Event Black John Diamond, 4-dan, British Champion White Suzue Miyashita, 5-dan, former Ladies Amateur Honinbo. Komi 0 Result B+1 Analysis Miyashita Shuzo, 9-dan (Suzue's father) except (parentheses). Source BGJ 15, Autumn 1971, Page 8 Com Copyright British Go Association 1971, 1998 EndCom B 1 r16 Com In an amateur game the fuseki makes little difference. The result hinges on the middle game battle. EndCom W 2 r4 B 3 d17 W 4 c15 B 5 d4 W 6 p16 B 7 d12 W 8 d14 B 9 f16 W 10 b17 B 11 k17 W 12 r17 B 13 n17 W 14 q16 B 15 r15 W 16 q18 B 17 p3 Mark A@r12 #1 #15 Com Black 17: (John wants to play at 17 and to follow it with 65 (A). His stones 1 and 15 are very weak.) EndCom W 18 m4 B 19 p6 W 20 p5 B 21 o5 W 22 q5 B 23 n3 W 24 o4 Com White 24: This is joseki. I invented this new line myself quite recently. (John is obviously not aware of this or he would not have played at 23!) EndCom B 25 n4 W 26 n5 B 27 o6 W 28 o3 B 29 o2 W 30 p4 B 31 n2 Mark A@m2 B@j3 C@k4 Com Black 31: The correct move is at A. 33' could then be moved to B and 37' (C) played elsewhere. Black lost one move here. EndCom VAR B 1 m2 W 2 q3 B 3 j3 ENDVAR W 32 q3 B 33 l3 W 34 r7 B 35 p9 Mark A@m7 C@n7 Com Black 35: This move goes in the wrong direction and should have been at 38 (A) or even C. EndCom VAR B 1 m7 ENDVAR W 36 m5 B 37 k4 W 38 m7 B 39 o8 Mark A@n9 Com Black 39: Too passive, he must play 50 (A). EndCom VAR B 1 n9 ENDVAR W 40 m9 B 41 q12 Com Black 41: Good, nicely balanced. EndCom W 42 r10 Com White 42: Good, the only possibility. EndCom B 43 m11 Mark A@p11 #39 Com Black 43: Bad - this leaves a weak point around 46 (A). Black 39 was a passive move and this 43 is too aggresive, so Black's plan is inconsistent. EndCom W 44 k8 Mark #38 #40 D@k7 Com White 44: Not so good, the shape 38, 40, 44 is usually poor. (This shape - the 'sake bottle' - lacks eye-making potential.) 44' should be at D. EndCom VAR W 1 k7 ENDVAR B 45 k11 Mark A@p11 Com Black 45: 46 (A) is correct. Now up to white 54 Black is forced into a horrible shape, but 54 is an overplay and should be at E. EndCom VAR B 1 p11 Com ((( I think that this is what this comment means === sgb))) EndCom ENDVAR W 46 p11 B 47 n10 W 48 p12 B 49 p14 W 50 n9 B 51 o10 W 52 p10 B 53 o9 W 54 q14 Mark E@h8 Com Black 45: 46 is correct. Now up to white 54 Black is forced into a horrible shape, but 54 is an overplay and should be at E. EndCom VAR W 1 h8 ENDVAR B 55 q15 W 56 o14 Mark #49 Com White 56, Black 57: Both bad, Black shouldn't give up 49 so easily. EndCom B 57 r11 W 58 p15 B 59 r14 W 60 p13 Prisoner p14 B 61 s10 W 62 r13 B 63 s13 W 64 s12 Mark A@s14 E@h8 Com White 64: Big, but loses sente. White should play at 68 (A), keeping sente (can you work out why?) and then at E, the vital point on the board. EndCom B 65 r12 W 66 q13 B 67 s11 W 68 s14 B 69 t12 Prisoner s12 W 70 s16 B 71 h8 Com (At the start of this figure the game hinges on the result of the fight which starts with black 71.) Black 71: Very good. EndCom W 72 j10 B 73 h12 Mark B@h10 A@j11 C@k10 Com Black 73: Bad. He must play at 84 (A), white B and now black 76 (C). EndCom VAR B 1 j11 W 2 h10 B 3 k10 ENDVAR W 74 g10 B 75 f12 Com Black 75: Should play 75 to gain territory and continue the attack. (((This comment makes no sense to me, is a number wrong? === sgb))) EndCom W 76 k10 B 77 l10 W 78 l9 B 79 b18 Com Black 79: (John thought his moves 79-83 were sente and was surprised by White's tenuki at 84. What would have happened if he had been able to play here first again?) EndCom W 80 c17 B 81 c18 W 82 d16 B 83 e17 W 84 j11 Com White 84-90: Not so useful as Black can easily connect at 93. EndCom B 85 j12 W 86 k12 B 87 l11 W 88 l16 B 89 l17 W 90 l13 B 91 m16 W 92 l15 B 93 r9 W 94 s8 B 95 q10 Prisoner r10 W 96 q8 B 97 q9 W 98 f14 Com White 98: (Now we shall never know!) ((( See comment to 79 === sgb))) EndCom B 99 e10 W 100 n7 B 101 r8 W 102 q7 B 103 c13 W 104 g13 B 105 g12 W 106 f15 B 107 g16 Com Black 107: Not necessary. If he had played in the