EVENT WHITE Unknown, 7k BLACK Unknown, 7k RESULT B+R BOARDSIZE 19 KOMI 5.5 SOURCE BGJ 9, October 1969, Page 13 ANALYSIS John Tilley COM Copyright British Go Association 1969, 2000 Black Rank: 7 kyu Write Rank: 7 kyu ENDCOM B 1 R16 COM The idea behind including a game between two 7-kyu players like this is to show the weaker player some of the basic mistakes they should try to avoid in playing Go. Players stronger than about fifth kyu will not find very much of interest in this game. Only the basic mistakes of the two players are commented on. 1 - 8: A good start. ENDCOM W 2 C16 B 3 Q3 W 4 D3 B 5 P16 W 6 R5 B 7 Q7 W 8 P5 COM 1 - 8: A good start. ENDCOM B 9 N3 MARK A@O4 COM Black 9: usually at A See variation.. ENDCOM VAR B 1 O4 W 2 Q9 B 3 O7 W 4 R7 B 5 Q6 W 6 R6 B 7 Q5 W 8 R4 B 9 R3 MARK R3 R4 Q5 R6 Q6 R7 O7 Q9 O4 COM This is a joseki. ENDCOM ENDVAR W 10 R12 COM White 10: Bad. White has to make a too narrow extension to 12, in reply to 13, too early in the game. The joseki shown as the variation to move 9 is fairly common in such a position. ENDCOM B 11 R10 W 12 R14 B 13 K17 COM Black 13: Dubious. Corner plays are normally much larger than plays along the side early in the game. ENDCOM W 14 N17 COM White 14: Very bad. Partly for the same reason as the above, and also because it is already pincered by 13 and so is under strong attack already. ENDCOM B 15 O17 COM Black 15: An interesting idea as it makes White's group heavy. It also protects the corner against future white attacks. ENDCOM W 16 N16 B 17 C5 MARK A@O14 COM Black 17: Perhaps better at A, to separate White's weak groups and thus simultaneously attack them. Proverb - Keep weak groups separated and one will probably die. ENDCOM W 18 C4 COM White 18 - 24: Funny. A typical example of a non-joseki. White tries to make black heavy and then take away his ideal extension to 20. A play like 18 only works if 20 has already been played, or a strengthening move around 43 is already there. If 20 has already been played then White plays 43 after Black responds at 19. ENDCOM B 19 D5 W 20 C9 B 21 E3 MARK A@D8 COM Black 21: Correct. Black now shuts white into the corner, showing White his mistake in playing 18 and 20. Instead of 18 a pincer play at 87(A) would be good. ENDCOM W 22 D2 B 23 D4 W 24 B4 MARK B4 D4 D2 E3 C9 D5 C4 COM White 18 - 24: Funny. A typical example of a non-joseki. White tries to make black heavy and then take away his ideal extension to 20. A play like 18 only works if 20 has already been played, or a strengthening move around 43 is already there. If 20 has already been played then White plays 43 after Black responds at 19. ENDCOM B 25 E17 W 26 G17 B 27 C17 W 28 D16 MARK B@B17 COM White 28: Must be at B Instead to give himself some share of the corner. ENDCOM B 29 D17 W 30 C12 COM White 30 gives white ideal extensions in both directions, but his position is over-concentrated for this early stage of the game. Also, he should play high on the fourth line to balance up his position properly. ENDCOM B 31 G16 COM 31 - 41: An interesting exchange by which black profits. ENDCOM W 32 H16 B 33 H17 W 34 F16 B 35 G15 W 36 F17 B 37 E16 W 38 E15 B 39 F15 W 40 E14 B 41 J16 MARK J16 E14 F15 E15 E16 F17 G15 F16 H17 H16 MARK G16 COM 31 - 41: An interesting exchange by which black profits. ENDCOM W 42 E4 MARK A@F4 COM White 42: Very bad as the ladder created by 43(A) favours Black. ENDCOM B 43 F4 W 44 L12 COM White 44: Interesting, a ladder breaker for two ladders! ENDCOM B 45 E5 W 46 H15 B 47 H14 W 48 J15 B 49 K15 W 50 G13 COM White 50: Very funny!! A verbal exchange between the two players made White (who admits to being gullible) believe the ladder didn't work! Never listen to your opponent! ENDCOM B 51 J14 W 52 F8 COM White 52: Too small as it only tries to surround a little territory in the centre. There are many larger moves along the sides. ENDCOM B 53 K4 COM Black 53: Not