British Go
Journal No. 16. March 1972. Page 14.
The answers to the questions posed on page
6 .
BGJ numbered the diagrams differently. Many of the terms
used in this article are linked to the glossary definitions.
- 10 points - White 1 to 3 in Dia 4.
- This white 1 is tesuji, and if black 2, hane, White plays 3, nobi . 10 points.
- 10 points - White 1 to black 8 in Ref Dia 4a.
- This 3 is also a strong way of playing.
The plays from black 4
to 8 are forced. This seems good for Black but White has some good
combinations in store: white A, black B, white C sagari (black D tsugi ) brings White a
profit. Then white E, nidanbane , is a severe tesuji. If black cuts at
F, White plays G, black H, white C decides the fate of the left-hand
side. 10 points for this sequence.
- 8 points - If you gave white E after white 1, black 2 in Ref Dia 4a.
- 5 points - White 1 to 5 in Ref Dia 4b.
- If black plays 2,
ate , in reply to white 1, tsuke , then black 4, tsukidashi , he
gets baad shape after white 5. Black 2' should be at A, so only 5 points
for this answer.
- 0 points - Ref Dia 4c.
- White's
nidanbane is bad. When white plays 5, tsugi , black extends at 6. Even if white plays shibori at 7, after
black connects at 8 White's position is in tatters. Therefore 0 points.
- 10 points - White 1 in Dia 5.
- It is correct for white to fill in liberties from the outside. If
black 2, hane, white 3,
osae , and 5 seki is the correct answer for 10 points.
White can also play 5' at A to get the same result.
- 5 points - Ref Dia 5a.
- White 1 is not so good after black 2. White 3 and 5 are forced and
black checks with 6 to 10. White can now get seki only by winning the
ko.
Black 12 is an effective ko threat.
5 points for this answer.
- 3 points - Ref Dia 5b.
- White 1 is bad. White is unconditionally dead after black 2. 3
points.
- 10 points - Black 1 to 6 in Dia 6.
- With the ko in the left-hand corner in mind, the capture at black 1
is the important move. If after white 2, ate, black connects at 4, white
plays A, black takes ko and white 3 threatens a large capture. Therefore
black 3 is forced and white takes 6 stones at 4. After black 5, white
has no more ko threats, so he must connect at 6. 10 points for this
correct answer.
- 8 points - Black 1 to 10 in Ref Dia 6a.
- If white starts a ko fight with 4 after the exchange of 2 for 3 in
answer to black 1, after the sequence to 10 white is 5 points worse off
compared to Dia 6, so this scores only 8 points. White 2 and 6 can be
played in reverse order in this sequence.
If white 2' is played at 4, black takes the ko at 5 and after white 2,
black 7, white 6, black 3, white 8 the result is the same, so again 8
points.
- 6 points - Black 1 to 9 in Ref Dia 6b.
- Since white suffers a loss with this sequence in comparison with
the previous one, 6 points. If white 6 is played before 4, also 6
points. White 8 instead of 6 would suffer a 2 point loss.
- 5 points - Black 1 to 6 in Ref Dia 6c.
- In comparison with the correct answer this sequence loses about 4
points, so score 5 for this.
- 3 points - Any other sequence reasonably close to the answers
given.
Score Chart
Total your points and assess yourself according to the following table:
60-59 | You could well be 4-dan, possibly 5-dan.
|
58-56 | 2 or 3-dan.
|
55-52 | Shodan
|
51-44 | 1-2 kyu
|
43-38 | 2-4 kyu
|
37-32 | 4-6 kyu
|
31-25 | 6-9 kyu
|
Below 25 | Below 9-kyu, otherwise you've got Go player's
bottom, hallucinations or acute time trouble.
|
This article is from the
British Go Journal
Issue 16
which is one of a series of back issues now available on the web.
Last updated Thu May 04 2017. If you have any comments, please email the webmaster on web-master AT britgo DOT org.