EVENT WHITE Matthew Macfadyen, 6d BLACK Stefan Budig, ?d RESULT W+R BOARDSIZE 19 DATE April 1984 PLACE World Amateur Championship 1984. Round 5. Tokyo KOMI 5.5 SOURCE BGJ 62. July 1984. Page 6. COM Copyright British Go Association 1984, 2001 Write Rank: 6 dan ENDCOM B 1 Q17 COM This game from the fifth round of the World Championships features a number of instructive mistakes. Comments are based on a discussion of the game afterwards with Sakai 9 Dan, and on heckles by a number of other top professionals when the final life and death problem was being discussed. ENDCOM W 2 Q4 B 3 C16 W 4 R15 B 5 R13 W 6 P15 B 7 O16 W 8 Q12 B 9 R16 W 10 S15 B 11 R12 W 12 Q11 B 13 Q13 W 14 P13 B 15 R11 W 16 Q10 B 17 R10 MARK P13 P15 A@Q9 COM Black 17: This trick play is discussed in Ishida's "Dictionary of Basic Joseki" - if white 18 is carelessly played at 19(A), Black wedges in between 6 and 14 and white collapses. ENDCOM W 18 O15 B 19 Q9 W 20 N16 B 21 P16 MARK A@N17 COM Black 21: Should be 22(A) to avoid being shut in so thoroughly. ENDCOM VAR B 21 N17 ENDVAR W 22 N17 B 23 P18 W 24 S16 B 25 O17 W 26 N18 B 27 S17 W 28 O12 B 29 R6 MARK A@E16 COM 29 - 33 should all be at 34(A) or one point above - the space in front of white's big wall is the most important area. ENDCOM W 30 P9 B 31 Q8 W 32 R5 B 33 P8 MARK A@E16 COM 29 - 33 should all be at 34(A) or one point above - the space in front of white's big wall is the most important area. ENDCOM W 34 E16 B 35 E15 W 36 F15 B 37 E14 W 38 D16 B 39 C15 W 40 C17 B 41 F16 COM Black 41 is an overplay, he is ignoring the big wall to the right. ENDCOM W 42 F17 B 43 G16 W 44 G17 B 45 H16 W 46 H17 MARK B@G14 A@F14 COM White 46' should be 48(A) immediately - 46 gives black a chance to play 50(B) and get away with his overplay. ENDCOM B 47 J16 W 48 F14 B 49 F13 W 50 G14 B 51 J14 W 52 G13 B 53 J12 W 54 F12 B 55 C13 W 56 K13 B 57 J13 W 58 H11 B 59 J11 W 60 H10 B 61 J10 W 62 H9 B 63 J9 W 64 K15 B 65 H14 W 66 J8 B 67 H8 W 68 G8 B 69 H7 W 70 K8 B 71 L9 W 72 G7 B 73 H6 W 74 L8 B 75 M9 W 76 G6 MARK K8 L8 J8 COM White 76 etc. were questionable - normally White would pull out the three stones 66, 70, 74 and wait for a chance to attack one of Black's eyeless groups. In the game variation, black is likely to be able to live in the lower right corner, after which white will be short of territory. ENDCOM B 77 H5 W 78 G5 B 79 H4 W 80 G4 B 81 M4 W 82 H3 B 83 J3 W 84 J2 B 85 K3 W 86 C11 B 87 D11 W 88 C10 B 89 F11 W 90 D12 COM White 90 is a blunder - I had failed to see that 96 at 97 would be refuted by black 96. Having got this wrong, I gave up trying to attack black, and made some thickness instead. However: ENDCOM B 91 E13 W 92 E12 B 93 G12 W 94 H12 B 95 G11 W 96 E11 MARK A@H13 E11 G11 H12 G12 E12 E13 D12 COM White 90 is a blunder - I had failed to see that 96 at 97(A) would be refuted by black 96. Having got this wrong, I gave up trying to attack black, and made some thickness instead. However: (see 99) ENDCOM VAR W 96 H13 B 97 E11 ENDVAR B 97 H13 W 98 F10 B 99 G15 MARK B@B5 A@C4 COM Black 99: should be at 101(A) - 99 is too small. After 102(B) the question arises as to whether black is really dead in the corner. Stefan could not work this out and decided to leave it for later, but this was wrong. The corner is completely isolated and cannot affect the rest of the game. If black tries to live now, white is obliged to try to kill him, later on it may be enough for white to let black live on a small scale. In the game Black had to resign without even finding out whether he could live or not. ENDCOM W 100 G3 B 101 C4 W 102 B5 B 103 R3 COM Black 103 - 107: He is trying to kill the whole corner, but 106 is good (it revives some of the potential in the three cutting stones) and white lives in sente up to 130. See also variation. ENDCOM VAR B 1 B4 W 2 D3 B 3 D4 W 4 D2 B 5 C6 MARK C6 D2 D4 D3 B4 C@B7 B@B6 A@E3 COM The consensus of 9 Dan opinion was that black can live. I was intending to play 4, though A might be better. After 5 white can try B or C - both are very tricky and the details are left as an exercise to the reader. ENDCOM ENDVAR W 104 Q3 B 105 Q2 W 106 P2 B 107 R2 MARK R2 P2 Q2 Q3 R3 COM Black 103 - 107: He is trying to kill the whole corner, but 106 is good (it revives some of the potential in the three cutting stones) and white lives in sente up to 130. ENDCOM W 108 N4 B 109 O2 W 110 N2 B 111 O3 W 112 N3 B 113 M2 W 114 O1 B 115 M3 W 116 S4 B 117 P3 W 118 P1 B 119 S3 W 120 S6 B 121 R4 W 122 Q5 B 123 T4 W 124 S5 B 125 Q1 W 126 N1 B 127 S1 W 128 S8 B 129 R7 W 130 S7 COM Black resigned. ENDCOM