Event Black Mike Peat, 10k White Dieter Heine, 8k Result W+Resign Source BGJ 60, September 1983, Page 9 Com Copyright British Go Association 1983, 1998 EndCom B 1 q4 W 2 d3 B 3 d16 W 4 q17 B 5 r15 W 6 q14 Com A notorious trick move - Black's sequence from 7 - 11 has the great merit of simplicity, and although White gains a little in this area, the difference is small enough to be unimportant at this level. EndCom B 7 r14 W 8 q15 B 9 q13 W 10 r16 B 11 r10 W 12 d5 B 13 k17 W 14 m17 Com Rather cramped - it would be better to extend along the lower side at 38 or 15. EndCom B 15 l3 Mark \T@k3 \T@j3 Com Also rather cramped - 36 or 38 would be natural, after 15 White still has room for a good extension at 36. EndCom W 16 c14 B 17 d14 W 18 d13 B 19 e14 W 20 c15 B 21 c16 W 22 c11 B 23 f16 W 24 r6 B 25 q6 W 26 o3 B 27 p3 W 28 o4 B 29 o2 Mark A@l5 Com Black 29, 31: Very bad - Black seems determined to secure his corner as soon as possible, but this is inconsistent with his initial play at 1. He should attack White's stones by playing at or near 'A' - White could then save his two stones 26 and 28, or live in the corner, or save his stone 24 but he would have no time to do all of these things, so Black would get at least as much territory as in the game, while avoiding the attack he suffered on the lower side. EndCom W 30 n2 B 31 p2 W 32 m3 B 33 r5 W 34 o6 B 35 g2 Com Very odd - usually Black would choose between a play on the third line to make eyes and the solid play at 40, which aims to counterattack White's stones on the right. EndCom W 36 j3 B 37 j2 W 38 k3 B 39 k2 W 40 l4 B 41 l2 W 42 q7 B 43 r7 W 44 p6 B 45 q5 Mark #24 Com ? Why not capture 24? EndCom W 46 h3 B 47 h2 W 48 e13 Mark B@e2 Com He could have a go at killing the black group by playing 'B'. EndCom B 49 b16 Com Black 49, 53, 61, 63, 65: Black's plan becoms clear. He intends to secure as much territory as possible very thoroughly, so that White will have no useful forcing moves to help attack the later invasions. EndCom W 50 f13 Com White 50 - 66: White's plan is also clear. He is going to concentrate on the centre, and try to kill whatever comes into it. EndCom B 51 g3 W 52 j5 B 53 q8 W 54 p13 B 55 r13 W 56 h16 B 57 h17 W 58 j16 B 59 j17 W 60 k16 B 61 p7 Prisoner q7 W 62 g5 B 63 m2 W 64 n3 B 65 n1 W 66 p12 B 67 c8 Com Black invades very deeply. EndCom W 68 b7 Com A bit of an overplay - there is no need to kill everything in the centre, he should play 75, inviting Black to make a small live group on the side while completing the rest of the centre. EndCom B 69 b8 W 70 c7 B 71 a13 Com Black 71, 73: Bad - since he is now more orless committed to spoiling the centre by living in it there is no point in spoiling a small corner of it with these endgame plays - white 74 is quite useful in taking away Black's eyes later. EndCom W 72 b13 B 73 a14 W 74 b12 B 75 e8 W 76 n8 Com White 76, 92 - 100: Greedy - he is trying to win by 100 points. EndCom B 77 d7 W 78 d6 B 79 e6 W 80 d9 B 81 d8 W 82 e5 B 83 f6 W 84 g4 B 85 g8 W 86 f9 B 87 f8 Com One eye. EndCom W 88 e9 B 89 b10 W 90 b11 B 91 c10 W 92 g16 B 93 g17 W 94 e15 B 95 d15 W 96 f15 B 97 f14 W 98 g14 B 99 e16 W 100 g15 B 101 g6 W 102 h7 B 103 h6 W 104 h8 B 105 g9 W 106 e11 Com Very good. White's correct strategy is to keep his distance from the black group [1] , and to concentrate on getting rid of his own weaknesses. Solid, good shape plays like 106 are particularly effective in taking away the weaknesses against which Black might play forcing moves to make eyes. EndCom B 107 c9 W 108 a9 B 109 e10 W 110 f10 B 111 d10 W 112 p10 Com Though this is overdoing things a bit. He is really trying to win by 100 points. EndCom B 113 g10 W 114 f11 B 115 j10 W 116 h9 B 117 h10 W 118 k8 B 119 a8 W 120 a10 B 121 a7 W 122 b5 B 123 j6 W 124 j8 Mark \T@k9 Com White's only really bad move of the game - after 128 (\t) this becomes a completely useless stone - he should just play 128. EndCom B 125 k6 W 126 k5 B 127 l8 Com Black 127 - 131: Brilliant - Black takes full advantage of the mistake. Now it looks as if Black will live. EndCom W 128 k9 B 129 k10 W 130 l9 B 131 l10 W 132 m9 B 133 l12 W 134 j12 B 135 k12 W 136 m11 B 137 l11 Com Better to play hane at 147 first - then 148 would be impossible. EndCom W 138 j11 B 139 m10 W 140 n11 B 141 n10 W 142 o10 B 143 n9 W 144 o9 B 145 o8 Com The cut below 132 is trickier (though it still doesn't work if White plays correctly). EndCom W 146 n7 B 147 j13 W 148 h13 B 149 k14 W 150 j14 B 151 l14 W 152 k13 Prisoner j13 B 153 l13 W 154 o14 Com Perfect - another example of the strategy described above. Black's play in this corner would be good enough to live against many shodans, but White's faultless replies are too good for him. EndCom B 155 l16 W 156 l17 B 157 m16 W 158 n17 B 159 n14 W 160 n15 B 161 m15 W 162 n13 B 163 n16 W 164 o15 B 165 o16 W 166 o17 B 167 p16 W 168 q16 B 169 m13 W 170 k15 B 171 n12 W 172 o11 B 173 o13 Prisoner n13 W 174 l15 B 175 m6 W 176 l7 B 177 l6 W 178 l5 B 179 d11 W 180 d12 B 181 p17 W 182 p18 B 183 q18 W 184 o18 B 185 r18 W 186 s17 B 187 s18 W 188 t18 B 189 s16 W 190 s15 B 191 l18 W 192 r17 B 193 s19 W 194 q19 B 195 p19 W 196 t17 B 197 p9 W 198 q9 B 199 q10 W 200 p8 Prisoner p9 B 201 a11 Com Black 201 is not actually a ko threat. EndCom W 202 a12 Prisoner a11 B 203 p9 Prisoner p8 W 204 o12 Com White 204 is necessary since Black 204 would now make an eye due to White's shortage of liberties. EndCom B 205 n5 W 206 o5 B 207 m4 W 208 m5 B 209 n6 W 210 o7 B 211 n4 W 212 p8 Prisoner o8 p9 B 213 f5 W 214 f4 B 215 c4 W 216 c5 B 217 e4 W 218 e3 Com White 218 starts a ladder - if he carlessly plays 220 at 221 the ladder still works, but Black can live with his big group by extending at 220, then playing atari on the two stones above, and catching White in damezumari. EndCom B 219 d4 W 220 b4 B 221 c3 W 222 c2 B 223 b3 W 224 a3 Com Black resigns after 224 - he has run out of ideas at last. The ingenuity with which Black sought eyes for this group and the accuracy with which White refuted him both show a capacity to play well above 8 kyu. We can expect to hear more of both of these players. EndCom