Even game against a 1 kyu on the ASR League.
This is almost certainly the game which I was thinking the hardest over, somehow managing to replicate the joseki in the lower right corner from knowing of it and having seen it coupled with a lot of thinking, panic, and luck.
Major mistake has to be the entire spiraled out of control sequence starting in the lower left, afterwards I believe that pincering was the mistake and I should just have tried to take the corner simply instead of getting into that monstrosity of a fight and giving away so much influence. Also H5 was... silly.
That and afterwards pretty sure the lower left B group can actually be killed as soon as I descended to the first line by playing D1.
Emergency invasion in the top right succeeded far more by luck than judgement but really shouldn't have been needed in the first place.
And the final resignation causing move I'm putting down to a combination of byo-yomi and running out of mental endurance, I am not used to putting this much effort into my games or them lasting this long.
One thing I would like to know is after
at L17, what do other people think the best place to approach is? I was in two minds as to whether to approach the top because it already has an extension, or to approach the bottom because it was a 3-4 stone with no backup.PeterN
- C10 is the single move I am most unsure of in this whole game, I've had this used against me, but with the wall to the bottom I'm not sure this is actually safe if W had hane'd on top instead of below.
- B3, reverse sente I think, but this may have been premature, should have just solidified my right side.
- G14, this should be both gote and small I think, if W had pressed on my right side I almost have to respond.
- Wrong direction? Could have been easier if I'd played from the other side and put something else nearer the group about to be cut apart.
- Uh... I think I had a plan when I played it....
- And perhaps I could play something to connect my stones instead, like E17....
- I'm classing this one as necessary fighting
- Better to attack the other W group at the top with something like K15 I think.
- And create a weak group for myself.
- Make that two weak groups, killing W looks a little optimistic.
- And drive W straight at said weak groups instead of defending them.
55?
Just catching the stone would have saved white a lot of trouble.
Why not stand up at P10 first? Seems like white really wants those three stones to live. If white cuts at R10, you've got the capture to save you.
This seems badly incongruous. Pincer black, then black sticks on the inside and let's have a two-point jump!
How does C2 look to you? Or the less adventurous C4?
C2 seems even better, now. At least one eye in the corner, and access to the center.
That peep does seems sensible.
Seems helpful for white. What did you gain, there?
H6 would have helped white more, here. There's at least three ways for the group to escape from there, and it would cover most of the outward influence of black.
K10 seems a much better place to shut off. Up is just about the worst direction for black to flee to.
Why not push up at K13 first? I know the three stones at Q12 might die, but they really seem overvalued. They're keeping two live groups apart. If black agrees they're overvalued, a response like L14 seems likely, in which case white can still save them.
K7 seems much more effective to me.
closing off at J3 seems better. There aren't two eyes in there.
takes away one of many eye potentials while leaving black free to connect out ??? Why not B6? Something ought to have been finished off, here.
Q18 seems sente.
Fighting that ko was a terrible decision. If white closes it as-is, the Q18 group is killed. Turns out that cost enough points to swing the game.
Very expensive 4-point gote.
as a mistake.