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.
- 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.
- 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 Fri Jan 04 2013. If you have any comments, please email the webmaster on web-master AT britgo DOT org.