EVENT WHITE John Tilley, 1d BLACK Bob Hitchens, 1k RESULT B+1 BOARDSIZE 19 PLACE Leeds Congress KOMI 5.0 SOURCE BGJ 14, June 1971, Page 9 COM Copyright British Go Association 1971, 1999 Black Rank: 1 kyu Write Rank: 1 dan ENDCOM B 1 C4 W 2 Q3 B 3 D17 W 4 Q16 B 5 E3 W 6 D15 B 7 C13 MARK B@C14 A@C15 COM Black 7: There is nothing to say about the fuseki up to this point, but this move is slightly unusual - most professionals would play at 11 (A), white 12 (B) etc. Black thought of playing here as it is a good pincer attack on white 6 and prepares to make a large area on the left if White chooses the wrong variation. ENDCOM VAR B 1 C15 W 2 C14 ENDVAR VAR B 1 C13 W 2 C17 B 3 C16 W 4 D16 B 5 C15 W 6 C14 B 7 D14 W 8 B14 B 9 B17 W 10 C18 B 11 B15 W 12 E17 VAR W 1 B13 COM Dia 2. White must therefore stop black from achieving this result by playing 12' at 1 in this diagram. But there is a ladder to consider. ENDCOM ENDVAR VAR W 1 B13 B 2 D13 W 3 A15 B 4 B16 W 5 B18 B 6 E16 W 7 E15 B 8 F15 W 9 E14 B 10 F14 W 11 E13 MARK A@Q3 E13 F14 E14 F15 E15 E16 B18 B16 A15 MARK D13 B13 COM Dia 3. If black can play as in this diagram and capture white by the ladder as shown, then this turn at 1 in Dia 2 is clearly unplayable for white. But in this game white 2 (A) in the figure is a ladder-breaker. So ... ENDCOM ENDVAR VAR W 1 B13 B 2 E17 W 3 F16 B 4 B18 W 5 C12 B 6 E16 W 7 E15 B 8 F15 W 9 E14 B 10 F14 W 11 E13 B 12 G16 MARK G16 E13 F14 E14 F15 E15 E16 C12 B18 F16 MARK E17 B13 COM Dia 4. ... this joseki should materialise. Note black 4, a calm play to secure the corner. But in Fig 1. ENDCOM ENDVAR B 13 B13 W 14 E14 B 15 D13 MARK D13 E14 B13 E17 B15 C18 B17 B14 D14 C14 MARK C15 D16 C16 C17 C13 COM Dia 1. This is the normal joseki. In this case black's upper stones are in excellent relationship with his shimari in the lower corner. ENDCOM ENDVAR 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 B 19 E17 W 20 A15 B 21 B16 W 22 F16 B 23 E16 MARK B@E18 A@F17 COM Black 23: This move is contrary to the joseki of Dia 4, since he permits white the moves at 28 (A) and 30 (B) with sente. ENDCOM W 24 E15 B 25 F15 W 26 E14 B 27 B18 W 28 F17 B 29 D18 W 30 E18 B 31 C19 W 32 D13 COM White 32: I chose this move to simplify matters. ENDCOM B 33 G15 W 34 H16 MARK G15 F15 C@H17 B@G17 A@G16 COM White 34: On looking back, this is a mistake. Black can immediately play A, white B and then C is difficult for white to answer. White C is better, but even then white's position is weak and black's stones 25 and 33 are dangerous. ENDCOM VAR W 1 H16 B 2 G16 W 3 G17 ENDVAR VAR W 1 H17 ENDVAR B 35 O17 W 36 Q14 B 37 R5 W 38 H15 COM White 38: I was happy to play here - it patches up my weak point. ENDCOM B 39 P4 W 40 P3 B 41 N4 COM Black 41: A nice choice of joseki - black 45 gives black an influential position, which helps reduce white's influence in the top left corner. ENDCOM W 42 O4 B 43 O5 W 44 O3 B 45 N5 COM Black 41: A nice choice of joseki - black 45 gives black an influential position, which helps reduce white's influence in the top left corner. ENDCOM W 46 C6 MARK F@M3 E@C7 D@C9 COM White 46: A big mistake. Look at the position: black cannot make a move on the left side if it were his turn, for the Go Proverb says "Don't approach thickness". Should black play at D, white can answer at E and this stone will easily escape, making black D rather weak. So black can only extend as far a E, which at present is not large enough. Therefore white need not play on the left side, and should follow the joseki in the bottom right corner by playing at F. ENDCOM B 47 N3 COM Black 47: Now white must live with 48 & 50, giving black sente to play 51. ENDCOM W 48 R4 B 49 S5 W 50 S4 B 51 R11 W 52 E5 COM White 52: The vital point for this shimari. ENDCOM B 53 F5 W 54 F4 B 55 E4 W 56 F6 B 57 G5 W 58 G6 B 59 G4 W 60 P17 B 61 O16 W 62 L17 B 63 O12 MARK A@O14 O16 O17 COM Black 63: A good move. If black tries to run out with 35 and 61 he will be in trouble because white is so strong in this area. Remember the proverb: "Play lightly in an area of your opponent's thickness". This 63 increases black's moyo, and threatens to rescue 35 and 61, without committing himeself irrevocably. The stones still have a good chance of escape after white 64 (A). ENDCOM W 64 O14 COM At this stage the game ceased to be instructive as the middle game confusion set in. Black eventually won by 1 point. ENDCOM