Handicap Joseki - Part 1c

British Go Journal No. 1. Summer 1967. Page 11.

Part 1b is on page 10.

I.a.B. Jump towards the corner.

Diagram 43





White 5 in Dia 43 is a very useful play. It stops black forming a large corner as in I.a.A., but it builds up black along the west side.

Diagram 44 [Ref to Dia 44]





Diagram 45





Black 6 in Dias 44-47 securely takes the corner, but places less emphasis on the side. White now has two very similar replies, 7 in Dia 44-45 and 7 in Dia 46-47. If the reply on the second line then Dia 44 or 45 follow taking the corner, but leaving white with the territory along the south, and sente.

Diagram 46









Diagram 47









If white plays 7 on the third line, black again has two alternatives; Dia 46 taking more of the corner or Dia 47 taking more of the side but still leaving it relatively invadeable.

Diagram 48 [Ref to Dia 48] [Ref to Dia 48]









Diagram 49









Black 6 in Dia 48 takes the side and leaves the corner for later, or gives it up completely. Moves 7 thru 11 are forced, (White must play 11 other wise black will get a large corner as well as the influence). The best reply is black 12, making the black position very strong and forcing white to concentrate a large number of stones in a small area. If white doesn't reply to 12 with 13' at A, Dia 49 completes the corner and gains influence with sente. Black's best response to 13' at A is now B.

Diagram 50










White can take the corner later with Dia 50, but black gets ample compensation for this loss. You should make sure that black cannot save triangle after white has played 1. Any other play apart from square as 14' (B) in Dia 48 is bad as it doesn't fully utilise the wall and should not, therefore, be played. Playing 14' at C in Dia 48 would guarantee the safety of triangle (10 in Dia 48), but this is fairly complicated.

I.a.C. The diagonal move. [Ref to Dia I.a.C.]

Diagram 51





White 5 in Dia 51 is usually played to obtain sente quickly after reducing the corner somewhat. Black has two good alternatives.

Diagram 52





Diagram 53





Black 6 in Dia 52 transposes to Dia 44 after 7 and 8.

Black 6 in Dia 53 transposes to Dia 48 if white 7' at A. However Dia 53 is best.
After 8, B is a big end play.

Diagram 54





Black 8 in Dia 54 is wrong for then white gains a live group in the corner for almost no compensation to black.

I.a.D. Grabbing the corner.

Diagram 55





White 5 in Dia 55 grabs the corner and waits to see what black will do before deciding on future strategy. The best play is now black 6.

Diagram 56






Diagram 57






If Black 6 in Dia 56, gaining the west side as shown then black has suffered a loss in comparison to Dia 55 above. (Black 12' at A doesn't force a white reply.)

Black 6 in Dia 57 is also bad because of the sequence shown where black has not put so much pressure on the white stones as in Dia 55.

Diagram 58





Diagram 59





White 7 in Dia 58 saves some stones but gives up triangle. Black should now play 8 and then 9 and 10 are best. Later white will play A, and black replies B.

This now leaves a very large yose play by white of 1 in Dia 59, forcing black 2 to capture and the white 3 connects. So black must remember to play Dia 60 with sente early on. Any other play other than Black 3 is not so good.

Diagram 60 [Ref to Dia 60] [Ref to Dia 60]





Diagram 61





Black 3 in Dia 61 is worse, losing sente after white 4. And black 3' capturing the 3-3 stone loses a fraction more of the corner.

Diagram 62






White 7 in Dia 62 makes a live group in the corner, but gives up some territory and stones on the south side. Black 8 is now best, however if there is a black stone at A the best is 8' at B as he can capture both the white stones. Then white 9 is usually necessary to prevent white being shut into the corner.

Diagram 63






White 7 in Dia 63 is very infrequently played. Black 8 is the best response, thereby confining white to a small corner position and still threatening to play A or B.

I.a.E. Playing for the south side.

Diagram 64 [Ref to Dia 64]





White 5 in Dia 64 plays for territory on the south side, while giving black the whole corner. Black's best answer is 6.

Diagram 65







Diagram 66







Then 7 and 8 in Dia 65 are usually played. If there is another play in this sector by White it is usually 9, but this depends on the circumstances on the remainder of the south side.

Again white can reduce the sizeof the corner later by playing 1 in Dia 66, which Black should answer with 2 and then 3-6 follow. For the remainder, see Dia 60 above.

[Start] Part 1d is on page 12.


This article is from the British Go Journal Issue 1
which is one of a series of back issues now available on the web.



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