good. The proverb In this situation says- don't make territory around an open skirt. black's open skirt is around 99, for White can play one point to its right to invade this territory. However at this point White has lost the game because he has two weak groups on the right and all Black's positions are strong. ENDCOM W 54 R8 COM White 54: White attempts to consolidate his position. I am undecided about the merits of this move. 54 - 70: White does well. ENDCOM B 55 R6 W 56 Q10 B 57 Q5 W 58 Q4 B 59 Q6 W 60 R3 B 61 Q8 W 62 R9 B 63 P4 W 64 R4 B 65 O5 MARK A@P3 COM Black 65: Very bad. Never play like this because white easily captures 3 by playing the atari at 66(A). ENDCOM W 66 P3 B 67 O4 W 68 Q2 B 69 Q9 W 70 S10 MARK S10 Q9 Q2 O4 P3 O5 R4 P4 R9 Q8 MARK R3 Q6 Q4 Q5 Q10 R6 R8 COM 54 - 70: White does well. ENDCOM B 71 F13 COM 71 - 75: Mysterious. ENDCOM W 72 E12 B 73 E13 W 74 D13 B 75 G12 MARK G12 D13 E13 E12 F13 COM 71 - 75: Mysterious. ENDCOM W 76 Q17 MARK N17 COM White 76: A clever move, it seems, but white cannot live in the corner or connect to 14 with proper play, so it doesn't amount to much. ENDCOM B 77 R17 MARK A@P18 COM Black 77: No. It must be 79(A) to stop White joining and kill him in the corner. ENDCOM W 78 O18 B 79 P18 W 80 P17 B 81 Q18 W 82 O16 B 83 Q16 W 84 O17 COM White 84: Almost totally useless. Worth precisely one point. ENDCOM B 85 P14 W 86 N14 B 87 D8 W 88 D9 B 89 E8 W 90 E9 B 91 H8 W 92 K3 MARK C@F2 COM White 92: A perfect example of what not to do. Well defended territory should be reduced from the outside is the rule. White could invade at C, though. A play like 92 is only applicable in a large handicap game. White is now very hard pressed to live. ENDCOM B 93 J3 W 94 L3 B 95 K5 W 96 J2 B 97 H3 W 98 H2 B 99 E2 W 100 M2 B 101 N2 W 102 M3 B 103 K1 MARK A@G2 COM Black 103: 110(A) is better. ENDCOM W 104 L1 B 105 K2 W 106 G3 B 107 F2 COM Black 107: Bad shape but effective in this position. ENDCOM W 108 G4 B 109 H5 MARK A@G5 COM Black 109: Good shape. This ensures that 111(A) cuts white off in this direction and that his groups are connected. ENDCOM W 110 G2 B 111 G5 W 112 M5 B 113 L5 MARK D@L7 C@M6 B@O3 A@N4 COM Black 113: Not so good. It forces 114(A), which in turn forces 115(B), and then White can quite cheerfully play 116(C). If Black plays 120(D) immediately he is in better shape and white is attacked more strongly. ENDCOM W 114 N4 B 115 O3 W 116 M6 B 117 P10 W 118 Q11 B 119 N7 W 120 L7 B 121 Q13 W 122 R13 B 123 P12 W 124 L17 MARK B@M13 A@N12 COM White 124: Should be played at 127(A) or 129(B) to get out to the centre as he isn't going to form two eyes along the side. ENDCOM B 125 C8 W 126 B2 B 127 N12 W 128 H13 B 129 M13 W 130 L15 B 131 L14 W 132 M14 B 133 L16 W 134 M15 B 135 L18 W 136 O13 B 137 P13 W 138 O12 B 139 P11 MARK A@N11 COM Black 139: 139 A fatal mistake. It must instead be played at 142(A), and then one or both of White's attacked groups should die. No further comments on moves 140-216. ENDCOM W 140 L13 B 141 K14 W 142 N11 B 143 F14 W 144 B16 B 145 H12 W 146 J13 B 147 K13 W 148 O7 B 149 O6 W 150 L9 B 151 N8 W 152 H7 B 153 F7 W 154 G8 B 155 G7 W 156 H9 B 157 J8 W 158 J7 B 159 K12 W 160 L11 B 161 G9 W 162 F9 B 163 J9 W 164 H10 B 165 J10 W 166 K8 B 167 S15 W 168 S14 B 169 S6 W 170 S5 B 171 T9 W 172 S9 B 173 T8 W 174 T10 B 175 S7 W 176 G11 B 177 B9 W 178 B10 B 179 B8 W 180 A7 B 181 C10 W 182 B11 B 183 F11 W 184 F12 B 185 H11 W 186 E11 B 187 G10 W 188 O9 B 189 P9 W 190 O8 B 191 E10 W 192 D10 B 193 D11 W 194 C11 B 195 D12 W 196 C14 B 197 N6 W 198 B6 B 199 B5 W 200 A5 B 201 N9 W 202 O10 B 203 N10 W 204 O11 B 205 L10 W 206 M10 B 207 K10 W 208 M9 B 209 K11 W 210 M11 B 211 M17 W 212 C6 B 213 D6 W 214 O2 B 215 O1 W 216 P2 B 217 B17 COM 217 was very big, being worth at least six to eight points and should have been played much earlier. White resigns after 217 as he is at least 20 points behind. ENDCOM