Handicap Joseki - Part 1d

British Go Journal No. 1. Summer 1967. Page 12.

Part 1c is on page 11.

I.e. Black 4 blocks to take the corner.

[This "continuation" was mentioned in the main attacks on page 9 as variation A in Dia 3.]

Diagram 67




In Dia 67 where black takes the corner but gives up a large amount of influence to white.

I.e.A. Connecting.

Diagram 68






White can play 5 in Dia 68 and transpose to Dia 64 above.

I.e.B. Atari.

Diagram 69






However white most often plays 5 in Dia 69 after which 6 is mandatory.

Diagram 70






Diagram 71






White 7 places the emphasis on central influence, and is generally played if there is a black stone around A. Black's best, and simplest, course is as Dia 70, Black plays 12 as the ko is not very valuable at this stage of the game.

Black can also play 8 in Dia 71, but this can lead to complications if white manages to play A later.

Diagram 72







This can only be played if there is no black stone near C, and it plans a future extension in that region. Black can cut with 8, but this will lead to fighting quickly, which Black doesn't want in a handicap game. So Black is advised to play A or B, and white will make an extension around C.

Diagram 73






White 7 in Dia 73 reduces the territory in the corner later, but is giving up a large wall to black immediately. Black should now cut with 8 as white has a weakness at A and cannot cause black so much trouble as he could in Dia 72. White 9 is forced and then black 10 is simplest. White can later, of course, reduce the with B (see I.a.C. above) or C.

There are many complex variations after 4 in Dia 67, but these are the simplest and will usually suffice.

I.f. Black 2, the diagonal attachment.

[This "continuation" was discussed as Dia 4 in the main attacks on page 9. It was deemed not as effective as Dia 3.]

Diagram 74






Now Black has a big decision. He can attack the white stones aggressively with 4 at A and give up some chances in the corner, or he can play safely and retain the corner with B or C.

I.f.A. The second diagonal move.

Diagram 75







Black 4 leaves no possibilities for white, even after white 5. For if White then plays 7, Dia 75 follows and black has killed the two white stones. Any other invasion of the corner will also die with proper play, and you should make sure of this.

I.f.B. The knight's move.

Diagram 76







Diagram 77







Black 4 in Dia 76 gains slightly more that 4 in Dia 75, however it leaves a small weakness at A; gaining slightly more territory than Dia 75, however it leaves a small weakness at A; and after a white play at 5 in Dia 77, black 6 is usually required and is a good play as in most cases the two white stones can be brought under a severe attack by a black play near B.

I.f.C. The one point jump.

[BGJ omitted to specify where move 4 is. The context and the introductory paragraph I.f. suggest that it is the one point jump shown here. === sgb]

Diagram 78








This modern play, Black 4 in Dia 78, aims for further attacks on the white stones from the direction of A and if there are already stones in that region it is to be preferrred to I.f.A. and I.f.B., provided there are no white stones near B for then the whole black group could come under heavy attack.

The response to a white invasion at 5 depends to a very large extent on the surrounding situation. If the white stones are isolated then it is best for black to separate the white stones and prepare an attack on them with D or E. Otherwise it is best for Black to play F.

Diagram 79










Diagram 80










After black 6 in Dia 79, white invariably plays 7, leaving Black with the choice of playing 8 - 10 if there is a black stone at triangle (see Dia 60 for future development).

However if there is a white stone near square and black wants a secure life for his group, he plays as Dia 80, but this also strengthens the white group. (White 11' at 12 is impossible, for then black 12' at 11.)

Diagram 81








Diagram 82








Black 6 is a very strong play, and the usual follow up is Dia 81. Black now has the choice of taking a small corner with Dia 82. (White 17' at A is impossible because of 18' at 17.)

Diagram 83









Diagram 84









19 at triangle

Or he can confine white to a small corner and take the outside influence with Dia 83. White 15' at 16 would be wrong because then Dia 84 loses a large corner. 17 in Dia 83 is also necessary for otherwise black can reduce this group to two points with sente by black A, white B, black 17, white D.

Diagram 85






Diagram 86






Black 6 in Dia 85 is a lesser known possibility, but still good. White can now live with Dia 85 or Dia 86 whichever is more profitable for black. Dia 86 has a weakness at A, but black cannot play there until he protects one of the cutting points B or C.


[Start] BGJ has a large table of coordinates and move numbers as an index to this article, it is not reproduced here.

Part 2 of this article is on BGJ 2 page 19.


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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