R.A.F.A. Go Challenge Trophy

British Go Journal No. 20. July 1973. Page 5.

August 1972

Andrew Daly

Black: D. Brooks, 8k
White: Mark Roberts, 1k

Handicap: 7 stones.
The game-file in SGF format.

There are many commented moves per diagram in this game. You may wish to open two windows, one for the diagrams and one for the text.

Figure 1 (2-100)

  • White 2,4: With these two moves white threatens to enclose the side or attack black should he invade.
  • White 6,8: Not really dramatic enough (probably not joseki). Better at 13.
  • Black 9: Quite good, but not normal, (looks to attack white 2).
  • Black 13: Aji Heshi* - spoiling possibilities. White will always have to protect this cut and black may want to threaten it some other way later.
    * Spelt thus in BGJ.
  • Black 15 should be more severe - white 96 is a possibility.
  • White 16: The weak point of the corner handicap stone.
  • Black 17: Having played 15, it seems better to play at 18, taking the lower right side.
  • Black 21-27: Excellent, white is hopelessly lost.
  • Black 29: No! 30, White will resign.
  • White 32 should protect his group with one more move.
  • Black 41: Very passive strategy.
  • White 42: Strengthening white's moyo and preparing to advance with large black moyo.
    ? to second half of comment.
  • White 44: Better at A.
  • White 48: Simply B or C. Cutting these 2 stones is of small importance at the moment.
  • Black 55 correctly separates the white groups. White must now threaten this black group in order to survive.
  • White 60: Aji Heshi. White may well get a cut at 61 later.
  • Black 67: Bad
  • Black 77: Unimportant.
  • White 78: How about 79? Then white can next play at 78 or 80.
Figure 2 (101-177)

  • Moves 104-115: Not very big. What about the white group on the lower side which has no eyes?
  • Black 121: Bad. Should have been at 151 to kill the three white stones and keep pressure on the six others.
  • Black 127: Misdirected, as subsequent events proved.
  • White 136-138: Very big.
  • Black 139-151: Good, although 141 should be at 152 to threaten both white groups.
  • Black 157: Much better at D. Not many points are gained by this move.
  • Black 163 should play ko.
  • Black 165: Why not 169?
  • Black 171: Why not E?

The rest of the game was uneventful. White won by 12 points. Black lost because he did not take advantage of White's overplay. White left weak groups around the board and Black was far too respectful towards them.

Black should have in his mind a clear idea of the approximate value of moves. In this way he will avoid playing in the wrong part of the board. White showed nerve, but should avoid Aji Heshi. Undefined situations benefit White in a handicap game.


This article is from the British Go Journal Issue 20
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.