MARK \T@m14 \T@l14 ENDVAR