Event Black John Tilley, 1d. White Nagahara, 4p. Handicap 7 stones Result W+7 Analysis Nagahara except [T] by Tilley. Source BGJ 16, March 1972, Page 11 Setup B d4 q4 d10 k10 q10 d16 q16 Com Copyright British Go Association 1972, 1999 EndCom W 1 c6 B 2 c5 Com Black 2 & 4: [T] I like this joseki in a seven stone game, when the side star point is occupied. It's aggressive. EndCom W 3 d6 B 4 f4 W 5 o17 B 6 k17 Com Black 6: [T] When white plays from the other side I like this joseki - again it's aggressive and a maximum play. EndCom W 7 r14 B 8 q14 W 9 q13 B 10 p14 W 11 r17 B 12 r15 Mark A@q17 #5 Com Black 12: [T] Could play at 13 (A) to build a wall, but 5 is not completely captured. EndCom W 13 q17 B 14 r13 W 15 c14 B 16 f16 W 17 g16 B 18 f15 Mark A@k17 A@k16 A@k15 B@o17 B@q17 B@r17 Com Black 18: [T] I felt that this was an aggressive reply - it separates white 15 and 17, but, looking back, black's resultant wall, 6, 20 and 22 (A), is nullified by white's 11, 13 and 5 (B). Maybe another joseki was needed here, e.g. Basic Techniques of Go, pages 125-7. EndCom W 19 j16 B 20 k16 W 21 j14 B 22 k15 W 23 j15 B 24 l13 W 25 j12 B 26 c15 W 27 f18 B 28 d17 Mark A@d18 B@c17 Com Black 28: alright. A play at A is a little dangerous as White could play 45 (B). EndCom W 29 b14 B 30 d14 Mark A@d13 Com Black 30: No good. Just what white expected though! Black should think as follows:- "The obvious move is black 30 and white will be happy to play 31 (A) - more than he deserves as black is very strong around here. So maybe the opponent's vital point is where I should play." (See 'Go Proverbs Illustrated'.) EndCom VAR B 1 d13 Mark \T@d10 Com Black 1 here is obviously correct, as it forces white towards black's strength. (C.F. proverbs "Don't approach strength," and its converse "Push enemy groups towards your strong positions.") Also black \t is black's weakest stone and black 1 helps it a lot. Black 1 is an excellent move. EndCom ENDVAR W 31 d13 B 32 e13 Com Black 32, 34: Tesuji, good. EndCom W 33 e14 B 34 f14 Com Black 32, 34: Tesuji, good. EndCom W 35 d15 Prisoner d14 B 36 e12 Mark A@e15 Com Black 36: Should play atari, then 36. EndCom VAR B 1 e15 W 2 d14 B 3 e12 ENDVAR W 37 c16 B 38 h13 Mark A@g13 Com Black 38: good. This stops white 42 (A) and gives the black group shape. EndCom W 39 k14 B 40 l14 W 41 h12 B 42 g13 W 43 k12 B 44 l12 W 45 c17 B 46 e18 Com Black 46, 50: Both reasonable moves in a handicap game. EndCom W 47 h10 B 48 f6 W 49 c18 B 50 e8 Com Black 46, 50: Both reasonable moves in a handicap game. EndCom W 51 f17 B 52 e17 W 53 j18 B 54 k4 Mark B@j8 Com Black 54: A good point, but Black should aim for bigger things - B would be excellent. EndCom W 55 r6 B 56 r5 W 57 q6 B 58 o4 W 59 r10 Com White 59: [T] Designed to confuse Black. EndCom B 60 r9 Com Black 60, 62: Correct. Don't play atari, it reduces possibilities. EndCom W 61 q9 B 62 r8 Com