Kill the intervening stones!

White 1 threatens Black's framework link so naturally a connection is in order. However, Black has a choice in how to connect ...

Safe!

The diagram shows the safe way to connect. Black 2 is sacrificed in order to connect across the centre. (Note that a white stone played at A would be captured in a ladder.) With white 9 White can live on the left side. So, in order to gain adequate compensation, Black must now contemplate how to invade the white territory to the right. The precise result is difficult to predict but it seems that Black is at a disadvantage.

However, if blessed with the ability to play accurately, Black can do better! See next diagram below.

Kill!

The diagonal black 2 is the answer (note not a contact play). The diagram shows a series of moves designed to trip Black up. To each white stone there is but one correct answer. For example, black 12 is necessary to avoid a ko for life which would be highly favourable to White. Black 16 is necessary to forestall an attack on the upper black stones. Black 18 and 20 are necessary to prevent White from gaining a second eye. White 21 captures three stones. Black can still easily go wrong! See next diagram below for the continuation.

No mistake!

Black 22 prevents the second eye. By threatening to break out, White manages to isolate the bottom black stones. Fortunately with white 29 (which is the best White can muster), the onslaught loses some steam! Black 30 prevents a ko. Black has just enough liberties to capture the large white group. White forces the capture and gets some territorial compensation. White uses superior ko threats to minimise the territory gained by the black 36 monkey jump. (Black 42 fills at white 37). Nevertheless Black wins by seven points.