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  2008-03-17

Problem diagram.
White response to Black's marked play?

Source:
Go World #1, May-June 1977, p. 5
Fujisawa Shuko (black) vs. Hashimoto Utaro (white)
1st Kisei Title, game 3.
Commentary: Fujisawa Shuko

Solution follows    (or click here to download SGF)






























Not good.
White 1 does not lead to a good result. With the sequence through 8, Black can flee easily, and can aim at cutting through with A later. In addition, Black's marked stone limits the influence of the White's stones on the left side.


Correct.
Shuko felt that White should have jumped to 1 or even A. The idea is to not let Black lightly settle his approach stone in the upper left.


The game line.
White 1 is the game line, but Black takes the excellent point at 6 that erases White's area on the left side while expanding Black's territorial framework at the bottom.


White variation.
If White tries to avoid the previous diagram with 5, Black can settle himself efficiently with 6, given that White 1 is not ideally placed.


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