British Go
Journal No. 15. Autumn 1971. Page 12.
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.
1. The opening
- 10 points Black 1 in Dia 1
- There is a bewildering number of places Black would like to play
but black 1, keima ,
is the pivot point for both players. Now, after black 1, Black can
devastate the upper side with black 1, white
and black J. On the other hand, if
Black neglects 1 White will play ikkentobi there and swell his moyo on the upper
side.
- 8 points Black 1 in Ref Dia 1a
- Black's shoulder attack 1 is logical, then the sequence up to white
6 is possible. However, this is not quite as good as the correct answer,
so only 8 points.
- 8 points Black 1 in Ref Dia 1b
- Black 1, boshi ,
unfortunately encounters white 2. this applies also to black A when
White will again reply at 2. Both black 1 and A score 8 points.
- 7 points A, B, C, D,
- If Black encloses the corner at one of the three points A, B or C,
it is a negative way of playing, so 7 points. Black's uchikomi D looks
good and together with
gets 7 points.
- 6 points E, F, G, H, I, J, K, L
- Black E and F give the impression of being a little loose, allowing
White to enter the corner at the 3-3 point. Like G and H, these moves
get 6 points.
On the upper side Black I, nozoki , and J, uchikomi , allow White I, ikkentobi , so they
are not satisfactory. These plays score 6 points, as do K and L.
- 5 points M, N, O, P, Q, R
- Black plays in the wrong direction by defending the left side with
M & N. Like O, they are unbalanced. 5 points, as for P, Q and R.
- 4 points S
- The numerous S points for Black are all inferior to the previous
moves. Each of them gets 4 points.
- 3 points All other reasonable moves
2. Three-move problem
- 10 points 1 to 3 in Dia 2
- First black 1, the appropriate tesuji to force white 2, then black
3, osae , is the
correct order of moves. After this, if white 4 hane, Black can start a
ko fight with 5. If White plays 5, tsuke , instead of 4, Black destroys White with 4,
sagari . If you gave
black 1 to 3, score 10 points.
- 7 points Black 1 in Ref Dia 2a
- If Black simply plays osae , 1, after white 2 his stones in the corner
are unconditionally captured. This together with any of the tsugi moves, 3, A, B or
C gets 7 points.
- 7 points Black 1 in Ref Dia 2b
- After black 1,
tsuppari , white 2, black 3 is 7 points too.
Black A instead of
3 is also good.
Also 7 points is the variation black B, oki , instead of 1, white
C, black D, white E. Yet another variation for 7 points black D, hane,
white C.
- 6 points Black 1 in Ref Dia 2c
- After black 1,
tsuppari , and white 2, black 3, hane, is a little heavy. If Black
plays tenuki , and
White cuts at A, then black 3 is the point to play. If you answered as
in this diagram 6 points.
- 5 points
- Black B, osae, white 2 then black 3' at A 5 points.
- 4 points Ref Dia 2d
- After black 1, sagari, White's crawling move 2, and black 3, Black
seems to have won the
semeai , but white 4, tsukidashi , prevents this, and after white 6 and
8, Black is captured. 4 points.
- 0 points
- All other moves.
3. Playing inside the opponent's territory
- 10 points Black 1 to 9 in Dia 3
- Black first plays the timely ikken-tobi , 1, then if White answers with tsugi , 2, black 3 is
important. White 4,
tsuke is the utmost he can do and the sequence up to 9 results in
seki, which is the right answer. 10 points.
- 10 points Black 1 to 9 in Ref Dia 3a
- If White plays 2, tsuppari in answer to black 1, black 3 and 5 are
inevitable. Then white 6 to black 9 results in seki with White's sente.
This is also a correct answer with 10 points.
If Black tries 7
instead of his 3, after white 5 he loses through meari-menashi (A semeai
where the opponent has one eye and the other player none.).
- 8 points Black 1 to white 10 in Ref Dia 3b
- After black 1 to black 9, White can only makea seki in gote, so
this answer gets 8 points.
- 5 points
- If White fills in a liberty at A instead of playing 8, Black
creates a ko with
kosumi B, 5 points.
- 7 points Black 1 to 6 in Ref Dia 3c
- In this variation, after black 3, ate , and white 4, black 5 causes a great loss for
White. White has made a mistake involving the capture of 8 of his
stones, so only 7 points.
- 0 points
- Other moves for black 1, e.g. 2, sagari , all fail.
This article is from the
British Go Journal
Issue 15
which is one of a series of back issues now available on the web.
Last updated Thu Dec 06 2012. If you have any comments, please email the webmaster on web-master AT britgo DOT org.