lower corner he would lead. EndCom W 108 f3 Mark A@j3 Com White 108: This invasion has to come. However the vital point is at 123 (A). Diagram 1 (Variation) shows what might happen. (Better for White.) EndCom VAR W 1 j3 B 2 j4 W 3 k3 B 4 l4 W 5 l2 B 6 m3 ENDVAR B 109 f4 W 110 g4 B 111 f5 W 112 d3 B 113 e3 W 114 e2 B 115 e4 W 116 g2 B 117 c3 W 118 d2 Com White 118: Black has strengthened White, and his lower group is painfully weak. EndCom B 119 h3 W 120 g3 B 121 c2 W 122 h4 Mark A@k2 Com White 122: Should be at 128 (A). Black can get a ko if he plays correctly, otherwise his group is dead. (! The variations here are very complicated.) EndCom B 123 j3 W 124 j5 Mark A@k2 Com White 124: Should still be at 128 (A). Black is still in mortal danger. EndCom B 125 p2 W 126 m3 B 127 m2 W 128 k2 B 129 r2 W 130 q2 B 131 q1 W 132 p1 B 133 o1 Prisoner p1 W 134 s3 B 135 j2 Com Black 135: Black was lucky to save this group. EndCom W 136 d8 Com White 136: This invasion, though very risky, is forced since White is behind. EndCom B 137 e8 W 138 e7 B 139 f8 W 140 b5 Mark A@c5 Com White 140: Correct, of course if she had played at 145 (A) I would have disowned my daughter! EndCom B 141 c6 Mark A@c4 Com Black 141, 143: Black should have protected the cut at 147 (A) immediately. White lived here only because of Black's weak moves. EndCom W 142 b6 B 143 c7 W 144 b7 B 145 c5 W 146 b4 B 147 c4 W 148 b9 B 149 c8 W 150 b8 B 151 b11 W 152 b10 Com White 152: Now that White is alive here, she is very slightly ahead. EndCom B 153 k5 W 154 j6 B 155 j9 W 156 k9 B 157 k6 W 158 k7 Com White 158: (A good connection which surprised John.) EndCom B 159 b14 W 160 b15 B 161 m14 W 162 j16 B 163 j17 W 164 j14 B 165 h9 W 166 h7 B 167 g7 W 168 g6 B 169 f6 W 170 c11 B 171 b12 W 172 d10 B 173 d9 W 174 o18 B 175 s2 W 176 r3 B 177 t2 W 178 m18 B 179 n18 W 180 n19 B 181 l18 W 182 t3 Mark A@t4 B@s5 C@s6 D@s4 Com White 182: Not necessary. If Black plays 182, white B is a must. Should White play at A then black B and all is lost (white C, black D). Anyway, there are possibilities here, but 182 is unnecessary at this stage. EndCom B 183 b3 W 184 c9 B 185 d7 Prisoner d8 W 186 a4 B 187 h10 W 188 e13 B 189 d11 Mark \T@c10 \T@d10 Com Black 189: This ko ('triangle's) will decide the game as it is worth 4 points. Mr Miyashita's comments end here. EndCom W 190 e12 B 191 e11 W 192 h11 B 193 g11 W 194 h1 B 195 j1 W 196 o7 B 197 h14 W 198 h16 B 199 h17 W 200 m15 B 201 n15 W 202 m13 B 203 n14 W 204 n13 B 205 l14 W 206 k14 B 207 k16 W 208 k15 B 209 e16 W 210 e15 B 211 c14 W 212 a18 B 213 t9 W 214 s7 B 215 o17 W 216 p17 B 217 m17 W 218 m19 B 219 g5 W 220 h6 B 221 c10 Prisoner d10 W 222 b19 B 223 d18 W 224 d10 Prisoner c10 B 225 j4 W 226 h5 B 227 c10 Prisoner d10 W 228 r1 B 229 s1 Prisoner r1 W 230 d10 Prisoner c10 B 231 g15 W 232 j15 B 233 c10 Prisoner d10 W 234 o15 B 235 n16 W 236 d10 Prisoner c10 B 237 l19 W 238 o19 B 239 c10 Prisoner d10 W 240 t14 B 241 t13 W 242 d10 Prisoner c10 B 243 j13 W 244 k13 B 245 c10 Prisoner d10 W 246 g8 B 247 g9 Prisoner g8 W 248 d10 Prisoner c10 B 249 p8 W 250 p7 B 251 c10 Prisoner d10 W 252 f7 B 253 g8 W 254 d10 Prisoner c10 B 255 j8 W 256 j7 B 257 c10 Prisoner d10 W 258 h13 B 259 l6 W 260 d10 Prisoner c10 B 261 p18 W 262 p19 Prisoner p18 B 263 c10 Prisoner d10 W 264 f13 B 265 f10 Prisoner g10 W 266 d10 Prisoner c10 B 267 m6 W 268 n6 B 269 c10 Prisoner d10 W 270 l4 B 271 c12 Prisoner c11 W 272 l2 B 273 k3 W 274 a3 B 275 a2 W 276 s9 B 277 t10 W 278 l7 B 279 t8 W 280 h2 B 281 l1 W 282 a14 B 283 a13 W 284 a15 B 285 t7 W 286 t6 B 287 a10 W 288 a9 B 289 a11 W 290 c1 B 291 b1 W 292 d1 B 293 n8 W 294 n12 B 295 o11 W 296 o12 B 297 m8 W 298 q11 B 299 c19 W 300 a17 B 301 a19 Prisoner b19 Mark #189 Com Black won the ko at 189 and that at 301, which is not shown in full, to take the game by 1 point. This was an excellent result for John as Miss Miyashita is a very strong player, though she was tired by travel and a little unlucky in the game. EndCom