Knotwilg wrote:
Summary
Opening
64: opening is good for Black, due to a couple of slow moves and a bad hane at the head
Middle game
66 & 74: play away from thickness
96: surround first to strengthen the outside; kill if you must
107: roles are reversed and both players miss the fact that White's big group can be cut off
Endgame
158: cutting points aside, there are bigger moves than this small endgame
168: you successfully continue bullying the opponent and strengthen your group
174: good move to get ahead in territory
198 & 202: you get the biggest remaining endgame (but 204?)
211: Black's capture allows for a ko which has been there for a long time but now becomes a picknick for Black
223: Black destroys his last opportunity
Thanks for the great review as always
Yeah the game was a bit lucky for me. I felt that Black lost some big points in the late middle game/endgame and didn't use their thickness. I was struggling for quite some time in that game.
I wasn't sure what to do against the 4-4 knight's approach, one space high pincer joseki. It's a modern one and I felt that Black got a lot of strength. I didn't like my position very much.
I Fully agree about the sequence on the left side, I knew the cap was good but then I wasn't sure on the follow-up. The hane is a kind of automatic move, you say that I should push instead? I'd find that a difficult move to make.
The game had quite a few sequences that I was not happy with. E.g. around move 100, black pushes right through the centre and splits me in half. That did not feel good. Also, my group in the centre didn't develop as well as it should have.
Anyway, it was an interesting game, and useful for me I think.
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I've been working through the problems from Lectures on Go Techniques vols 1 and 2 by Cho Hunhyeon and they are great books. Learning types (the methods by which a player best learns) are a very in-depth topic that I'm not familiar with, but I've been described as a theorist, by such people who know about these things.
So, I learn best when a concept is described to me and given in a lecture format, so these books are quite perfect for me, because they combine this style while giving problems at the same time. The content is at a lower/more fundamental conceptual level than a book like Attack and Defence.
By the way, about Attack and Defence, if asked 'what level is the book Attack and Defence suitable for?', I would find the answer difficult. I think it's ultimately an SDK book as some of the material is either complicated or at a very high conceptual level. I think the book is recommended for a somewhat lower rank than should be the case, in my opinion.
Hopefully there are a few sparks in my recent games that a stronger player would say 'ah, this person is starting to know a bit about where to put the stones'.