Solutions
British Go Journal No. 64. March 1985. Page 31.
These are the solutions to problems on page 14 and page 21.
Solution 1 (p14) |
Black 1 must be played first. If you start at 3 instead, White can play at 1 himself and get a ko.
Solution 2 (p14) |
White starts by extending at 1. Now if Black plays 2, there is a snap-back at 3. If White had started by capturing Black's stone, there would be no snap-back.
Solution 3 (p14) |
White 1 does the trick. 3 is one line longer than a monkey jump, but it cannot be cut off. If White tries playing at 3 first, then Black plays A, and 1 no longer works, since White runs out of liberties.
Solution (p21) |
(Problem (p21)) |
BGJ did not include the problem diagram on the solution page, it is included here for easy reference.
The centre white group can clearly live or be killed by putting a stone in the middle of its eyespace.
The white group on the left can be killed as shown here.
The black group, which has no eyes, is unconditionally alive - it is a rare animal known as the double headed dragon. (Think how White might put it into atari.)
This position arose in a game in which the white stones were held by Allan Scarff's computer program, Microgo. The program understands false eyes very well, but thought it had killed all Black's stones.
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