Black 60, 62: Correct. Don't play atari, it reduces possibilities. EndCom W 63 r12 B 64 s14 Prisoner r14 Com Black 64 could and should follow variation. White would be in trouble. EndCom VAR B 1 r11 W 2 s13 Prisoner r13 B 3 s10 Prisoner r10 ENDVAR W 65 q8 Com White 65: Unreasonable, in fact a bad move, but... EndCom B 66 r11 Com Black 66: It's a pity Black missed the tesuji sequence of the variation which would have exploited White's poor move 65. EndCom VAR B 1 s6 W 2 s7 B 3 r7 W 4 s5 B 5 q7 W 6 p7 B 7 p6 ENDVAR W 67 s10 B 68 q11 W 69 s11 B 70 s12 W 71 r7 B 72 k3 Com Black 72: A must, a simple move, but it gives black the possibility of a counter attack. EndCom W 73 c3 B 74 c4 W 75 b10 B 76 d3 W 77 c8 B 78 f10 W 79 g8 B 80 f8 Mark D@h9 Com Black 80: D would be the severest response, but rather tricky. EndCom VAR B 1 h9 ENDVAR W 81 g5 B 82 f5 W 83 f7 B 84 e7 Com Black 84: (Grin!) EndCom W 85 r3 B 86 q3 Com Black 86, 88: Good. EndCom W 87 s5 B 88 s4 Com Black 86, 88: Good. EndCom W 89 r4 B 90 s3 W 91 q5 Prisoner r5 B 92 r2 W 93 p10 B 94 p11 W 95 o11 B 96 p13 W 97 l11 B 98 k6 W 99 j5 B 100 g4 Mark E@h3 Com Black 100: Maybe at E. EndCom VAR B 1 h3 ENDVAR W 101 m5 Com At this point Black has a comfortable lead. EndCom B 102 k5 W 103 n4 B 104 o5 Mark A@o3 Com Black 104: Too aggressive, a game losing move! White is very strong to the right and black can't hope to kill white 103. Better to play at 105 (A). EndCom W 105 o3 B 106 p3 W 107 m3 B 108 m6 Com Black 108, 112: Too aggressive. Black has managed to get himself into big trouble. EndCom W 109 l2 B 110 k2 W 111 n2 B 112 o2 Com Black 108, 112: Too aggressive. Black has managed to get himself into big trouble. EndCom W 113 p2 B 114 n3 Prisoner o3 W 115 e11 B 116 f11 W 117 o3 Prisoner n3 B 118 o1 W 119 n1 B 120 n3 Prisoner o3 W 121 g12 B 122 f12 W 123 o3 Prisoner n3 B 124 p18 W 125 p1 Prisoner o2 o1 B 126 p17 Com Black 126: A large exchange took place, in which black has lost 15-20 points. EndCom W 127 n6 B 128 r5 Prisoner r4 r3 W 129 r4 Prisoner r5 B 130 b11 Com Black 130-138: Quite good for Black. EndCom W 131 c10 B 132 c11 W 133 d9 B 134 e10 W 135 b6 B 136 b5 W 137 a10 B 138 k18 Com Black 130-138: Quite good for Black. EndCom W 139 q18 Com White 139-151: [T] All designed to play 149 and 151 in sente and keep Black worried. EndCom B 140 s16 W 141 m15 B 142 l15 W 143 o15 B 144 p16 W 145 n13 B 146 n12 W 147 o12 B 148 n14 W 149 m12 B 150 o14 W 151 n11 Prisoner n12 Com White 139-151: [T] All designed to play 149 and 151 in sente and keep Black worried. EndCom B 152 m13 W 153 l7 Com White 153: [T] Too big, Black has lost now. EndCom B 154 k7 W 155 k8 B 156 j8 W 157 k9 B 158 g9 W 159 h9 B 160 h8 W 161 j9 B 162 j7 W 163 b3 B 164 d2 W 165 k1 B 166 j1 W 167 l1 B 168 j2 W 169 a5 B 170 a4 W 171 a6 B 172 b4 W 173 t12 B 174 s13 Com The game finished after 201 moves, White winning by seven points. EndCom