European Championship
British Go Journal No. 2. Autumn 1967. Page 25.
Skrob v Diamond, Round 3
  Black: Ernst Skrob, Austria 
White: John Diamond, Great Britain 
Komi: 5  
The game-file in 
SGF format. 
This game was played in the third round of the European Championships in August 1967.
Comments by Mr Nagahara are followed with {N}. All other comments are by John Diamond and not so authoratative.
You might wish to open a second window beside the first one to view Fig 1 whilst reading the text in the first window.
| Figure 1 (1-61)                                                                                                                                                                                                                                                                                                                                                                                                                               | 
- Black 5: This is the commonest fuseki at the present time, and White usually plays one of 11, 12, 6 and 13.
- White 6: If 5' were at A instead, 6' at 11 would not be good because of 7' at B.
-   White 18: Good. {N} 
 This is a joseki, as is 18 in Dia 1 but after 19-21 in Dia 1 Black has a large potential.Diagram 1 
       
       
        
       
       
        
         
       
          Diagram 2 
         
         
         
           
           
           
          
         
          
- Black 25: Better than at 28 {N} because then Dia 2 and although black is better in this corner, white stands better over the whole board.
-   Black 27: Incorrect. Best is Dia 3 where 27 has
become an ideal play. {N}
Diagram 3 
         
          
         
         
        
        
         
         
         
         
         
         
- White 34: Bad. This makes black into good shape and leaves 27 a good play. 34' at C is much better. {N}
- Black 37: No good. 38 is much better. {N}
-  White 38: Good. {N} 
 If Black had played here he would have been secure easily.
- White 40': D, making full use of the wall, is best. {N}
-  Black 41: Bad, simply play E. {N} 
 The play shown only fortifies the north side.
- Black 45: Black chooses this variation because of stones 1 & 5.
-   White 48 was played with the purpose of
obtaining a wall to the south side, and then playing at F. This joseki
can only be played by White if the ladder formed in Dia 4 works for
white.
Diagram 4 
         
         
          
           
           
           
           
            Diagram 5 
         
          
            
           
           
         
         
          
- Black 55' at 56 would be wrong as then Dia 5 captures the corner.
- Black 59: If black 59' takes at 47, then White plays 59.
-   Black 61: This is very important otherwise white
can save his stone and build a wall as Dia 6.
Diagram 6 
         
          
           
               
          
          
         
         
         
          
| Figure 2 (62-108)                                                                                                                                                                                                                                                                                                                                                                                                                 | 
-  White 64: Wrong point, A is best. {N} 
 This threatens a further play at B, and also follows the proverb: Don't play close to your opponent's strength.
- White 66: The decision on which side to play is very difficult.
- Black 71: Not joseki, correct is C.
- White 72: Although following joseki, as White is strong on the north side, 72' had better be played at D to reinforce 64. {N}
- Black 75: E is better form. {N}
- White 76: White was worried about the possibility of black playing at F.
-   White 78: Very good {N} 
 For if 79' is played as Dia 7, then the sequence to 91 is forced. Thus black is cut off between two strong white groups.Diagram 7 
          
          
           
             
               
              
           
          
          
          
           
-  Black 81: Poor. 106 would have been very strong. {N} 
 Separating the white stones.
- Black 83: Black was afraid of white playing G next.
- White 84 enables 88 to be played with sente.
- White 88 threatens a disconnection at H.
- Black 91: Better at I, then if white J, black 92 reduces the group to only one eye. {N}
- White 92: Indirectly protecting the cutting point at J and strengthening the white stones.
- White 96: This threatens to take away black's corner or build up a large territory on the south side if black answers at K. {N}
- Black 97: Good, this stops the formation of a white territory on this side. {N}
-   White 100: Poor, as it doesn't secure two eyes.
Dia 8 does demonstrates this and should have been played   (by
Black)  up till move 111. {N}
Diagram 8 
         
         
         
         
         
         
         
         
         
         
         
   Diagram 9 
         
         
         
         
          
          
           
          
         
           
         
 2 elsewhere.
- Black 103: White can now live in the corner by playing at the 2-2 point. But it isn't worth it yet.
- White 106: 107 would be better; for if Black doesn't answer then Dia 9 follows and white has gained the corner with sente. {N}
- Black 107: Good. {N}
| Figure 3 (109-207)                                                                                                                                                                                                                                                                                                                                                                                                                                                                     | 
- Black 109: Threatening the centre.
- Black 117: 119 directly is better. {N}
-  White 124: Bad. {N} 
 Better at 128, then white 126' at 125.
-   Black 129: Black cannot play at 133 because
then Dia 10 and a large ko fight ensues.
Diagram 10 
         
         
         
           
         
          
          
           
          
-  White 130: Good. {N} 
 Now white lives in the corner. This is worth 27 points.
- White 134 is worth 6 points with sente.
- White 140: A big mistake. 143 is much better, as 142 is not sente. {N}
- White 142: If 144' at A, 145' at 163 and white must protect the corner with 171 or 172 otherwise it will die.
- Black 163: Otherwise A saves one stone.
-   Black 165: Otherwise white will capture three
stones with Dia 11.
Diagram 11 
           
           
            
             
             
           
              Diagram 12 
      
      
       
      
       
        
          
- White 170' at 173 is impossible, for then the corner comes to ko after Dia 12.
- White 178' at 180 would lose two stones after black 178, white B. black 182.
- Black 179: 180 is worth more.
- White 182: Otherwise black 193, white 194, black 182.
- White 186 is worth 4 points with gote.
- White 196: White cannot fight a ko.
- White 204: A mistake, this costs at least two points.
At 208, White resigns.
| Diagram 13                                                                                  |   | Diagram 14                                                                                 | 
White must give up two stones as Dia 13 and lose by 11 points.
If Dia 14, white does not have enough ko threats.
  ![[Start]](/files/bgj/gifs/previous.gif) The second game reported from the
tournament is on  page 27.
  The second game reported from the
tournament is on  page 27.  
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