British Go Journal No. 61.  March 1984. Page 26b.
Solution (p13) |
Black in this game was Awaji Shuzo, on his way to becoming the
challenger for the tengen title (he lost the match 3-1 to Kataoka
Satoshi). White had better remain nameless. He resigned on seeing black
5 - presumably he had overlooked black* 7.
After 8, black throws in at . Please convince yourself that white is then helpless.
* BGJ had white.
Solution (p17) |
Black 1 is obviously the best starting point. White 2' at 3 is no good since Black plays 2 and saves his stone. Black 5 is the key play, and if White replies at 7 he dies unconditionally when Black plays 9. White 6 is a tesuji which ensures that he can make two eyes by capturing the three stones in the corner, but he must fight ko in orderto be able to capture them.
Solution (p21) |
After 1, 2, 3 it may look like ko, but black can play 5. If white connects at 1 he then dies in gote (his upper stones can be put in atari by filling outside liberties, and the four black stones then leave a one eyed shape). White would do slightly better by playing 4' at 5. Black could then choose whether to connect at 4 and kill, or to play elsewhere and leave the posirion as a ko.
Solution (p22) |
White 1 may seem silly, since it forces black to make two eyes for his only weak stones. However white 5 connects all his stone sin a ring, and after 13 (12 and 13 were miai - white must take one of these points) white has achieved the "two headed dragon" formation - his two false eyes are connectede together in two ways, so black can never put him in atari and white is alive.